Unknown W. Brackets
089ee41d9c
Implement a very basic stencil upload.
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This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
Unknown W. Brackets
1433b98c46
Clean up the framebuffer force downloads.
2014-05-31 10:03:03 -07:00
Unknown W. Brackets
8dcc09c9e1
Use a separate func for gpu memset().
2014-05-27 07:50:01 -07:00
Unknown W. Brackets
e4dc702d68
Schedule the FBO blit during multithreading.
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This was it's properly ordered with draws, and it runs on the right GL
context.
2014-05-25 22:08:15 -07:00
Unknown W. Brackets
8275f613ce
UpdateMemory() now returns whether to skip the cpy.
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This way it can do it itself as necessary in the right order.
2014-05-25 21:48:41 -07:00
Unknown W. Brackets
a4327702f1
Reduce some includes under GPU/.
2014-03-29 16:51:38 -07:00
Henrik Rydgård
e5e17fbc6e
More include cleanup. Hoping for very slightly faster compile times..
2013-12-30 10:49:05 +01:00
Unknown W. Brackets
d35717f5a8
Also report the vertex decoder jit to verysleepy.
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Can use the same methods to support other platforms.
2013-11-30 19:20:22 -08:00
Unknown W. Brackets
435115441d
Reinitialize the GE on sceKernelLoadExec().
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Mostly, reset the lists and draw completion, etc.
May be required for Capcom Classic Collection Reloaded to work.
2013-11-28 15:35:12 -08:00
Unknown W. Brackets
afafa5fcd6
Make sure the gpu thread has a chance to run.
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If the scheduler puts it on the same core, it may not even do anything
before we check if the framebuffer is dirty, so SyncThread will quit since
it's not even running.
Instead, let's wait until it's at least done something.
2013-11-09 23:08:28 -08:00
Henrik Rydgard
a88ab80477
Only clear the shader cache when toggling "Disable alpha test"
2013-10-22 14:34:16 +02:00
Unknown W. Brackets
479a9801d4
Shutdown issues: the legend continues.
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If the gpu was slow (softgpu for example), it might still be accessing
memory. Need to let it wake, and ignoring coreState too.
2013-10-13 09:35:02 -07:00
Unknown W. Brackets
a09119ba04
Correct savestates when dls had context saving.
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It was wrong, and also they were different between 64/32 bit.
2013-10-06 22:10:44 -07:00
Henrik Rydgard
424b4cbd5f
Move GE_CMD_BJUMP to GPUCommon. Add the flag. (no actual bbox impl yet)
2013-09-24 14:14:04 +02:00
Unknown W. Brackets
3787471791
Add some initial methods to GPUDebugInterface.
2013-09-22 10:22:33 -07:00
Unknown W. Brackets
2e2fa53201
Preseve offsetAddr on stall, instead of reset to 0.
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Only for new lists is it reset to 0, afaict.
2013-09-21 21:01:41 -07:00
Unknown W. Brackets
881cefbc83
A paused list will allow a context save.
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Just not stall, drawing, etc.
2013-09-21 21:01:41 -07:00
Unknown W. Brackets
863eb83e4c
Add support for sceGeGetStack() for debugging.
2013-09-21 10:04:31 -07:00
Unknown W. Brackets
3c954ea0e4
Save the base address in signal calls.
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It's not saved in regular calls but it is in signal ones.
2013-09-21 00:07:49 -07:00
Unknown W. Brackets
4078dcd917
Support save/restore of context on list run/finish.
2013-09-20 09:51:44 -07:00
Unknown W. Brackets
8998a1b303
Don't trash a list the GE interrupt handler needs.
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Even after it's marked COMPLETED, the CPU needs it to start and finish the
interrupt. Fixes #2956 , where an existing completed list was not having
its interrupt run correctly.
2013-09-01 12:39:45 -07:00
Henrik Rydgard
664d74a9b7
Another frameskipping attempt. Now: 0=no frameskip, 1=auto frameskipt, 2-9=fixed frameskip.
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There is still some flicker remaining in non-buffered rendering that I can't seem to get rid off.
2013-08-16 01:00:26 +02:00
Unknown W. Brackets
cf7c718706
Use a timer to keep gpu/cpu in sync periodically.
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Fixes Diva Extend demo, at least, losing FPS.
2013-08-11 13:41:42 -07:00
Unknown W. Brackets
450e4c7fea
Factor out event queue logic to a template mixin.
2013-08-10 03:33:09 -07:00
Unknown W. Brackets
a80a7690c8
Fix SyncThread() not syncing during last event.
2013-08-09 23:18:37 -07:00