Henrik Rydgård
e3177ac870
Make some global string pointers const, not just the strings.
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Minor cleanup.
2023-12-29 14:09:45 +01:00
Unknown W. Brackets
dcfd82da05
GE Debugger: Fix src/dst stride formatting.
2022-12-10 11:01:43 -08:00
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2505ae2858
GE Debugger: Fix logging of texture size.
2022-09-10 13:36:01 -07:00
Henrik Rydgård
cdda203438
Fix compiler warnings
2022-09-08 01:31:10 +02:00
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402492a958
GE Debugger: Show imm prim flag detail in disasm.
2022-09-06 22:31:09 -07:00
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a59d39d666
GE Debugger: Add more missing GE disasm.
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Need to investigate the immediate vert bits more.
2022-09-05 20:35:08 -07:00
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a569921716
GE Debugger: Improve display list disasm.
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This makes many registers clearer, and corrects some that were totally
wrong like minz/maxz.
2022-08-29 22:58:13 -07:00
Henrik Rydgård
0bf6bd9175
More Log.h cleanup.
2020-08-16 14:48:54 +02:00
Henrik Rydgård
ba0d04a142
Vulkan: Implement depth texturing through depal.
2020-08-09 20:31:04 +02:00
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c32ffa1db0
GE Debugger: Rename depth clamp more places.
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Was still showing clip enable in disasm.
2018-08-11 16:33:39 -07:00
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1829902171
GE Debugger: Show bezier/spline in preview.
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Ignoring some things about normals and colors since they don't matter.
2018-06-06 05:59:14 -07:00
Henrik Rydgård
35c8a05d29
Minor GPU disassembler update
2017-08-05 18:37:03 +02:00
Henrik Rydgard
bd4436c6eb
Centralize EstimatePerVertexCost and Execute_BlockTransferStart
2017-01-23 17:22:17 +01:00
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1e0051a792
Add support for 32-bit indices.
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Not clear how often these are used by games. Let's find out.
2016-04-10 02:24:58 -07:00
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ec79dacc35
Correct weight count display for no weights.
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This was causing it to always say unknown weights since the +1 on
weightCount.
2015-11-15 15:03:14 -08:00
Henrik Rydgard
f3b0562bd8
Improve viewport terminology a bit. No functional change.
2015-11-04 22:03:29 +01:00
Henrik Rydgard
6a373fe09a
Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model).
2015-10-24 10:41:31 +02:00
Henrik Rydgard
2430c283a5
More GPU cleaning, removing uses of GPUState.h where not needed.
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Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.
Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00
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12405c3944
Disassemble the "continue previous" prim.
2015-02-01 01:21:28 -08:00
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e4a24efda3
Don't show the op twice in the GE debugger.
2015-02-01 01:21:04 -08:00
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fba0110073
Properly clamp some iterative snprintf()s.
2014-11-05 08:06:15 -08:00
Henrik Rydgard
170e88838f
Slightly improve GPU disassembly
2014-09-13 23:51:07 +02:00
Henrik Rydgard
d19d041640
GPU disasm: Show opcodes. Also disable some warnings and update submodules.
2014-01-15 17:00:20 +01:00
Henrik Rydgard
4363d31ec2
Fix GeDescribeVertexType
2013-11-26 14:12:14 +01:00
Henrik Rydgard
4daebe9b0f
When logging PRIM commands, print the prim number
2013-11-08 20:36:42 +01:00