Commit Graph

43 Commits

Author SHA1 Message Date
Henrik Rydgård
42f2312030 Remove the old CPU threading remains, start redesigning interfaces. 2018-01-27 15:10:17 +01:00
Kentucky Compass
d8b3f4af33 Handle iOS audio session interruptions by reinitializing audio 2017-12-31 00:37:20 -08:00
Henrik Rydgård
d618b3673b Count readbacks in a frame and show in GPU debug stats. 2017-11-08 11:57:53 +01:00
Henrik Rydgård
d82f90f1b2 More RIP removal 2017-07-07 11:33:05 +02:00
Unknown W. Brackets
e8e65881b8 Windows: Avoid restarting completely on GPU change.
This retains the logger, avoids an annoying window open/close, and most
importantly for me: keeps the debugger attached.
2017-04-15 16:33:30 -07:00
Unknown W. Brackets
01703f7ffc Core: Add UI option to enable frame drop logging. 2017-03-23 19:27:16 -07:00
Unknown W. Brackets
438af2f4fa Core: Separate collecting and displaying stats. 2017-03-23 18:57:18 -07:00
Chris Burgener
7d089a0f76 Clean up various files 2016-09-03 19:23:17 -04:00
Chris Burgener
1fc6191c85 Add Frame Dumping for Windows 2016-09-02 12:52:52 -04:00
Unknown W. Brackets
c4e98433b8 Add config to save or load replaced textures. 2016-04-30 14:05:03 -07:00
Henrik Rydgard
01e3fbae95 Fix clearing bug, add FIFO_RELAXED flag, etc 2016-03-20 19:30:11 +01:00
Henrik Rydgard
b39206f922 Use the app cache directory on Android for the shader cache. 2016-01-17 22:15:23 +01:00
Henrik Rydgard
e11d0a7e1c Minor GPU interface cleanup 2016-01-06 23:49:02 +01:00
Unknown W. Brackets
aa0055cea7 Track the running GPU backend separate from config.
This way we can change the config directly when we want to save a new
setting, rather than having hacks to use a temp var.
2016-01-05 22:37:28 -08:00
Henrik Rydgard
15de6e6b98 GraphicsContext: Abstract away things like swapbuffers etc before adding even more backends.
Needed to prevent clutter all over the codebase.

Does not go all the way yet, goal would be a common render loop between platforms but not there yet.
2016-01-01 14:40:16 +01:00
Unknown W. Brackets
88b23460f1 Add a file loader to perform disk caching.
Had to do some tricks to handle gameinfocache threads properly.
2015-07-02 20:58:58 -07:00
Henrik Rydgard
381e0c0fe3 Implement basic savedata UI. Not much actual functionality yet but can browse saves and states. 2015-06-11 23:59:02 +02:00
Unknown W. Brackets
967b589778 Consistently use FileLoader for standard ISOs. 2014-11-23 13:59:56 -08:00
Henrik Rydgard
6ec74ef99e Be consistent about how we read and update the UI state variable 2014-06-22 09:57:01 +02:00
The Dax
8c31e1ca21 Add a basic decrypted EBOOT.BIN dump function.
It won't dump already decrypted EBOOTs.
2014-02-27 01:35:17 -05:00
Unknown W. Brackets
a73b15b963 In multithreadead, load the game async.
This way if it takes time to load, things aren't frozen while it's doing
that.  This allows us to show any sort of loading animation or etc. we
want.

Before, it might show a odd looking game select screen while loading, and
then finally go to black.  Now it immediately goes to black.

Fixes #2030.
2014-01-19 14:41:01 -08:00
Henrik Rydgård
ce378b231f Delete CPU.cpp/h , cleanup 2013-12-30 00:11:29 +01:00
Henrik Rydgård
87f203a5b8 More include untangling 2013-12-29 23:44:35 +01:00
Henrik Rydgård
79ff2f0ba8 Start untangling our include mess a little. 2013-12-29 23:34:45 +01:00
Unknown W. Brackets
879060f008 Use a CORE_POWERUP state when starting.
Otherwise, we could startup in CORE_POWERDOWN in a second game, which is
confusing.
2013-11-09 23:07:52 -08:00