Henrik Rydgård
5d64fc5ff1
Switch to PPSSPP's assert functions (don't use the system's)
2020-08-16 10:01:10 +02:00
Henrik Rydgård
c41f875df4
Remove base/logging.h in a whole lot more places.
2020-08-15 19:09:00 +02:00
Henrik Rydgård
5eb13378c6
Remove base/logging from a lot more files in native
2020-08-15 19:09:00 +02:00
Henrik Rydgård
5117ded378
Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
2020-08-15 19:08:39 +02:00
Henrik Rydgård
c5e0b799d9
Remove category from _assert_msg_ functions. We don't filter these by category anyway.
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Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
2020-07-19 20:33:25 +02:00
Unknown W. Brackets
24c844445e
GPU: Don't allow step id to decrease at a sync.
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This might've caused us to miss necessary dynamic state dirtying in games,
but only in fairly specific cases. But it happens a lot when stepping via
the GE debugger.
2020-05-24 22:39:29 -07:00
Henrik Rydgård
bef078a3bd
GLRenderManager: Removes some redundant dirtying. Preserves blend state (color mask) across clears.
2020-05-24 19:18:04 +02:00
Henrik Rydgård
fabe987c8f
Add a name tag for all render steps (GL/Vulkan). Helps with debugging and should be cheap enough (a single pointer per "step").
2020-05-21 11:24:05 +02:00
Unknown W. Brackets
d295feda82
Vulkan: Add asserts to catch no viewport render.
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Also assert to prevent a sync outside a frame, which goes badly.
The curRenderStep_ reset on same fb made some debugging easier, but should
not actually be hit in any real case.
2020-05-17 21:01:08 -07:00
Unknown W. Brackets
a36239473d
GLES: Add dependency tracking for render passes.
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Let's try to invalidate when it's possible. We move the invalidate to the
end of the render when detected.
2020-05-17 11:06:39 -07:00
Unknown W. Brackets
051a84e9bd
GPU: Restart when changing inflight frames setting.
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We need to keep the push and pull in step, so changing at runtime is
messy.
2020-03-02 19:21:15 -08:00
Unknown W. Brackets
a91e206926
GPU: Add setting to control inflight frame usage.
2020-03-01 06:21:27 -08:00
Unknown W. Brackets
3e51fc5a89
GPU: Avoid some unused var/func warnings.
2019-08-17 12:01:22 -07:00
Henrik Rydgård
c509650bec
OpenGL: Disable the mapped buffer strategy for Adreno (Qualcomm).
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It's a race during shutdown between the EmuThread writing commands, and
the render thread which just lost the buffer.
2019-02-10 20:13:39 +01:00
Unknown W. Brackets
adeca2c3ba
GLES: Move some vendor bug checks to Draw.
2018-12-23 20:27:22 -08:00
Unknown W. Brackets
57767ba1f8
GLES: Use depth textures where possible.
2018-12-16 17:34:16 -08:00
Henrik Rydgård
f74f6083a7
Merge pull request #11509 from unknownbrackets/desktop-gles
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GLES: Add disabled code to run GLES on desktop
2018-11-02 11:09:46 +01:00
Unknown W. Brackets
dc54ed6855
GLES: Add disabled code to run GLES on desktop.
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Helps when testing certain extensions, etc.
2018-10-28 14:29:44 -07:00
Henrik Rydgård
c074d3c61f
Improve sanity checks for framebuffer readbacks
2018-10-28 14:30:39 +01:00
Henrik Rydgard
8883156e45
Yet another try at taking care of the GPD crashes in #11063 .
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Thanks tiagao for all the testing.
2018-10-22 09:59:49 +02:00
Henrik Rydgård
292d2f44ee
GL: Also skip gl calls in ThreadEnd during shutdown on Android. May help #11063
2018-10-21 09:14:02 +02:00
Henrik Rydgård
aea5f38a15
Fix issue where skipGLCalls_ wasn't respected. May help #11063
2018-10-20 15:59:33 +02:00
Henrik Rydgård
f77975d79b
Address additional comments.
2018-10-06 21:36:47 +02:00
Henrik Rydgård
a3a94bdd33
Avoid calling any GL calls during shutdown on Android. Should help #11063
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The context is already lost and we're really running shutdown when the process is woken
up again. Additionally, orderly shutdown through the button doesn't happen
on the render thread so remove a couple of asserts that are wrong.
2018-10-06 21:31:52 +02:00
AreaScout
95556e8d03
Add: some helpers to compile on ODROID-XU4/XU3
2018-09-17 20:01:12 +00:00