Commit Graph

84 Commits

Author SHA1 Message Date
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.
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.
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.
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.
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.
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).
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
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.
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.
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
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