Unknown W. Brackets
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d35717f5a8
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Also report the vertex decoder jit to verysleepy.
Can use the same methods to support other platforms.
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2013-11-30 19:20:22 -08:00 |
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Unknown W. Brackets
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435115441d
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Reinitialize the GE on sceKernelLoadExec().
Mostly, reset the lists and draw completion, etc.
May be required for Capcom Classic Collection Reloaded to work.
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2013-11-28 15:35:12 -08:00 |
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Unknown W. Brackets
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597b2fe597
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Align the GPU so the tick count can be aligned.
It's atomic for free on 64 bit, but only if it's aligned.
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2013-10-26 18:29:44 -07:00 |
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Henrik Rydgard
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a88ab80477
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Only clear the shader cache when toggling "Disable alpha test"
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2013-10-22 14:34:16 +02:00 |
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Unknown W. Brackets
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ff0e9cf32d
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Make it possible to flip flags in the ge debugger.
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2013-10-06 22:17:56 -07:00 |
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Unknown W. Brackets
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3787471791
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Add some initial methods to GPUDebugInterface.
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2013-09-22 10:22:33 -07:00 |
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Unknown W. Brackets
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eabd8b5302
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Add GPU debugging hooks to Host, not yet in use.
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2013-09-22 08:14:55 -07:00 |
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Unknown W. Brackets
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881cefbc83
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A paused list will allow a context save.
Just not stall, drawing, etc.
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2013-09-21 21:01:41 -07:00 |
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Unknown W. Brackets
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e7bd716c71
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Allocate ge list ids using round robin.
Even if you enqueue and then dequeue 0, you don't get it again right away.
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2013-09-21 15:03:29 -07:00 |
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Unknown W. Brackets
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863eb83e4c
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Add support for sceGeGetStack() for debugging.
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2013-09-21 10:04:31 -07:00 |
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Unknown W. Brackets
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4078dcd917
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Support save/restore of context on list run/finish.
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2013-09-20 09:51:44 -07:00 |
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Henrik Rydgard
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664d74a9b7
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Another frameskipping attempt. Now: 0=no frameskip, 1=auto frameskipt, 2-9=fixed frameskip.
There is still some flicker remaining in non-buffered rendering that I can't seem to get rid off.
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2013-08-16 01:00:26 +02:00 |
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Unknown W. Brackets
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f53426db9d
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Obviously no reason for this to be virtual.
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2013-08-13 21:42:48 -07:00 |
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Unknown W. Brackets
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8a59463351
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Disabling warnings you don't understand = bad.
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2013-08-13 01:01:40 -07:00 |
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Unknown W. Brackets
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49ab98c7fd
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Use atomic operations on Android + warning fixes.
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2013-08-12 08:51:49 -07:00 |
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Unknown W. Brackets
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24203b1a5d
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Improve performance on x86 as well using movq.
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2013-08-12 08:40:54 -07:00 |
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Unknown W. Brackets
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5c96782f29
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Improve performance on x64 at least.
Maybe can just ignore for 32? I'm not sure how bad it would be if it read
in between...
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2013-08-12 02:42:30 -07:00 |
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Unknown W. Brackets
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cf7c718706
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Use a timer to keep gpu/cpu in sync periodically.
Fixes Diva Extend demo, at least, losing FPS.
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2013-08-11 13:41:42 -07:00 |
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Unknown W. Brackets
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e6b42768fe
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Add a class to manage IO on a separate thread.
Also separate the logic for exiting the loop based on coreState. IO and
audio won't necessarily be tied to the frame.
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2013-08-11 11:46:55 -07:00 |
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Unknown W. Brackets
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639ab8306b
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SyncThread before deciding if the fbo is dirty.
Fixes fps drops in yet other games with multithreading enabled.
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2013-08-10 18:45:07 -07:00 |
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Unknown W. Brackets
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cfb1d02182
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Oops, left these here.
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2013-08-10 17:18:31 -07:00 |
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Henrik Rydgård
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85e17f03cc
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Merge pull request #3118 from unknownbrackets/io-async
Prep work for pspFileSystem and two small fixes
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2013-08-10 14:32:59 -07:00 |
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Henrik Rydgard
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8ba8b3ddd2
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gcc warning fix
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2013-08-10 18:39:28 +02:00 |
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Unknown W. Brackets
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1b838c4403
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Move ThreadEventQueue to its own file.
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2013-08-10 09:08:31 -07:00 |
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Unknown W. Brackets
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450e4c7fea
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Factor out event queue logic to a template mixin.
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2013-08-10 03:33:09 -07:00 |
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