180 Commits

Author SHA1 Message Date
Connor McLaughlin
b13c51a2e2 GPU/SW: Use new 5-to-8 converters for RGBA8 display 2021-03-18 13:00:58 +10:00
Connor McLaughlin
6c05413220 GPU: Improve precision of 5-to-8 bit conversion for HW renderers
Fixes VRAM transfers being corrupted in fallback OpenGL path.
2021-03-18 13:00:58 +10:00
Connor McLaughlin
516d685dd0 System: Add memory-only save states and rewind 2021-01-25 01:15:45 +10:00
Connor McLaughlin
2b5cfb272c Qt: Add dump VRAM and SPU RAM actions 2021-01-13 19:24:41 +10:00
Connor McLaughlin
affffca3da GPU/HW: Set max resolution scale to 32
The UI is intentionally left at 16x. Going too high **will** make you
run out VRAM and your system will start acting strangely. But for those
people who really want to do it, you can go 32x in Vulkan with the SDL
frontend, or by setting it in the ini.
2021-01-04 03:11:14 +10:00
Connor McLaughlin
0de34d7bf7 DMA: Increase precision for large transfers
Also gets rid of the delay on the GPU side for writing to VRAM (doesn't
make sense), and it's not needed since we slice the block transfers now.

Fixes palette corruption in Vigilante 8, and missing rider in
Championship Motocross 2001 featuring Ricky Carmichael.
2021-01-03 16:11:42 +10:00
Connor McLaughlin
4860313bef NamcoGuncon: Add an option to scale X coordinates
Fixes what appears to be curvature correction at the edges of the
screen.
2020-12-19 17:02:01 +10:00
Connor McLaughlin
bd8613b120
Merge pull request #1227 from ggrtk/auto-aspect-ratio
GPU: Add auto aspect ratio and various fixes
2020-12-17 11:35:48 +10:00
Connor McLaughlin
7b6d30a994 GPU/HW: Fix possible VRAM corruption when live switching resolutions
Mask bit was getting lost based on guest state.
2020-12-17 01:20:06 +10:00
Albert Liu
2c76ad204a GPU: Fix operator warning 2020-12-14 19:28:59 -08:00
Albert Liu
866cbdca4b GPU: Prevent potential overflow in CRTC visible area calculation 2020-12-14 19:28:59 -08:00
Albert Liu
78e42d9b4c GPU: Clean up CRTC variable naming 2020-12-14 19:28:59 -08:00
Connor McLaughlin
d757056891 GPU: Implement dot clock timer (Timer 0)
Fixes softlock in Evil Dead - Hail to the King.
2020-12-06 00:35:54 +10:00
Connor McLaughlin
b45bee5954 libretro: Work around crash in RetroArch Vulkan driver 2020-11-25 23:06:41 +10:00
Connor McLaughlin
e06f85a328 GPU: Fix VRAM palette changes not being detected in hw renderer
Fixes wall texture animation in Mega Man Legends.
2020-11-22 13:22:29 +10:00
Connor McLaughlin
2595e31575 GPU: Split software to frontend/backend 2020-11-21 18:39:04 +10:00
Connor McLaughlin
03d4f80883 GPU: Move enums/types into separate file 2020-11-21 18:39:04 +10:00
Connor McLaughlin
fe25f005c2 GPU: Fix incorrect sign extension of positions
Fixes missing objects in Skullmonkeys (again).
2020-10-11 12:21:08 +10:00
Connor McLaughlin
50b025c75a GPU: Use triangle area for ticks rather than bbox
Fixes slow transitions in Tales of Phantasia.
2020-10-04 00:12:01 +10:00
Connor McLaughlin
27697d0508 System: Implement CPU overclocking [SAVEVERSION+]
Partial credit to @CookiePLMonster as well.
2020-09-30 23:48:34 +10:00
Connor McLaughlin
cacf7a7cc9 GPU: Precompute texture window expression [SAVEVERSION+] 2020-09-30 23:03:52 +10:00
Connor McLaughlin
d73271ec0a GPU: Add option to force 4:3 for 24-bit content (e.g. FMVs) 2020-09-26 15:11:45 +10:00
Connor McLaughlin
1d5af57f71 GPU: Halve draw ticks for 480i even with force progressive
Fixes some of the games broken with the enhancement on.
2020-09-20 01:36:49 +10:00
Connor McLaughlin
c9c2c00c1a GPU: Update GPUSTAT.13 with field
Doubt this'll change much..
2020-08-19 00:02:37 +10:00
Connor McLaughlin
f65651823e GPU: Simplify hsync handling
Fixes character lighting in Monkey Hero.
2020-08-17 01:22:03 +10:00
Connor McLaughlin
10a46a7fd8 OSD: Add option to show display resolution 2020-08-16 00:20:11 +10:00
Connor McLaughlin
d4665e8b22 GPU: Tweaks to ODE handling
Fixes Team Buddies and The Next Tetris.
2020-08-16 00:20:10 +10:00
Connor McLaughlin
818892cb1b GPU: Claer interlaced field buffer when enabling
Fixes old frames getting briefly displayed.
2020-08-03 03:26:13 +10:00
Connor McLaughlin
9b7512f7b8 GPU/HW: Implement automatic resolution scale from window size 2020-08-03 03:06:03 +10:00
Connor McLaughlin
0c1b637549 PGXP: Add initial implementation 2020-08-02 00:25:07 +10:00
Connor McLaughlin
b6f871d2b9
JIT optimizations and refactoring (#675)
* CPU/Recompiler: Use rel32 call where possible for no-args

* JitCodeBuffer: Support using preallocated buffer

* CPU/Recompiler/AArch64: Use bl instead of blr for short branches

* CPU/CodeCache: Allocate recompiler buffer in program space

This means we don't need 64-bit moves for every call out of the
recompiler.

* GTE: Don't store as u16 and load as u32

* CPU/Recompiler: Add methods to emit global load/stores

* GTE: Convert class to namespace

* CPU/Recompiler: Call GTE functions directly

* Settings: Turn into a global variable

* GPU: Replace local pointers with global

* InterruptController: Turn into a global pointer

* System: Replace local pointers with global

* Timers: Turn into a global instance

* DMA: Turn into a global instance

* SPU: Turn into a global instance

* CDROM: Turn into a global instance

* MDEC: Turn into a global instance

* Pad: Turn into a global instance

* SIO: Turn into a global instance

* CDROM: Move audio FIFO to the heap

* CPU/Recompiler: Drop ASMFunctions

No longer needed since we have code in the same 4GB window.

* CPUCodeCache: Turn class into namespace

* Bus: Local pointer -> global pointers

* CPU: Turn class into namespace

* Bus: Turn into namespace

* GTE: Store registers in CPU state struct

Allows relative addressing on ARM.

* CPU/Recompiler: Align code storage to page size

* CPU/Recompiler: Fix relative branches on A64

* HostInterface: Local references to global

* System: Turn into a namespace, move events out

* Add guard pages

* Android: Fix build
2020-07-31 17:09:18 +10:00
Connor McLaughlin
4d1880091e GPU: Ignore display start bit 0 instead of reducing width 2020-07-10 20:31:58 +10:00
Connor McLaughlin
93abf8e53d GPU: Drop least significant bit of display start address
Fixes extra column in some games, e.g. Nascar Thunder 2004,
U.S. Navy Fighters.
2020-07-10 20:23:27 +10:00
Connor McLaughlin
8a8ce8d41c NamcoGunCon: Use correct GPU clock as reference 2020-07-03 01:51:05 +10:00
Connor McLaughlin
936d92dfb8 System: Add option to force start in software mode 2020-06-30 02:44:19 +10:00
Connor McLaughlin
49d11988bf Core: Add Vulkan GPU renderer 2020-06-19 00:18:17 +10:00
Connor McLaughlin
47138aa9cf GPU: Consider interlaced rendering for GPU timings
Fixes menu screen flickering in Chrono Cross, summary screen breakage in
Mr. Driller G.
2020-06-18 17:37:13 +10:00
Connor McLaughlin
fc0560087f GPU: Skip primitives where clip area is invalid
Fixes palettes being overwritten/menus being broken in
Yoshimoto Mahjong Club Deluxe.
2020-06-14 01:01:01 +10:00
Connor McLaughlin
bda528d70a GPU: Alter timings to reflect new clock 2020-06-13 01:40:05 +10:00
Connor McLaughlin
dad63f2303 GPU: Run draw clock at sysclk * 2 2020-06-13 01:40:05 +10:00
Connor McLaughlin
bdf9c91271 GPU: Fix double shader compilation 2020-06-09 03:04:02 +10:00
Connor McLaughlin
b4e45e865a GPU: Use correct clocks for NTSC region
Fixes sync drift in Bust-a-Move 1/2.
2020-06-07 19:15:06 +10:00
Connor McLaughlin
23436f08ba GPU/HW: More improvements to GPUSTAT.31
Fixes True Pinball without breaking intros to Final Fantasy 7/8.
2020-05-26 22:57:58 +10:00
Connor McLaughlin
e368dbbadc GPU: Implement non-interleaved interlaced rendering
Fixes screen shaking in True Pinball.
2020-05-26 03:18:05 +10:00
Connor McLaughlin
c583459c6f GPU: Replace coord/size masks with constants 2020-05-21 12:02:19 +10:00
Connor McLaughlin
b25ed6c151 GPU: Fix interlaced rendering in vblank breaking 2020-05-17 01:02:20 +10:00
Connor McLaughlin
bf3c83658a GPU: More accurate texture blending in non-true-colour-mode
Fixes Silent Hill loading animation, Advanced V.G. intro fade-out, and
probably others.
2020-05-15 01:32:22 +10:00
Connor McLaughlin
9d1eb321ec DMA: Properly handle infinite linked lists, add cycle stealing
Fixes Tekken 2, Hot Wheels Turbo Racing, probably others.
2020-04-29 16:52:15 +10:00
Connor McLaughlin
8c6cb877eb GPU: Disable display when CRTC configuration is invalid 2020-04-27 21:49:34 +10:00
Connor McLaughlin
304391bd00 GPU: Truncate sprite/rectangle positions to 12 bits before rendering
Fixes disappearing objects in Skullmonkeys.
2020-04-27 12:51:18 +10:00
Connor McLaughlin
2ffcad3d37 GPU: Add method to convert from window coordinates to beam ticks/lines 2020-04-26 01:22:56 +10:00
Connor McLaughlin
6e6c11f8bf GPU: Fix dithering enable check for non-textured polygons
Fixes screen fade out effects in Final Fantasy VIII.
2020-04-24 19:53:49 +10:00
Connor McLaughlin
badfe6117e GPU: Remove textured draw time penalty
Fixes missing elements in Bloody Roar 2.
2020-04-20 12:25:00 +10:00
Connor McLaughlin
3319adfa2f GPU: Tweak rectangle draw times 2020-04-19 16:57:51 +10:00
Connor McLaughlin
16500064f8 GPU: Tweak triangle draw times 2020-04-19 15:24:40 +10:00
Connor McLaughlin
1757932b3a GPU: Implement FIFO and timings
This will cause a slight performance loss. I've left some knobs in which
can be tweaked to mitigate this, but the goal is to be compatible with
all games which require them.
2020-04-19 01:17:28 +10:00
Connor McLaughlin
6775100170 GPU: Drop OpenGL ES renderer
We can put this through the normal GL renderer instead.
2020-04-11 00:00:10 +10:00
Connor McLaughlin
3325d2c42c GPU: Add Force NTSC timings option
This option forces NTSC timings for PAL games, causing them to either
run faster (more likely) or smoother (less likely).
2020-04-10 13:35:10 +10:00
Connor McLaughlin
3cfead36c4 Revert "GPU: Clamp coordinates to 11 bits after applying drawing offset"
This reverts commit 5302f8381807c3736a9d439bd6727404ba8dbd59.

This is not the correct fix, and breaks other games.
2020-04-04 19:31:19 +10:00
Connor McLaughlin
c483a78889 GPU: Implement interlaced VRAM fills 2020-04-04 00:24:37 +10:00
Connor McLaughlin
2aecb570c1 GPU: Implement interlaced rendering in hardware backends 2020-04-04 00:24:37 +10:00
Connor McLaughlin
7f5c6f8b4f GPU/HW: Move some flush checks to command time 2020-04-04 00:10:55 +10:00
Connor McLaughlin
5302f83818 GPU: Clamp coordinates to 11 bits after applying drawing offset
Fixes flickering in some scenes (e.g. Galbadia Missile Base).
2020-04-04 00:10:45 +10:00
Connor McLaughlin
48fba47ee6 GPU: Implement skip-drawing-to-active-field for interlaced mode
Currently only in the software renderer.
2020-04-04 00:10:41 +10:00
Connor McLaughlin
148279e2f2 GPU: Rewrite CRTC display modeling and overscan handling 2020-03-29 01:14:37 +10:00
Connor McLaughlin
54abd37daa GPU: Let the GPU drive DMA transfers for large time slices
Fixes FMV breakage... again.
2020-03-26 00:13:20 +10:00
Connor McLaughlin
e2e2b573c0 GPU/HW: Move drawing offset to CPU-side
Saves updating the uniform buffer.
2020-03-24 00:20:15 +10:00
Connor McLaughlin
d67bcd654c GPU: Prevent emulator locking up when switching between PAL/NTSC mode 2020-03-20 01:12:41 +10:00
Connor McLaughlin
f9a298f1b7 GPU: Fix incorrect handling of check mask bit
Fixes boxes in Silent Hill in Software Renderer.
2020-03-06 00:45:21 +10:00
Connor McLaughlin
34f1c644f5 GPU: Update GPUSTAT if raster has passed to the next line
Fixes games which poll GPUSTAT, including The Next Tetris (Europe).
2020-03-01 17:14:42 +10:00
Connor McLaughlin
b0b1fd8f1a GPU: Timing for CPU->VRAM transfers
Fixes Monkey Hero, probably others.
2020-03-01 17:14:38 +10:00
Connor McLaughlin
6b9c6d3750 GPU: Add a helper function to determine how many GPU ticks are pending 2020-03-01 17:14:32 +10:00
Connor McLaughlin
fdcb891ed3 GPU: Fix incorrect detection of 480i mode 2020-02-29 00:19:23 +10:00
Connor McLaughlin
fcc0ae9571 GPU: Implement "Crop Mode" (none, overscan, all borders) 2020-02-28 17:01:01 +10:00
Connor McLaughlin
07ba2ecd3d Settings: Simplify resolution scale enumeration 2020-02-28 16:59:55 +10:00
Connor McLaughlin
bd542831a8 GPU: Fix incorrect bit check in DrawMode::IsUsingPalette()
Fixes Sony Computer Entertainment fade in the NTSC-J BIOS.
2020-02-17 00:09:27 +09:00
Connor McLaughlin
b8210ecbe3 GPU: Use correct texture page size in overlap tracking 2020-02-12 20:58:34 +09:00
Connor McLaughlin
1e45c9c4e1 GPU: Fix incorrect overwrite of set mask bit from draw mode
Fixes motion blur in Vagrant Story.
2020-02-08 00:01:37 +09:00
Connor McLaughlin
7e862cd63e GPU: Texture bit should be ignored when drawing lines
Fixes line flickering in Vagrant Story.
2020-02-07 00:10:36 +09:00
Connor McLaughlin
1b9609ef61 Implement event-based scheduler instead of lock-step components 2020-01-24 16:23:39 +10:00
Connor McLaughlin
4a3478b360 HostInterface: Add function to switch between sw/hw rendering 2020-01-24 14:51:53 +10:00
Connor McLaughlin
71c1e243fe Remove YBaseLib dependency 2020-01-10 13:40:53 +10:00
Connor McLaughlin
f5d65448d6 GPU: Improve structure alignment 2019-12-11 20:28:14 +10:00
Connor McLaughlin
8f624afb59 GPU: Fix handling of GP1(09h) 2019-12-11 16:47:49 +10:00
Connor McLaughlin
ffe90083d3 GPU: Refactor draw mode setting 2019-12-11 16:35:14 +10:00
Connor McLaughlin
df6e079920 GPU: Add a Force Progressive Scan option (disable interlacing) 2019-12-10 22:52:46 +10:00
Connor McLaughlin
c284d3835f GPU: Add a simplified OpenGL ES renderer
Seems this is the only way to get semi-decent performance out of Mali
drivers :/
2019-12-07 01:37:37 +10:00
Connor McLaughlin
db0d11c2ff GPU/HW: Cull primitives larger than 1024x512 2019-11-24 23:46:33 +10:00
Connor McLaughlin
9d6d00480c GPU: Implement mask bit handling in software renderer
Still needs implementation in the hardware renderers.
2019-11-24 18:47:42 +10:00
Connor McLaughlin
246c97ccb3 System: Scaffolding for multi-system/multi-bios 2019-11-16 20:50:59 +10:00
Connor McLaughlin
49569d29aa GPU: Refactor command execution/VRAM->CPU transfers
Simpler, and handles odd sizes correctly.
2019-11-14 22:17:11 +10:00
Connor McLaughlin
9ea7a8418c GPU: Eliminate temporary buffer when reading back 2019-11-14 17:17:22 +10:00
Connor McLaughlin
7152d54104 GPU: Simplify 480i mode handling in CRTC 2019-11-14 00:58:15 +10:00
Connor McLaughlin
d8452d7d7d GPU: Track horizontal blanking, correct timer increment point 2019-11-12 01:32:06 +10:00
Connor McLaughlin
cc7483ad58 GPU/HW: Only copy the dirty area to the VRAM read texture 2019-11-05 22:34:36 +10:00
Connor McLaughlin
2c631aba5e GPU: Move stats from renderer class to base classes 2019-11-05 19:44:17 +10:00
Connor McLaughlin
afbec85f89 GPU/HW: Track dirty area of VRAM shadow texture via drawing area 2019-11-05 19:19:49 +10:00
Connor McLaughlin
9de9cf3be2 GPU/HW: Add D3D11 renderer and refactor host interface/display 2019-11-04 00:39:48 +10:00
Connor McLaughlin
be81d08109 GPU/HW: Split shadergen to seperate class 2019-11-03 13:36:59 +10:00
Connor McLaughlin
91c99f0226 GPU/HW: Use uniform blocks for batch rendering 2019-11-03 13:18:43 +10:00