Unknown W. Brackets
00e8720749
GE Debugger: Try harder to identify unchanged VRAM.
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If we exit to the CPU (stall), we don't know if VRAM gets changed by the
CPU. We can check to avoid making the dump require unnecessary copying.
2022-11-01 22:47:46 -07:00
Unknown W. Brackets
5afb009b56
GE Debugger: Dump textures only if possibly used.
2022-11-01 22:15:11 -07:00
Unknown W. Brackets
e7185f93b3
GE Debugger: Restrict marking of dirty VRAM better.
2022-11-01 22:14:23 -07:00
Unknown W. Brackets
a1efed31b9
GPU: Use flags to fix triggered upload/download.
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No longer using mirror hacks.
2022-10-03 20:17:25 -07:00
Unknown W. Brackets
73040ebb8f
GE Debugger: Ignore mirrors for target in record.
2022-10-02 20:48:28 -07:00
Unknown W. Brackets
fcc877a0f3
GE Debugger: Fix memcpy/memset recording.
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Uhh, oops. I'm surprised I didn't notice these were broken for so long.
2022-10-01 23:48:23 -07:00
Unknown W. Brackets
978fd9fc60
GE Debugger: Record the Edram translation value.
2022-10-01 23:48:06 -07:00
Unknown W. Brackets
c3c5450b8f
GE Debugger: Fix small tex/clut recopying.
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If it's less than 256 bytes, we can't mark the entire VRAM area copied.
This still helps frame dumps avoid excessively slow VRAM recopying
situations, but fixes issues like missing trees in #12738 .
2022-09-23 21:18:39 -07:00
Unknown W. Brackets
fddcbfc5fa
GE Debugger: Include rendered CLUTs in frame dumps.
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Like with textures, this uses the VRAM address directly.
2022-09-19 12:01:34 -07:00
Unknown W. Brackets
7b4cc3334b
GE Debugger: Save current clut in frame dumps.
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For example, #14465 shows a case where the frame relies on a previously
loaded CLUT.
2022-09-19 08:30:12 -07:00
Unknown W. Brackets
86085335ca
GE Debugger: Record 1 flip if no display calls.
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Before we were waiting 4 flips before ending recording.
2022-08-23 19:20:14 -07:00
Unknown W. Brackets
229c944208
GE Debugger: Include extended CLUT in frame dumps.
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Not available on a real PSP, but used in an enhancement (see #15727.)
2022-08-20 17:35:06 -07:00
Henrik Rydgård
2f3cad9964
After recording a GE dump, open an explorer window pointing at the file
2022-08-16 21:54:36 +02:00
Unknown W. Brackets
c74d69bc2d
Debugger: Correct GE frame dump VRAM dirty flag.
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Was just wrong before, causing incorrect ignoring in some cases.
2022-08-11 20:25:01 -07:00
Unknown W. Brackets
539e2bbbf8
Debugger: Track unchanged VRAM to avoid copy.
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See #15251 , the framedump here reused a VRAM texture for many draws, and
this caused it to recopy the texture over and over again. Use a flag to
skip if possible.
2022-02-20 13:51:40 -08:00
Unknown W. Brackets
2479d52202
Global: Reduce includes of common headers.
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In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Henrik Rydgård
f991f6a789
Remove the old allocator visualizer. Keep the setting but hide it. Other feedback
2021-11-23 08:55:12 +01:00
Unknown W. Brackets
a0599f70c4
GE Debugger: Record until some drawing.
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Otherwise, we end up with empty frame dumps if games call display twice.
2021-11-03 17:40:20 -07:00
Henrik Rydgård
73871b9b7e
Implement new thread manager, port stuff to it.
2021-06-12 13:03:53 +02:00
Henrik Rydgård
025bcb1673
Introduce Path, start using it all over the place.
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Still lots left to convert!
Convert GetSysDirectory to return Path.
More buildfixing
Remove unnecessary Path( constructors
2021-05-13 10:39:16 +02:00
Unknown W. Brackets
086b8229f5
GE Debugger: Keep dump generation deterministic.
2021-04-17 16:25:36 -07:00
Unknown W. Brackets
abb7b83fee
GE Debugger: Thread dedupe pushbuf lookups.
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This improves time especially for larger dumps.
2021-04-16 00:00:56 -07:00
Unknown W. Brackets
a97030068c
GE Debugger: Use zstd for save states.
2021-04-11 09:13:10 -07:00
Henrik Rydgård
4f43cff5ca
Move fileutil, net, image loaders, ui to Common. ( #13506 )
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* Move and rename file_util/fd_util to Common/File/FileUtil and DirListing
Let's also move net while we're at it.
Move the ZIM/PNG loaders over to Common.
Move the UI framework into Common
iOS buildfix
* Buildfix
* Buildfixes
* Apple buildfix
* This typo again..
* UWP buildfix
* Fix build of PPSSPPQt, such as it is (it's not in good condition...)
* Guess what? Another buildfix.
2020-10-04 20:48:47 +02:00
Henrik Rydgård
ed88761ecc
Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
2020-09-29 15:51:51 +02:00
Unknown W. Brackets
815580533c
GE Debugger: Include game ID inside dump file.
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Just so we're not relying on filename parsing. It's useful information.
2020-09-06 14:38:56 -07:00
Unknown W. Brackets
61f907fd18
GE Debugger: Fix alignment in GE dumps.
2020-05-24 19:06:20 -07:00
Unknown W. Brackets
93069756e6
GE Debugger: Split playback into a separate file.
2019-06-23 18:49:27 -07:00
Unknown W. Brackets
9e98642258
GE Debugger: Cache decompressed frame commands.
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This adds to noise in profiling the frame dump.
2019-06-23 18:29:36 -07:00
Unknown W. Brackets
df6c5f38dc
Core: Use readable names for failed backends.
2019-06-22 12:48:56 -07:00
Unknown W. Brackets
bb7d9646f2
GE Debugger: Fix dump replay ticks accounting.
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Sometimes a list ends earlier than now, we don't need to eat cycles then.
Fixes #11655 .
2018-12-10 23:05:42 -08:00
Unknown W. Brackets
3cf3985c8d
GE Debugger: Support record for more render types.
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This should handle both games that use display, and games that don't.
2018-11-17 22:12:45 -08:00
Unknown W. Brackets
179514e8d7
GE Debugger: Avoid writing 0 sized packets.
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This causes errors on allocation sometimes due to things like count=0 in a
prim command.
2018-11-17 22:01:14 -08:00
Henrik Rydgård
036556c371
Merge pull request #11564 from unknownbrackets/ge-dump
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GE Debugger: Preserve VRAM textures / render-to-texture in dumps
2018-11-17 23:32:20 +01:00
Unknown W. Brackets
2d3885fc1a
GE Debugger: Fix display event record timing.
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When the display happens mid frame, this fixes it so you can see the
result easily when running the dump, without manually stepping through.
2018-11-17 11:14:10 -08:00
Unknown W. Brackets
6383f407d1
GE Debugger: Avoid overwriting in softgpu playback.
2018-11-17 10:06:31 -08:00
Unknown W. Brackets
169d2fa444
GE Debugger: Preserve VRAM textures in dumps.
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Should allow for (some) reproduction of render-to-texture behavior.
2018-11-17 10:06:31 -08:00
Unknown W. Brackets
653129c528
Debugger: Add an event for GE dump recording.
2018-09-01 10:59:37 -07:00
Unknown W. Brackets
c10b2035b5
Debugger: Prevent record with no commands.
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Should cut down on empty dumps, at least.
2018-09-01 09:51:04 -07:00
Unknown W. Brackets
582bc2d60a
GE Debugger: Stall less liberally on GE dump exec.
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This makes it easier to compare performance and flushing bugs.
2018-06-11 15:14:18 -07:00
Unknown W. Brackets
f7443aaa15
GE Debugger: Use a class for dump execution.
2018-06-11 15:06:40 -07:00
Henrik Rydgård
ca6865b323
GE Record: After recording a frame, log the filename of the output file.
2017-12-04 15:15:55 +01:00
Unknown W. Brackets
14cf862e22
GE Debugger: Gah, fix some pointer size errors.
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Happened to be 8 bytes, but not on 32-bit, of course.
2017-06-06 19:49:10 -07:00
Henrik Rydgård
b5ed8de9e5
Warning fix
2017-06-05 13:39:06 +02:00
Unknown W. Brackets
73fd75c0e2
GE Debugger: Fix replay timing drift.
2017-06-04 20:08:17 -07:00
Unknown W. Brackets
7e26c75a27
GE Debugger: Pass filename into dump replay.
2017-06-04 15:11:10 -07:00
Unknown W. Brackets
d62f5f9fe2
GE Debugger: Add some comments and cleanup.
2017-06-04 14:51:27 -07:00
Unknown W. Brackets
0ce48fbeb5
GE Debugger: Reduce memory allocation.
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This allows larger dumps to run without memory errors.
2017-06-04 12:11:23 -07:00
Unknown W. Brackets
883c4e8ac8
GE Debugger: Compress GE dumps.
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This doesn't save slab memory/size, but it does improve file size.
2017-06-04 11:10:19 -07:00
Unknown W. Brackets
23d2ababd1
GE Debugger: Run replay using stalling.
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This is faster and tests flushing better.
2017-06-04 10:39:03 -07:00