zeromus
f7638e8352
"fix" client.bufferwidth and client.bufferheight .... I dont understand why they were doing what they were doing. It seems like such a simple thing, just return the dimensions of the core's videoprovider. Someone should rethink all these (and the surface names, and the padding names) and craft a complete, new design.
2017-01-26 00:54:44 -06:00
zeromus
676b5791f6
lua: add gui.DrawFinish() which will let you choose when to finish drawing; and add optional argument to gui.DrawNew which when set to false lets you keep it from being cleared.
2016-04-21 16:43:37 -05:00
zeromus
3adc8f7c82
dont send 0-sized framebuffers deep into displaymanager (prevents crashes when sending fullscreen windows to other monitors sometimes, and probably other bugs)
2016-04-20 12:33:59 -05:00
zeromus
1a1a688b96
remove NeedsToPaint; client now repaints ~100fps while paused all the time. as it already did when input display was enabled. fixes #615.. probably
2016-04-20 12:17:41 -05:00
zeromus
f1ea49133d
fix bug in d3d alternate vsync + frame advance
2016-03-29 03:05:00 -05:00
zeromus
17cae0ad1c
fix old bug in raw screenshot with game extra padding
2016-03-27 21:02:18 -05:00
zeromus
e426b33017
fix new bug in game extra padding
2016-03-27 21:02:18 -05:00
zeromus
10272b4857
add alternate vsync method for d3d display method, in case youre the lucky owner of a system that sucks
2016-03-27 04:49:17 -05:00
zeromus
406b431280
add comments for later about triple buffering
2016-03-26 12:39:31 -05:00
zeromus
3deb7fcb31
add autoprescale concept. default it to on, since really I can't think of when you'd ever not want it, except in some very low-spec system scenarios. Add NOP concept to filter chain, potentially troublesome
2016-03-23 20:26:31 -05:00
zeromus
86b3ecf7b8
displaymanager: change how windows shrink to <1:1 by shrinking content instead of attempting to inversely 'letterbox' it by shoving it offscreen ( fixes #579 )
2016-03-04 01:59:25 -06:00
zeromus
95bc69b448
some prepwork for opengl texture ID importing (skip rendertarget resolve on OGL display method) but there are still problems and it can't be enabled yet
2016-02-22 00:23:20 -06:00
zeromus
07e93e6b4f
add comments about what not to do in DisplayManager
2016-02-06 15:00:05 -06:00
zeromus
e0d74c7718
better error handling in shader compiling. kind of sloppy, but gets the job done. entire system could use a little rethinking, if i ever revisit filters
2016-02-03 02:28:03 -06:00
feos
128c09e7b4
progress with lua:
...
- added fceux and gens/snes9x pixelated fonts
- added gui.pixelFont() function for them (no resizing, so perfectly scalable)
- added background to drawText and pixelText (halo was painfully slow, so just a box)
- reordered fore and back colors for gui.text (no need to specify back every time we want to change fore). thought its back color was shadow, that is obsoleted by halo now, whose color we can't change. anyway, it's way slower than simple text functions, so they should be used mostly.
- option to toggle all scripts if none is selected. greatly reduces routine when heavily tweaking a script, and is just generally pretty.
2015-11-28 22:19:15 +03:00
feos
1928d04137
default font now has halo.
...
if someone really prefers the shadow way (why would anyone?), it can be made optional. well, halo color can't be edited. regarding lua, this only affects gui.text, since it uses the same bitmap font.
2015-11-26 22:51:48 +03:00
zeromus
ea45f40743
fix error in sizing of lua draw buffers with SetGameExtraPadding (and probably ClientExtraPadding) use
2015-11-13 15:07:14 -06:00
zeromus
4fe51a1364
support custom AR selection in addition to custom exact-specified resolution
2015-10-25 02:15:59 -05:00
zeromus
3919f5f5d3
support #include in .cg files
2015-10-18 21:13:12 -05:00
zeromus
bd795ed162
validate shaders when selecting them from display manager config dialog to prevent setting broken shaders. also specifically reject .cgp containing .glsl references
2015-10-17 19:28:57 -05:00
zeromus
c3ff70b864
fix gameExtraPadding coordinate translation and revise lua autodoc for the concerned functions. Presently the entire assortment of functions is confusing, but at least it does something that works.
2015-10-16 19:17:23 -05:00
zeromus
19b3f8b205
retro shaders no longer need sampler to be named s_p
2015-10-15 20:10:58 -05:00
zeromus
7f5546fac4
tidy some oddities with the scanline filter
2015-10-15 20:10:35 -05:00
zeromus
cfe215d6c0
repair lousy assortment of built-in shaders ( fixes #518 )
2015-10-13 17:18:41 -05:00
zeromus
21579c1c86
lua - add client.SetClientExtraPadding
2015-10-12 20:30:09 -05:00
zeromus
787cb82e28
fix problem with client.SetGameExtraPadding distortion in >1x window scales. This logic is insanely complex, so regressions are possible.
2015-10-12 19:57:11 -05:00
adelikat
08978978d0
issue #493 - add option to not display OSD messages
2015-09-05 16:48:37 -04:00
zeromus
7e828d5618
d3d display method
2015-08-24 13:10:50 -05:00
zeromus
3f78e2e70f
add feature to display config > misc tab for disabling display of screen and hud for true maximum turbo performance. also display FPS in window caption during that mode, so you can still tell what's going on
2015-08-17 23:26:19 -05:00
zeromus
0cd3a82862
psx - improve framebuffer clipping method, add deinterlacer settings, fix some PAR for PAL games; fix bugs in GameExtraPadding handling
2015-08-09 13:57:45 -05:00
adelikat
791089a06d
Rerecord count OSD: don't display "Rerecords: "
2015-07-09 14:14:06 -04:00
zeromus
db1191dc48
emuhawk - add experimental prescale option to display manager
2015-07-06 12:31:30 -05:00
zeromus
e77c1455b3
canvas extension: ok, this works better
2015-03-23 03:43:39 +00:00
zeromus
dfafee2b25
here's one way of extending the canvas. I dont think it's right. I can't test it now anyway, I'm checking it in for reference. I will probably revert it and do it another way: add a filter after the input filter but before the "emu" surface filter.
2015-03-23 03:19:06 +00:00
adelikat
eccbe1ce2a
MultiHawk - removing more stuff
2015-03-09 21:06:40 +00:00
adelikat
307845b3b5
Lua - recover from a locked drawing surface exception and log to the console, rather than crash the emulator
2015-01-29 02:14:39 +00:00
jdpurcell
798f882457
Redo r8309. Try a different fix for vsync not taking effect at startup.
2015-01-15 15:56:23 +00:00
jdpurcell
28f1ad1c0e
Allow clock throttle to take over for audio / vsync throttles during fast forward or rewind for proper speed control.
2015-01-13 04:21:32 +00:00
hegyak
9dea7cf0b0
Hide Frame Count on Null Emulator.
2014-12-16 04:31:07 +00:00
hegyak
69473b842c
Correct Issue 343
2014-12-16 03:36:38 +00:00
zeromus
979fa2c0f7
displaymanager - maybe, just maybe, successfully get rid of the need for 0xFF000000 in the VideoProvider buffers. Should enable some little speedups and cleanups of other code that had to add the 0xFF000000 alpha channel
2014-12-13 23:04:22 +00:00
zeromus
ba3a6ca817
display manager: dont crash when receiving 0,0 buffer size to autosize to, even though that was probably a mistake
2014-12-12 00:39:50 +00:00
zeromus
f1bd6f0086
less amount / more useful chatter when changing client dimensions
2014-12-10 19:36:16 +00:00
zeromus
08ae448257
start adding d3d9 display method, but.. it was more work than gdi+, as I expected. I'll finish it another time.
2014-12-08 02:15:42 +00:00
zeromus
556b7b0123
gdi+ display method!
2014-12-07 02:26:52 +00:00
adelikat
f5cc38c9cd
AsInputPollable()
2014-12-05 00:59:00 +00:00
adelikat
a83d714c42
Break off IsLagFrame and LagCount from IEmulator and put into its own interface IInputPollable, and refactor cores as necessary. EmuHawk - account for the possibility that a core is not an IInputPollable, and do things like disable the lag counter menu item. Still some front end todos. Also still todo, move the InputCallbackSystem from CoreComm to IInputPollable
2014-11-30 20:29:30 +00:00
zeromus
86e24011ae
address some problems with fast forward vs vsync (mostly, it not working)
2014-10-11 09:01:50 +00:00
zeromus
ede78865b2
fix a bug in point transformation when using system-suggested (non-1.0 AR). Was probably breaking zapper coords when that feature was used, but unproven. Anyway, someone should test that.
2014-10-10 00:21:43 +00:00
zeromus
9b6add0e40
basic TransformPoint work
2014-10-10 00:15:15 +00:00
zeromus
7e3144fd07
support custom AR and display client size while resizing. fixes Issue #251 .
2014-09-14 00:51:30 +00:00
adelikat
0a608edd07
some renaming and cleanup of the Multitrack object
2014-08-17 15:04:23 +00:00
zeromus
f46973119b
add ctrl+shift+c to copy current client area as a screenshot (as opposed to the ctrl+c raw copy) so you can get scaling and filters too
2014-07-22 00:04:28 +00:00
zeromus
6f919c64a7
client sizing / AR revisions
2014-07-20 06:51:31 +00:00
adelikat
3a011ad788
Refactor to put multitrack logic into the multitrack object itself instead of in the OSD manager and hotkey logic
2014-06-29 23:13:44 +00:00
adelikat
9fd640ff4b
Remove some unused code
2014-06-29 02:33:50 +00:00
adelikat
ab5cfab035
remove redundant code throughout the emuhawk project
2014-06-29 02:28:48 +00:00
adelikat
721dbe8d3b
Input adpaters - some reorg and add extensions for create And and Or adapters and simplify some calling code
2014-06-26 19:07:17 +00:00
adelikat
f561528846
More input display fixes
2014-06-19 21:55:15 +00:00
adelikat
7f070737cc
clean up some debugging code, and remove a warning
2014-06-19 21:37:28 +00:00
adelikat
031eb5a282
Some input display fixes for bk2 format
2014-06-19 21:29:57 +00:00
adelikat
19feaaa3ba
Remove some more usages of IMovie.GetInput()
2014-06-19 00:37:42 +00:00
adelikat
9a16540e14
Movie 2.0 - simplify some code
2014-06-18 19:34:27 +00:00
adelikat
451049fee8
Fix some bk2 crash bugs
2014-06-18 19:18:35 +00:00
adelikat
3eff547413
Remove some more usages of GetInput()
2014-06-18 02:39:29 +00:00
adelikat
fcd4a4eb65
Bk2 - basic movie playback now works. You can now record shooting ducks
2014-06-17 00:33:33 +00:00
adelikat
6b73891a91
More bk2 progress
2014-06-15 14:44:26 +00:00
adelikat
c807e27496
Some movie code reorg and cleanup
2014-06-15 13:03:24 +00:00
adelikat
6ec1a45b70
Major cleanup of MnemonicsGenerator - change it to a LogEntryGenerator notion, and only expose it through a movie implementation, via an ILogEntryGenerator interface
2014-06-14 22:36:32 +00:00
zeromus
b96ebaafeb
dont get stuck if the user specifies a crashing retroshader
2014-06-13 01:27:26 +00:00
zeromus
d2ea92d254
support filter_linear in retroshaders
2014-06-12 08:10:14 +00:00
zeromus
eeff15b099
fix bug in displaymanager: sometimes emulator output source textures were getting filtered
2014-06-12 07:57:01 +00:00
adelikat
a682c667dd
Nuke IMovieHeader, put necessary methods into IMovie instead, and some todos on trouble spots for movie 2.0
2014-06-11 01:41:41 +00:00
adelikat
bac9d90440
Fix bug in input display with read-only where the previous frame's input was showing instead of the current
2014-06-10 00:49:52 +00:00
zeromus
3ea6495031
give yabause its own GL context. gets gl+yabause minimally working. maybe still loadstate-related crashes.
2014-06-08 23:30:34 +00:00
adelikat
6b2889957a
Some refactoring of movie code to make the Header less implementation specific, and start Movie2.cs which will be a Movie 2.0 implementation
2014-06-08 22:12:15 +00:00
zeromus
05c08806d1
fix bugs in resize filters support. everyone check your AR correction scenarios, please
2014-06-03 03:16:38 +00:00
zeromus
f75142213b
make lua surface clearing more robust
2014-06-03 03:09:43 +00:00
zeromus
bb1b1ff5b5
fix av dumping with osd enabled (screenshots as well);
...
default av dumping extension to the dumper plugin's desired default
2014-06-02 20:16:59 +00:00
zeromus
49def8a758
fix some AR correction scenarios
2014-05-28 02:19:51 +00:00
zeromus
af60a42003
fix bug 1x'ing client window size in some cores
2014-05-26 18:37:39 +00:00
zeromus
81bd846a0c
finetune displaymanager sizing to eliminate sidebars from default 2x NES scenario. please check platforms you care about (a2600 mostly) to make sure they havent regressed
2014-05-23 00:50:19 +00:00
adelikat
f69fd00458
Only make the Frame count Red in the frame counter display when lag (and not tne movie length and finished indicator)
2014-05-18 16:58:17 +00:00
adelikat
1306830c58
Frame Counter red when a lag frame, not sure when this got broke
2014-05-17 20:55:10 +00:00
zeromus
f9477bb0f1
automatic client 1x/2x etc sizing should respect console and user AR options
2014-05-17 03:50:19 +00:00
zeromus
6b1fa399c5
fix bug where lua layers wreck AR logic
2014-05-07 01:27:41 +00:00
adelikat
de53d1d810
Fix crash on input display for dual gameboy
2014-05-03 12:58:34 +00:00
zeromus
26c30c44ca
improve AR integerization
2014-05-03 03:25:09 +00:00
zeromus
61c7537bfc
fix issues with integerizing logic in association with system AR correction enabling
2014-05-03 02:52:35 +00:00
adelikat
18b4402e85
Slight fix to input display colors when a movie was loaded and stopped
2014-05-02 20:07:50 +00:00
zeromus
d2232e616b
minimal implementation of AR correction. this isn't completely satisfying. we need to run the frontend 1x/2x/etc sizing through it, and I'm feeling like we need two tiers of AR suggestion strengths.. we may want a2600 fixing AR out of the box, but NES fixing AR by default is unacceptable
2014-05-02 04:27:08 +00:00
zeromus
f84ddbaa08
fix bug with lua console wrecking mainform rendering; fix clear button in lua console to actually work
2014-05-01 07:10:07 +00:00
zeromus
358b9b9328
fix vsync setting
2014-05-01 06:37:51 +00:00
adelikat
c863d57113
Better color coding of input display, auto-holds show red, previous frame shows orange, restore ability to show immediate input, also fix but in autofire-autohold
2014-04-28 00:39:40 +00:00
adelikat
36c09eea0f
more cleanup of osd message display
2014-04-27 18:45:21 +00:00
adelikat
c4a4ca069d
More cleanup on osd messages
2014-04-27 13:53:20 +00:00
adelikat
0acf6ed0d6
Some simplifying of logic for drawing frame counter, lag counter, etc
2014-04-27 13:17:35 +00:00
adelikat
bbf7c43b6d
Rip out the Alert font from OSD Manager since it wasn't being used for anything useful anymore, Ram Watch on screen display - show frozen addresses in a cyan color instead of red to be consistent with the rest of the system
2014-04-27 13:01:10 +00:00
zeromus
ca6f993b7c
workarounds for lousy intel gpus
2014-04-26 21:55:04 +00:00
zeromus
1f9cf53a76
fix a crashy bug in displaymanager when OSD layer is removed
2014-04-16 16:31:37 +00:00