YoshiRulz
1d7b1b49ee
Improve logging in shader compilation ( resolves #1748 )
2019-12-03 03:03:38 +10:00
adelikat
f926142921
cleanup OSDManager
2019-11-26 19:36:04 -06:00
YoshiRulz
2642ef4049
Remove empty docs
2019-06-06 16:41:10 +10:00
James Groom
779975f689
Use nameof
2019-03-28 14:17:14 +11:00
YoshiRulz
e6374ef477
Use string interpolation
2019-03-19 00:06:37 +10:00
zeromus
b164d8b31c
implement user crop area as a negative padding
...
fixes #1453
2019-01-18 01:16:03 -05:00
zeromus
e53d861db4
Revert "bad attempt at implementing user crop area"
2019-01-18 01:00:24 -05:00
zeromus
578bb546f3
bad attempt at implementing user crop area. need to do differently. needs to happen.. like... as soon as we get the video provider.
2019-01-18 01:00:07 -05:00
adelikat
2f2878d139
Input display - show the last frame of hte movie's input when in movie replay mode
2018-11-18 11:26:15 -06:00
zeromus
9d99995e04
small revision to 14ad5a3907
to work better in some cases with really, really weird window sizes
2018-09-15 23:17:47 -04:00
zeromus
14ad5a3907
fix #1279 (warp speed during minimized)
2018-09-10 15:25:40 -04:00
zeromus
053ee9a45e
feos, i dont know, try this
2018-03-14 16:49:42 -04:00
zeromus
2f874c3c54
re: #1126 - do some things to try and make input display better. might fix things, might mess everything up, I dont know.
2018-03-13 20:19:03 -04:00
zeromus
fb697840d0
dont blow up when a core reporting 0x0 virtualsize is auto-loaded. not the most graceful solution, but it works
2017-08-22 18:34:45 -04:00
zeromus
d96f26452c
fix d3d dispmethod crash
...
probably fixes #947
2017-07-29 14:58:56 -05:00
zeromus
94e2fe2a10
fix displaymanager crashes when rebooting snes9x (and maybe others) while paused (due to unset virtualsize).
2017-07-27 22:42:13 -05:00
zeromus
2d29b8b245
dont crash when autoprescale is enabled and it's asked to _shrink_
2017-06-29 04:47:22 -05:00
nattthebear
ebe789eed2
heh
2017-05-10 07:45:23 -04:00
adelikat
59139ab266
Spell out Numerator and Denominator
2017-05-05 11:25:38 -05:00
adelikat
62a13d961d
Move VsyncNum and VsyncDen out of CoreComm and into IVideoProvider
2017-05-05 11:21:37 -05:00
J.D. Purcell
303e8d41e9
Cleanup code to create GUI Renderer.
2017-04-29 17:49:34 -04:00
J.D. Purcell
676da1002d
Update MultiHawk's DisplayManager. Because I was testing out multiple D3D controls.
2017-04-09 22:44:58 -04:00
J.D. Purcell
93aeffe69e
Remove some duplicate/unused code in MultiHawk.
2017-04-09 21:47:59 -04:00
J.D. Purcell
f1dee6c20e
Fix flickering when toggling vsync on/off (e.g. while fast forwarding).
2017-04-08 16:56:15 -04:00
J.D. Purcell
0b81463408
Make sure Direct3D objects get disposed. Fixes all SlimDX warnings when exiting.
2017-04-08 15:18:55 -04:00
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