James Groom
3d06c7c647
Add Vulkan renderer (unimplemented, clone of OpenGL)
2019-01-26 16:26:11 +10:00
James Groom
e483c94498
Fix controllers from OpenTK (mostly)
...
* update reference version numbers and fix a null exception this causes (apparently something changes functionality-wise when the *.csproj references version 3.0.1.0 rather than the original 1.x.x.x (on windows at least) - which is interesting)
* Modified GTK_Gamepad to use OpenTK.Input.Gamepad
* use gamepad class if automap exists, otherwise use joystick class
* forgot GetFloats()
* fixed axis and hats - fixed GetFloats() so analog controls can be bound for cores that support it
* changed controller identifier from 'T' to 'J' (in the case of OpenTK.Input.Joystick) and 'X' (in the case of OpenTK.Input.GamePad). This means config defaults in most cases will work (where they worked before with directinput and xinput).
* fixed hat event detection when using OpenTK.Input.Joystick
* disabled forcing OpenTK controllers on windows
* unused variable cleanup
* testing changes
* another test
* other test
* revert previous tests
2019-01-18 01:08:13 +10:00
zeromus
88ce214670
remove junk accidentally added bizwareGL ClassDiagram
2018-11-30 09:08:44 -06:00
zeromus
9d6997692f
Merge remote-tracking branch 'remotes/peeweek/retroizer'
2018-11-18 11:09:53 -05:00
James Groom
ca021d96cc
Allow bizhawk to be built and run w/ MSBuild and Wine+Mono on GNU+Linux ( #1237 )
...
- Update to latest OpenTK, add input code from `mono-stable` branch
(kudos), and fix bugs arisen from version differences
- Move some functionality into Win-specific classes and add Wine+Mono
implementation where simple
- Add conditions to main loop so some things only run on Windows
2018-11-04 20:05:20 +03:00
Asnivor
c0fcac5ab1
CPCHawk: Port IO changes, Interrupt generation, i8255 PPI chip, PSG IO & Keyboard/Joysticks
2018-07-18 08:12:44 +01:00
adelikat
22d1818641
DoSettings file for all project to explicitely set language level to C#6
2018-06-23 13:06:13 -05:00
frequem
71ba3024b7
Fixed linux build
2018-02-21 20:19:33 -05:00
vadosnaprimer
761c1532e0
fix single-line messaged
2018-01-02 22:46:24 +03:00
vadosnaprimer
81f681bcd8
account for linebreaks when measuring message string
2018-01-02 21:25:07 +03:00
peeweek
8c503f0e7e
Retroizer Shader + Time uniform in custom shaders
2017-10-23 23:31:56 +02:00
zeromus
fd63acd644
ogl display method: dont crash when disposing if user's system can't compile shaders. also print some diagnostics for cgc failures to console
2017-07-20 17:18:18 -05:00
zeromus
3336c80818
fix bizware output directories
2017-06-27 17:23:33 -05:00
zeromus
cad5f441dd
fix build paths to output
2017-06-26 17:57:50 -05:00
zeromus
0085729392
delete x64 build configuration, use anycpu instead. take care to set Prefer32Bit false in exe csproj, since visualstudio's gui preference doesn't work.
2017-06-26 17:47:51 -05:00
zeromus
0942d4f498
remove x86 project configurations
2017-06-12 01:24:35 -05:00
adelikat
5fec117b68
Roll back to .NET 4.6.1 (instead of 4.6.2) to avoid a dependency on Windows 10 Anniversary Update for Windows 10 users
2017-06-06 10:24:21 -05:00
adelikat
7d84946daa
BitmapBuff - fix exception from 32bit ASSumptions
2017-05-28 18:21:55 -05:00
nattthebear
76022f66f9
update to framework 4.6.2. Since Windows XP 64 was very rarely used, there's no loss in switching to this if we're going to 64 bit. Add `FrameworkZipWriter` based on the 4.5 framework's built in zip writer. It shaves a decent amount of time off savestate save time, but rolling our own off of DeflateStream would be even faster.
2017-05-27 18:15:15 -04:00
nattthebear
ebe789eed2
heh
2017-05-10 07:45:23 -04:00
J.D. Purcell
ed3bf0e62b
Fix mixed line endings.
2017-04-15 15:53:02 -04:00
J.D. Purcell
b2a28339d1
Use 'nameof' operator.
2017-04-10 08:36:42 -04:00
J.D. Purcell
0322ca5bad
Cleanup Direct3D device reset code.
2017-04-09 12:55:11 -04:00
J.D. Purcell
1eaaaa64e1
Remove old workaround.
2017-04-08 18:01:03 -04:00
J.D. Purcell
f17e1c3f2a
Fix in OpenGL cleanup.
2017-04-08 15:31:02 -04:00
J.D. Purcell
bf8d981952
Fix comment
2017-04-08 15:20:33 -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
8cfb46caa7
fix #796
2017-02-11 07:30:12 -06:00
zeromus
a0495b5090
d3d display method: fix 2nd ctrl alt del
2016-12-19 21:22:39 -06:00
zeromus
1aa4382d21
d3d display method: survive ctrl+alt+del (should fix #522 )
2016-04-20 14:29:54 -05:00
zeromus
c30817abbf
AUGH. re-fix "fix flashes of garbage while changing vsync toggle (includes when fast-forwarding) on d3d display method"
...
by
Revert "tidy d3d display method a tiny bit, i guess"
so sensitive.
This reverts commit b8fd885d3f
.
2016-03-27 15:46:43 -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
b8fd885d3f
tidy d3d display method a tiny bit, i guess
2016-03-27 01:43:24 -05:00
zeromus
5ce0ace1cd
fix flashes of garbage while changing vsync toggle (includes when fast-forwarding) on d3d display method
2016-03-26 12:39:31 -05:00
nattthebear
2a0e859a85
Add 64 bit build (doesn't work yet), move SlimDX.dll
2016-02-28 15:06:03 -05:00
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
0eb6e83384
glcontexts can specify versions and clean themselves up
2016-02-21 17:19:34 -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
zeromus
d422f02694
improve d3d9 shader compatibility more
2015-10-24 01:32:44 -05:00
zeromus
1dfa0f7fc0
improve d3d shader compatibility: add workaround to replace "in sampler2D", a magic phrase which crashes the hlsl compiler, with "uniform sampler2D", a magic phrase which soothes the hlsl compiler
2015-10-20 21:21:07 -05:00
zeromus
01f1be126e
fix bugs in retroshader sampler0 discovery
2015-10-18 21:12:58 -05:00
zeromus
0d5470a713
make display methods more resilient to uncompilable shaders
2015-10-17 19:28:19 -05:00
zeromus
19b3f8b205
retro shaders no longer need sampler to be named s_p
2015-10-15 20:10:58 -05:00
zeromus
5a30067daf
d3d display method: use FPUPRESERVE
2015-10-15 18:06:20 -05:00
zeromus
0564245d3e
d3d9 display method - more leniency in compilation of optional shaders
2015-10-15 01:27:29 -05:00
zeromus
077296b9ba
reduce shader level requirements for basic d3d display method functionality
2015-10-13 00:25:09 -05:00
zeromus
1e07625d1d
d3d display method: do a better job of surviving device resets
2015-10-11 21:03:16 -05:00
zeromus
f0c34517e1
display manager: sort out all the y-flipping madness and fix some bugs in gdi+ with screenshot and prescaling
2015-08-30 09:20:03 -05:00
zeromus
46870ec488
cleanup gdi+ renderer
2015-08-29 11:17:25 -05:00
zeromus
bcefd6f2d7
fix mistake requiring optional shaders to succeed compiling and add printfs of compilation errors
2015-08-24 13:36:25 -05:00