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
zeromus
7e828d5618
d3d display method
2015-08-24 13:10:50 -05:00
zeromus
1789ffaaf0
fix crash when minimizing window in gdi+ display method
2015-07-27 09:58:22 -05:00
zeromus
b78f5802a3
cleanup some lingering junk from earlier in gdi+ display method
2015-07-25 21:06:54 -05:00
zeromus
09e95b89b2
remove an unused file
2015-07-25 17:42:43 -05:00
zeromus
f8b840ea41
fix gdi+ lua rendering and prescale option
2015-07-25 17:29:19 -05:00
zeromus
63197300b4
add fullscreen auto-hide mouse cursor
2015-07-24 16:00:04 -05:00
jdpurcell
0a345b0084
Issue 368: Set all platform targets to x86, rename build platforms to match, and remove unused build platforms.
2015-01-13 15:28:58 +00:00
zeromus
38c4b7f16b
change gl version number detection to be more robust, hopefully
2014-12-20 06:39:17 +00:00
zeromus
45716e8acf
add a little fast path to BitmapBuffer. probably no real use
2014-12-17 01:07:09 +00:00
zeromus
b3923283d2
emuhawk - fallback to gdi+ on systems with less than 2.0 opengl
2014-12-16 20:24:14 +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
257c8c597b
fix a crash when working on an 0x0 BitmapBuffer
2014-12-10 19:37:06 +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
zeromus
480b39ff49
dont malfunction when compiling retro shaders on systems with bad opengl support. i shouldve been swallowing this error and calling the shader failed instead of throwing an exception. should fix some people with purportedly 'broken' drivers.
2014-11-06 19:20:03 +00:00
zeromus
7c8f9cb3ed
win32 graphisc control: passthrough MouseEnter and MouseLeave events (useful for nothing)
2014-06-23 01:21:12 +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
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
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
ca6f993b7c
workarounds for lousy intel gpus
2014-04-26 21:55:04 +00:00
zeromus
75905e05a6
misc tidying
2014-04-16 16:31:53 +00:00
zeromus
7adc15d97e
work on opengl display manager: optimized codepaths, user retroshader selection, support for importing a textureID from another core; add erase button to lua console;
2014-04-15 21:46:18 +00:00
zeromus
5a451d4906
change RetainedGraphicsControl namespace
2014-02-07 23:30:20 +00:00
zeromus
b469a3be00
bizwaregl - add function to read back the contents of a texture into a BitmapBuffer
2014-02-07 23:06:51 +00:00
zeromus
9ca6f152cf
support old scanlines and hq2x filter via actual retroarch shader presets. at this point you could overwrite them with whatever you wanted, but you should probably wait for me to add user filter selection
2014-02-07 02:36:27 +00:00
zeromus
8eb4044a5f
bizwareGL-add RectFill and 4-corner gradient function
2014-02-06 09:45:55 +00:00
zeromus
2ea2649271
little fix to the previous
2014-02-03 08:11:13 +00:00
zeromus
4a753aae17
use GL_EXT_framebuffer_object instead of opengl 3.0 core FBO support, for to help on low-spec hardware
2014-02-03 08:04:11 +00:00
zeromus
33294f9c81
dont malfunction when compiling filter shaders on low-spec systems; just make the filters unavailable instead
2014-02-03 07:43:47 +00:00
zeromus
cd7ca56441
restore scanlines filter as shader
2014-02-03 07:01:31 +00:00
zeromus
151b074563
re-add hq2x via shader. add a new Display Configuration dialog (its simple for now).
2014-02-03 05:27:59 +00:00
zeromus
0e88359f1e
bizwaregl-some simplification and cleanup and reduction of pointless api calls
2014-01-30 04:54:02 +00:00
zeromus
42eca164cb
remove useless glGetError calls
2014-01-29 02:17:34 +00:00
zeromus
ed9d8e2e69
dont alloc and pin during GuiRenderer work
2014-01-29 00:53:04 +00:00
zeromus
85fe967810
cleanup, namely of GraphicsControl and related systems, and add a RetainedGraphicsControl which should be useful for tool windows
2014-01-28 19:33:49 +00:00
zeromus
2275ec234f
massive displaymanager/renderpanel refactor. All useful logic is now compact and in DisplayManager. Also, remove the old filter infrastructure, its totally outdated now
2014-01-28 04:39:27 +00:00
zeromus
0d29401101
write lots of notes about why using glValidate was a bad idea, so i never make the mistake again.
...
I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE
I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE
I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE
I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE I WILL NOT USE GLVALIDATE </bartsimpson>
2014-01-28 02:07:50 +00:00
zeromus
7f2ef5cf74
remove glValidate call in shader linking. this is gonna fix the old intel cards, right?
2014-01-28 01:58:54 +00:00
zeromus
98c1b7f508
stop displaying NoError so much, it makes people laugh too hard and hurt themselves
2014-01-27 19:25:48 +00:00
zeromus
0a6fa56fbd
try putting shader version in shaders
2014-01-27 19:24:05 +00:00
zeromus
8637060364
fix no error
2014-01-27 18:30:28 +00:00
zeromus
ecb1653d1b
remove pasted enum declarations from BizwareGL assembly. we're just gonna use openTK's OpenGL namespace.
2014-01-27 09:45:16 +00:00
zeromus
bc4a7e70a7
BizwareGL-rendertarget support
2014-01-27 09:36:18 +00:00
zeromus
857dff9cf4
some small cleanup
2014-01-27 05:37:04 +00:00
zeromus
be49f6fa33
fix mouseclicks on GL viewport
2014-01-27 02:06:05 +00:00
zeromus
c6997c49c8
use openTK for graphics math types, even if, hypothetically, we make a d3d BizwareGL driver.
2014-01-27 00:38:10 +00:00
zeromus
d4c8b75de4
improve pipeline link validation
2014-01-27 00:23:53 +00:00
zeromus
e47212329b
more cleanup
2014-01-27 00:08:53 +00:00
zeromus
7d001ab8c4
fix references, cleanup
2014-01-27 00:07:16 +00:00
zeromus
a2ba761ae1
BizwareGL!
2014-01-27 00:02:21 +00:00