Commit Graph

2712 Commits

Author SHA1 Message Date
twinaphex 47a1f8f851 (D3D8/D3D9) Do not run unnecessary d3d_matrix_identity call before
d3d_matrix_rotation_z - rotation_z already sets identity matrix for
the matrix
2022-04-25 19:21:52 +02:00
twinaphex 3d0f8c1ed5 (D3D9) Get rid of d3d9_set_stream_source inline function 2022-04-25 17:40:18 +02:00
twinaphex 609c56b7cd (D3D9) Cleanups 2022-04-25 17:06:11 +02:00
twinaphex d6aa3fdce5 (D3D9) Cleanups - get rid of more inline functions 2022-04-24 15:07:56 +02:00
twinaphex 96d7c31983 (D3D11) Cleanups 2022-04-24 13:40:38 +02:00
twinaphex fc2b3f1ed9 (D3D) Cleanups 2022-04-24 12:59:23 +02:00
twinaphex 736f6eb8b6 (D3D8) Rewrite D3D8 code somewhat - this driver will never
have renderchains, so simplify it
2022-04-24 12:23:01 +02:00
twinaphex 6a537a656d (D3D10/D3D11/D3D12) Get rid of save_hlsl codepath when loading
shaders (and they fail), or debug mode
2022-04-24 12:01:36 +02:00
twinaphex 3c6098dff7 (D3D11) Cleanups of unused inline functions 2022-04-24 11:59:20 +02:00
twinaphex 8973f2ae01 (D3D11) Cleanups - use less inlined functions 2022-04-23 16:25:59 +02:00
twinaphex 0888297f31 (D3D11) Cleanups - go through less inlined functions 2022-04-23 11:36:10 +02:00
twinaphex 1887aee7c4 (D3D11) Cleanup some inline functions 2022-04-23 09:07:00 +02:00
twinaphex 5d82b36f9c (D3D11) Use less inlined functions 2022-04-22 22:58:35 +02:00
twinaphex 7f8a0e352f (D3D11) Get rid of some inline functions 2022-04-22 21:12:05 +02:00
twinaphex a25fabd6f7 (D3D9 HLSL) Set this parameter to 0 to indicate we are using
vertex declarations instead of FVFs
2022-04-22 16:41:08 +02:00
twinaphex 90f53bf6f4 (D3D9) Cleanups 2022-04-22 16:21:27 +02:00
twinaphex 845a469d4c (D3D8/9) Cleanups 2022-04-22 16:02:21 +02:00
twinaphex c4b8b9cfe9 (D3D8) Buildfixes 2022-04-22 15:29:33 +02:00
twinaphex 45c901ca53 (D3D8) Cleanups - get rid of many inline functions 2022-04-22 15:05:28 +02:00
twinaphex afb04b419b (D3D9) Cleanups 2022-04-22 14:37:39 +02:00
twinaphex b231ae7c41 (D3D9) Start getting rid of inline D3D9 functions 2022-04-22 14:25:13 +02:00
twinaphex cedf77d87f Move d3d9_renderchain_blit_to_texture to d3d9_common.c 2022-04-22 13:50:36 +02:00
twinaphex bc018cff15 (D3D9 Cg) Cleanups 2022-04-22 13:36:42 +02:00
Autechre 3d1f01fecc
Cg rewrite (#13871)
* (D3D9 Cg) rewrite/cleanups

* Buildfixes
2022-04-22 05:39:14 +02:00
twinaphex a0738111e9 (D3D9 Cg) Cleanups 2022-04-22 05:14:04 +02:00
driver1998 2f0bdac2f5
Fixes the d3d9cg driver (#13870) 2022-04-22 00:15:54 +01:00
twinaphex 6f0bef6b7b (D3D8) Cleanups 2022-04-21 17:06:14 +02:00
twinaphex b43039f7b0 (D3D8) Buildfixes 2022-04-20 18:25:34 +02:00
twinaphex ac45f16d79 Buildfix 2022-04-20 17:45:31 +02:00
twinaphex 56b08940c2 (D3D8) Replace inline function calls with direct function calls 2022-04-20 17:11:59 +02:00
twinaphex 53b039cf7d Try to use inline functions less - call D3D9 functions directly 2022-04-20 15:01:40 +02:00
twinaphex a348571ba8 (D3D9 HLSL/Cg) Create specialized versions of set_vertices_on_change 2022-04-20 14:04:12 +02:00
twinaphex d1cbba2847 (D3D9 HLSL) Don't go through inlined functions 2022-04-20 13:34:20 +02:00
twinaphex 825bc0739e (D3D9) Cleanups 2022-04-20 12:50:59 +02:00
twinaphex e1f74d3959 Merge renderchain code 2022-04-20 12:32:44 +02:00
twinaphex 68032c7734 (D3D9) Split up D3D9 driver into two separate drivers - one for D3D9 HLSL
and another one for D3D9 Cg
2022-04-19 15:45:22 +02:00
twinaphex 6195711bb3 (D3D9) Move functions to d3d9.c 2022-04-19 14:49:08 +02:00
twinaphex 6a032fc1f8 (D3D9) Move global over to d3d9_common.c 2022-04-19 14:27:40 +02:00
twinaphex 4114545564 (D3D9) Remove d3d9_clear 2022-04-19 14:03:29 +02:00
twinaphex 7c37f9c053 Get rid of some inline functions 2022-04-19 13:49:32 +02:00
twinaphex df3927dd33 Cleanups 2022-04-19 12:12:03 +02:00
twinaphex a5802ce757 (D3D9) Cleanups 2022-04-19 11:03:24 +02:00
twinaphex 9a354982a9 Move common D3D9 common out to file d3d9_common.c 2022-04-19 10:32:15 +02:00
twinaphex 7bdcc8bfe1 (D3D9) Cleanups 2022-04-17 02:23:28 +02:00
twinaphex 14578c0b18 (gl3/glcore) Remove gl3_build_default_matrix 2022-04-02 23:48:34 +02:00
twinaphex 3873af37c6 (Vulkan) Turn this code into a switch instead of several conditionals 2022-04-02 19:10:56 +02:00
twinaphex 65b8ec4cef (Vulkan) Fix crashes 2022-04-02 19:02:54 +02:00
Autechre 4c3a4d66df
Cxx buildfixes (#13803)
* CXX_BUILD buildfixes
* (D3D11) Buildfixes for CXX_BUILD
* (Linux/qb) Disable KMS for Linux when building for C89, headers use inline which is not
available for C89
2022-03-30 17:30:20 +02:00
twinaphex a7569b5712 More CXX_BUILD buildfixes 2022-03-30 15:45:48 +02:00
twinaphex c8d57fe667 (CXX_BUILD) Some CXX_BUILD fixes 2022-03-30 15:13:28 +02:00
OsirizX 4d367a2b59 [PSL1GHT] Add RSX graphics support for ps3 2022-03-27 18:03:30 +02:00
jSTE0 55b77cb663 gfx/rs90: Optimise layout of sdl_rs90_video
Move frequently accessed member variables to the beginning of the
structure to improve cache locality. Having menu_texture at the end of
the structure also saves one instruction in the hot path of
sdl_rs90_gfx_frame() (for the ARMv5TE Miyoo) as well as a few other
functions.
2022-03-27 04:35:36 +01:00
MajorPainTheCactus 3a25e1fbc3 Fixed D3D11 HDR bug just introduced 2022-03-15 05:44:07 +01:00
MajorPainTheCactus f3bda542d6 Fixed crash when using stock shader and HDR and previous optimisation 2022-03-15 05:44:07 +01:00
MajorPainTheCactus 32b8560858 Removed redundant copy of buffer in HDR mode if the shader has already a HDR format i.e R10G10B10A2 2022-03-15 05:44:07 +01:00
MrHuu 9ed51bc528
(3DS) Add new3ds speedup toggle (#13718) 2022-03-09 08:20:15 +01:00
vaguerant 1726d8acb9
Add Optimize for GamePad option on Wii U (#13257)
* Add 'Optimize for Wii U GamePad' option

* style nit
2022-03-08 14:56:51 +01:00
twinaphex 9bcee062ff Cleanups/warnings 2022-03-07 19:32:01 +01:00
twinaphex 4d112da58d Silence some MSVC code analysis warnings 2022-03-07 19:02:46 +01:00
Vladimir Serbinenko c11a798467
Series of djgpp fixes (#13705)
* features_cpu: Fix clock for djgpp

* frontend_dos_set_fork: Fix wrong id names

* dos_input: Fix missing indexing

* dos_joypad: Fix wrong id name

* Fix menu drawing

Menu is already prescaled to VGA_WIDTH x VGA_HEIGHT in vga_menu_frame. We need
to always use those dimensions

* Change dos compilation from griffin to common

* Set vga menu size to 320x200

* Add DOS compilation in gitlab-ci.yml
2022-03-05 15:53:18 +01:00
twinaphex 460f5e745d Silence some MSVC 2019 code analysis warnings 2022-03-05 14:39:56 +01:00
Vladimir Serbinenko 4a53c6771c
Several fixes and improvements do NGC and Wii (#13698)
* Support new elf2dol path in Makefile.griffin

* Fix NULL pointer dereference when no core info is available

* Fix double include of different versions of libogc

* Move ngc and wii to Makefile.common

Resulting binary is 60K *smaller*. This is surprising but probably due to
less inlining happening

* gx_gfx: Fix hang on gfx initialization

* Remove sthread_isself on NGC/Wii

It relies on pthread_equal that is not there for either legacy pthreads
or normal pthreads on those platforms

* Wii networking

* Missing includes in split

* Network fixes

* Fix logging of non-format string as a format

* Support for gx netlogger

* Network fix

* Network fixes

* Network info

* gx: Move config files to app directory

Otherwise it clashes between wiiU and vWii version with unpredictable
effects
2022-03-04 13:43:00 +01:00
Vladimir Serbinenko 17ccfe4004
Support GL1 on osx-ppc (#13569)
* Fix handling of big-endianness in gl1

* Enable gl1 on osx-ppc

* Force gl1 on apple if gfx supports only gl1

* Backport gl2 apple workaround to gl1

* Fix big-endianness handling in widgets
2022-01-30 09:30:39 +01:00
Vladimir Serbinenko 4e24fb3d01
Add osx-ppc compilation for frontend (#13532)
* Fix old osx condition

Current code assumes that osx < 10.12 is equivalent to ppc osx. It's not
true as Leopard x86 is still < 10.12 but not ppc. As xcode compiles fat
binaries it includes osx x86 and compilation fails.

* Disable crtswitchres when no c++11 is available

Crtswitchres altually needs c++11. Since it's not that important to make
it compatible with lower c++, just disable if no c++11 is available

* Don't use firstObject on old Mac OS X.

It was introduced in 10.6, so on old ones just implement it ourselves

* Compile osx-ppc frontend

* osx-ppc: Build a fat binary

On 10.6 i386 xcode apparently refuses to build a pure ppc.
Settle for a fat binary.
2022-01-24 16:22:07 +01:00
Tony 49d3a947b8
(D3D10/11) Add vsync swap interval (#13521) 2022-01-21 04:35:22 +01:00
Colin Kinloch 3e3cf904ca
(Vulkan) Double combined image sampler descriptor pool size (#13467) 2022-01-10 09:10:11 +01:00
MajorPainTheCactus ad4f6176ff
Vulkan driver fixes for HDR (#13468)
* Fixed crash on boot with xmb and vulkan driver Fixed wrong blend state affecting the ribbon shader Fixed up C++ style comments with C style

* Fixed compilation issue - I made a last minute change and thought I had compiled it but obviously hadn't! No wonder it worked.
2022-01-10 06:26:02 +01:00
MajorPainTheCactus 1a228a4e78
Added HDR support to Vulkan driver (#13456) 2022-01-08 13:22:34 +01:00
cedorg be05a7e194
Fix buffer overflow. (#13436)
retroarch sometimes crashes at startup when loading asset textures with gl1 driver.

Co-authored-by: cborg <moi@schtroumpf-moi.village>
2021-12-31 18:17:02 +01:00
Nikos Chantziaras be650a790c
Add option for showing the overlay behind the menu (#13360)
* Add option for showing the overlay behind the menu

This commit lays the groundwork for this option. Support for this option
in the video drivers themselves is going to be added in later commits.

* gl1: Add overlay behind menu support

* gl2: Add overlay behind menu support

* gl3: Add overlay behind menu support

* vulkan: Add overlay behind menu support

* ctr: Add overlay behind menu support

* d3d9: Add overlay behind menu support

* d3d10: Add overlay behind menu support

* d3d11: Add overlay behind menu support

* d3d12: Add overlay behind menu support

* CHANGES.md: overlay behind menu

Co-authored-by: MrHuu <MrHuu@users.noreply.github.com>
Co-authored-by: Tony <45124675+sonninnos@users.noreply.github.com>
2021-12-26 04:56:44 +01:00
tunip3 a28e226ef4
Make resolution switching automatic and fix angle output issues [UWP/XBOX] (#13406)
* force angle to render at 1080p regardless of screensize as the output is 1080p regardless of screensize.
This fixes an issue where at 4k any angle output would be zoomed into a corner

* set resolution based on display resolution (auto 4k)

* set driver to d3d11 if booting with opengl

* reset width and height of output on boot to match display

Co-authored-by: Tunip3 <tunip3@users.noreply.github.com>
2021-12-24 14:34:30 +01:00
MajorPainTheCactus 9151326b73
Added support for HDR shaders - if we detect a shader that uses SLANG_FORMAT_A2B10G10R10_UNORM_PACK32 or SLANG_FORMAT_R16G16B16A16_SFLOAT as the format for the last render target in the shader chain AND hdr is switched on then this disables the internal HDR shader and allows the shader chain to define an inverse tonemapper and hdr10 shader. The first use of this is for my hdr shader crt\crt-sony-pvm-4k-hdr.slangp - submitted seperately (#13390) 2021-12-22 02:17:17 +01:00
Francisco Javier Trujillo Mata 1cd0938cc3
[PS2] Improve Compilation (#13359)
* Allow parallel compilation in PS2

* Allow to compile with griffin or common compilation in PS2

* Enable dummy core to be used in other platforms

* Use threads in YML config

* Add the compilation to PS2 in GitHub Actions
2021-12-15 19:01:56 +01:00
vaguerant 34892555ec
Fix rotation on 3DS and Wii U (#13353)
* Fix rotation on 3DS
* Fix rotation on Wii U
2021-12-14 13:43:48 +01:00
Tony 09880e92d2
Logging cleanups (#13320) 2021-12-04 14:21:12 +01:00
Hans-Kristian Arntzen ce8a3db4dc
Avoid hard crash when capturing screenshot in emulating mailbox. (#13315)
The emulating mailbox infrastructure is very hacky and needs a rethink
to be able to properly support screenshots. emulating mailbox is pretty
nasty to begin with and should be considered a hack.
2021-12-03 16:19:49 +01:00
twinaphex 0a40e1f771 (gl_core/gl3) Rename gl_core internally to gl3 2021-11-23 08:45:54 +01:00
twinaphex d04dee7ee0 (GL1) Update code so that GL Hard Sync will work with menu
enabled [Hard sync doesn't seem implemented for GL1 anyway]
2021-11-20 03:40:48 +01:00
twinaphex 282c8ddc5f (GL3) Allow Hard GPU Sync in menu 2021-11-20 03:26:54 +01:00
twinaphex e7e6b9977f (GL2) Backport 75a66be87b - Allow Hard GPU sync in menu 2021-11-20 02:20:53 +01:00
twinaphex 0b768d0460 Split up recording code 2021-11-10 02:34:04 +01:00
twinaphex fc898d016b (GX2) wiiu_gfx_load_texture - make it safer - get rid of unused
wiiu pointer; do early return when image is NULL
2021-11-08 17:07:17 +01:00
twinaphex c5b20dff41 (3DS/CTR) Cleanup 2021-11-03 22:01:01 +01:00
twinaphex f59b420fde * Move more code to command.c
* Buildfix for CTR/3DS
2021-11-03 21:59:58 +01:00
twinaphex 69e8416e45 (CTR) C89 conformity cleanups 2021-11-03 21:42:11 +01:00
jdgleaver 1ebf821da3 (3DS) Ensure parallax barrier is disabled when '3DS Display Mode' is '2D' 2021-10-13 12:31:43 +01:00
Salvador 58e7dd8a1a
Add Miyoo target (#12860)
* add miyoo target
2021-10-08 13:53:49 +02:00
Francisco Javier Trujillo Mata bc5a99ae34 Fix available resolution options and improve scaling together with pixel perfect 2021-10-04 23:53:55 +02:00
Francisco Javier Trujillo Mata 3bbfcf7b39 Adding to get_video_output_size 2 parameters for additional info 2021-10-04 23:53:55 +02:00
Francisco Javier Trujillo Mata 216675919b Add PS2 Support for changing resolution and offset 2021-10-04 23:53:55 +02:00
twinaphex e886e908d5 Create consistent naming conventions - use retroarch_ instead
of rarch_ for some functions for all functions coming from retroarch.h
2021-09-28 12:56:10 +02:00
twinaphex 8ef9065c86 Get rid of menu_driver_is_alive - we don't want these one/two-line getters/setters anymore 2021-09-28 10:27:00 +02:00
twinaphex 3dee62ce62 Cleanups and buildfix 2021-09-28 01:16:53 +02:00
twinaphex 05e4aa8bfb move more code over to gfx/video_driver.c 2021-09-28 00:50:48 +02:00
twinaphex 4b5951bda3 Rename gl_common.h to gl2_common.h and remove some file dependencies
on it
2021-09-26 17:42:12 +02:00
twinaphex 6f36e0a2dd Rename GL driver files + add some comments to D3D drivers - gl_core
becomes gl3, gl becomes gl2, etc
2021-09-26 14:16:09 +02:00
twinaphex 2a4862ad8d Rename mimpapgen_sm5.h to mipmapgen_sm5.h 2021-09-26 13:30:50 +02:00
Autechre 12540d750d
Merge pull request #13037 from gblues/gblues/wiiu-fix-warnings
WIIU: Clean up a bunch of compiler warnings
2021-09-26 00:57:02 +02:00
MajorPainTheCactus e08cc6e260
Fixed up the d3d9 driver (#13038)
* Fixed d3d9 mvp matrix issue

* Fixed up the d3d9 driver to display the game now
2021-09-26 00:19:45 +02:00
Nathan Strong 9b2d4236ad WIIU: Clean up a bunch of compiler warnings
== DETAILS
These changes fall into a few broad categories:

1. Explicitly undefine things we want to re-define due to conflicts with
   the version of devkitpro we're using
2. Clean up hex format specifiers to use `%lx` or `%lX` when working with
   long integers
3. Move variables inside the ifdef they're used in to squelch "unused variable"
   messages
4. Add parenthesis to make Wii U shader declarations stop complaining

And then there's a weird "misleading indent" warning that I fixed by just
rewriting a block of code to use a switch statement instead of if-then-else.

These changes work fine on Wii U, but we'll need to keep an eye on CI/CD to see
if other platform builds break.
2021-09-25 13:25:39 -07:00
MajorPainTheCactus 0e9f246b30
Fixed d3d9 mvp matrix issue (#12984) 2021-09-15 01:17:56 +02:00
MajorPainTheCactus 3c6bdfd0d8
Fixed numerous issues with HDR (#12979)
* Fix for warning and fix for incorrect comment

* Fixed contrast to be more correct - now scales from 0-10 linearly and behaves more the way you'd expect it to - changed name to ditch legacy settings users may have
Added ability to skip inverse tonemapper to the shader via the constant buffer using 'inverse_tonemap' - set to 0.0f to skip
Fixed potential bug when swapping between hdr and sdr and the bit depth not being set correctly
Fixed dx11's blend, rasterizer and topology states not being set to the sames when using hdr and leaving the menu - caused issues with PCSX2's Shadow of the Colossus
Added numerous helper functions to help create the correct values to colour the UI - normally the white UI elements should be rendered at paper white not max brightness for various reasons

* Fix stylistic issues - * Don't use camelcase for variables and function names * Use '(void)' for function declarations instead of () in C code * Declare variables at the top of a function or code block * Make sure functions that return a value always have a default return path that is not encapsulated by an else block * Use more unique names for retro_math functions which are less likely to overlap with other libraries' function symbols

Co-authored-by: twinaphex <libretro@gmail.com>
2021-09-13 16:54:50 +02:00
Autechre dcf77c4d1e
Merge pull request #12821 from markwkidd/config_h
standardize include paths for config.h
2021-09-10 16:59:15 +02:00
bulzipke 8018be5c9b
Fix ram states to file when core deinit (#12956)
* Fix ram states to file when core deinit

* Fix unterminated state_path
Call CMD_EVENT_RAM_STATE_TO_FILE when CMD_EVENT_UNLOAD_CORE too
2021-09-08 18:01:07 +02:00
MrHuu 07600392df
(3DS) Add bottom screen idle state (#12942) 2021-09-06 01:16:16 +02:00
MajorPainTheCactus 0ac542f1db
Fix for warning and fix for incorrect comment (#12944) 2021-09-06 01:16:01 +02:00
twinaphex f597138827 Cleanups 2021-09-04 21:40:37 +02:00
MajorPainTheCactus 536d18778b
Fixed up HDR for UWP/WinRT builds (#12936)
Fixed D3D11 validation warnings
Fixed up technically incorrect labels

Co-authored-by: Autechre <libretro@gmail.com>
2021-09-04 21:13:24 +02:00
bulzipke 8adc24ecbc
(3DS) Add bottom screen menu (#12470)
* (3DS) Add bottom screen menu
 -> User can save/load state on botom screen with thumbnail.
 -> Call a save_state_to_file() when RAM state has data to write a disk.
 -> If the bottom screen needs updating, swap the bottom framebuffers.

Add: SAVE/LODE STATE TO RAM
 -> This is useful for devices with slow I/O
 -> 3DS bottom save state use CMD_EVENT_SAVE_STATE_TO_RAM
 -> 3DS bottom load state use CMD_EVENT_LOAD_STATE when RAM state has no data
 -> 3DS bottom load state use CMD_EVENT_LOAD_STATE_FROM_RAM when RAM sate has data

* Rewrite path_get_state to retroarch_get_current_savestate_path

* Fix unterminated state_path
2021-09-03 18:14:03 +02:00
twinaphex 274638b89e (D3D11) Look at D3D11 feature level - if we are 11.0 or above,
we use Shader Model 5.0 instead of the default SM 4.0 - this fixes
FSR on D3D11 which requires SM5.0
2021-09-03 07:51:44 +02:00
twinaphex b900555494 (D3D11) Add logging after device creation so we can see which
feature level it used
2021-09-03 07:15:53 +02:00
Autechre 7b9cbc08d7
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917)
* Add HDR support

* Attempt to fix Mingw build and Metal builds

* (D3D12) Fix relative header includes

* Add missing hdr_sm5.hlsl.h

* (d3d12_common.c) Some C89 build fixes

* Fix MSVC build

* - Attempt to fix build on mingw/msys unix with dirty hack
- Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio -
the define was seen as an error and was causing the first pipeline
to error out
- Make sure we manually set handle of backBuffer to NULL

* Moving the release of the texture above the freeing of desc.srv_heap
and desc.rtv_heap solves the hard crashes on teardown/setup in RA -
it was crashing hard in d3d12_release_texture before

* Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now
because of several things that are Windows desktop-specific right now
(GetWindowRect)

* Add dirty GUID hack - should work for both mingw/msys on Windows/Linux
as well as MSVC/Visual Studio (hopefully)

* Change HAVE_D3D12_HDR to HAVE_DXGI_HDR

* Move away from camelcase named variables

* Fix RARCH_ERR logs - they need a newline at the end

* d3d12_check_display_hdr_support - make it return a bool on return
and set d3d12->hdr.support and d3d12->hdr.enable outside of the
function

* (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and
move it to dxgi_common.c instead

* (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and
rename it dxgi_swapchain_color_space

* (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and
rename it dxgi_set_hdr_metadata

* (DXGI) dxgi_check_display_hdr_support - better error handling?

* Fix typo

* Remove video_force_resolution

* (D3D12) Address TODO/FIXME

* (D3D12) Backport
c1b6c0bff2
- Fixed resource transition for present when HDR is off
Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader

* Move d3d12_hdr_uniform_t to dxgi_common.h and
rename it dxgi_hdr_uniform_t

* (D3D11) Add HDR support

* Add TODO/FIXME notes

* Cache hdr_enable in video_frame_info_t

* Update comment
2021-09-03 06:15:25 +02:00
twinaphex bf2e7b93f0 (Vulkan) Fix Vulkan validation layer - fix thanks to flyinghead -
see comments
2021-08-29 20:39:22 +02:00
twinaphex 7f08729a5e Revert "(gfx_display) Make gfx_display_set_fb_size - get rid of the small"
This reverts commit 618cfacd59.
2021-08-26 18:42:43 +02:00
twinaphex ea6139b234 Revert "(GX) Buildfix"
This reverts commit 96d87802cd.
2021-08-26 18:42:34 +02:00
twinaphex 96d87802cd (GX) Buildfix 2021-08-26 18:31:32 +02:00
twinaphex 618cfacd59 (gfx_display) Make gfx_display_set_fb_size - get rid of the small
getter/setter functions - also finally take this opportunity to stop
setting framebuffer width/height/pitch for menu drivers that don't
use a framebuffer texture at all
2021-08-26 18:26:44 +02:00
twinaphex ffb59e5261 (UWP) Turn this back on again - seems to work fine on Xbox 2021-08-20 10:07:29 +02:00
Mark W. Kidd 2b3dfeb10c standardize include path for config.h 2021-08-18 18:54:40 -04:00
Francisco Javier Trujillo Mata a442c5b14f Simplify logic for transparencies 2021-08-16 13:12:06 +02:00
Francisco Javier Trujillo Mata 2aeb0b079e Implement aspect_ratio and scaling integer to PS2 2021-08-10 18:14:02 +02:00
Autechre a40d1ce8b6
Merge pull request #12759 from fjtrujy/ps2_gfx_alpha
Implement Alpha for the PS2_GFX driver
2021-08-07 16:14:49 +02:00
Francisco Javier Trujillo Mata 885f9bbcc3 Implement Alpha for the PS2_GFX driver 2021-08-06 14:29:37 +02:00
twinaphex e596bf7925 Buildfix for previous commit 2021-08-02 16:19:26 +02:00
twinaphex 2af9441d35 Create separate wnd_proc functions for winraw 2021-08-02 16:14:58 +02:00
twinaphex 78341e5824 (D3D12) Fix some header includes 2021-07-30 15:18:56 +02:00
twinaphex ab9a4a95b1 (D3D12) Fix some header includes - probably a mistake that wiiu_dbg.h
was added to the d3d12.c driver
2021-07-30 15:16:14 +02:00
Francisco Javier Trujillo Mata dadf49764b Implement proper ps2_font driver instead of using the font driver from gskit 2021-07-24 10:32:09 +02:00
jdgleaver 218286aa99 (RS90) Add optional approximate 'semi-linear' scaling filter 2021-07-21 14:11:42 +01:00
jdgleaver 6b65daf07d (OpenDingux Beta) Fix IPU scaling when running 256x224 (SNES/Genesis) content 2021-07-16 17:48:03 +01:00
jdgleaver 14580e5f6f (RS-90) Fix offset of OSD text 2021-07-14 16:44:30 +01:00
Autechre b644a37622
Merge pull request #12647 from jdgleaver/dingux-frameskip-fix
(Dingux) Fix display when cores 'drop' frames
2021-07-13 21:42:02 +02:00
John Parton f6aeb717ba Basic rs90 build
DINGUX_BETA has clock_gettime libogc
Add tinyalsa support to rs90
2021-07-13 11:36:48 -05:00
jdgleaver eb259174b8 (Dingux) Fix display when cores 'drop' frames 2021-07-13 13:11:19 +01:00
CrystalCT 89b46bc246 First basic RSX driver for PSL1GHT 2021-07-12 09:35:44 +02:00
twinaphex b2c7fae912 desc.Flags should also be commented out for now 2021-06-26 05:46:37 +02:00
twinaphex 13e88ebe74 (D3D11) Disable tear control support for UWP for now 2021-06-26 05:40:41 +02:00
twinaphex 55afe18872 Move D3D11Draw call back for now - should make OSK work again and
shaders
2021-06-23 19:34:06 +02:00
Connor McLaughlin 322aeb4e46 (d3d11) Don't pass ALLOW_TEARING to present when unsupported 2021-06-22 14:04:32 +10:00
Connor McLaughlin ed2d6b1730 (d3d11) Don't draw content without a texture bound 2021-06-22 14:04:32 +10:00
Connor McLaughlin 9afa30af5e (d3d11) Disable DXGI's ALT+ENTER handling 2021-06-22 14:04:31 +10:00
twinaphex a30a86a09c (D3D11) Fixes Xbox again, do tear control checks only for non-UWP
- TODO/FIXME still has to be resolved, see comment at line 1362
2021-06-22 00:41:56 +02:00
sonninnos 917fb1f796 D3D12 Updates:
- Relocated 'd3d12_gfx_sync()'
- Fixed swap interval option
- Cleanups
2021-06-18 21:54:36 +03:00
twinaphex 8b6e58eebd Buildfix for D3D11 - courtesy of Stenzek 2021-06-16 16:07:38 +02:00
Connor McLaughlin 946d87cf89
(gfx/d3d11) Don't use allow tearing flag with blit swap chains (#12529) 2021-06-16 15:19:27 +02:00
jdgleaver d40d7c389b
(Dingux) Fix black screens when triggering gfx driver reinitialisation via menu actions (#12521) 2021-06-13 00:37:48 +02:00
Tony 3647bdef0f
(D3D) Logging + dupe code cleanups (#12501) 2021-06-09 06:33:14 +02:00
JustMeDaFaq 462cedb654
Update d3d12.c 2021-06-07 12:04:53 +02:00
JustMeDaFaq f1347829c2
Update d3d11.c 2021-06-07 12:03:58 +02:00
sonninnos 04962e1741 (D3D) Add common window title for D3D9+ 2021-06-06 22:24:47 +03:00