- While this results in a 20% performance loss for video display window functions (like video filters), this also dramatically extends battery life. To return to the old way of using the discrete GPU for video display windows, the user must disable Automatic Graphics Switching in their System Preferences.
- The Troubleshooting Window now correctly reports the emulated 3D renderer that is currently active, rather than the one that is selected in the GUI.
- Also fix a bug where creating a OpenGL 3D renderer's context would immediately fall back to Apple Software Renderer if context creation failed. Now, context creation falls back to Apple Software Renderer as the last resort, only after all other Core Profile contexts have failed.
POSIX Ports: When acquiring an EGL context, try calling the client-specific eglGetPlatformDisplay() before falling back to the more generic eglGetDisplay(). Hopefully fixes#864.
feature was originally added via PR #764 to the gtk3 frontend.
this makes it possible to run the scaling on the GPU, avoiding the
incredibly slow software scaling that's otherwise done via cairo
when view->window size is set to anything > 1.0.
note that the window size "scale" needs to be identical to the
chosen GPU scale factor, otherwise software scaling kicks in again.
unlike the scale setting in the CLI port, which simply upscales the
native NDS framebuffer in hardware, this setting scales up even
the actual 3D textures, resulting in a sharper image, at the cost
of higher CPU/GPU usage. a game using demanding 3D scenes, like
zelda phantom hourglass' intro scene, may be able to still trash
the FPS.
the original PR also reported issues when setting the GPU scale to
a fraction, therefore the increments are currently locked to 1.0.
until now, the boost key was hardcoded to 'o' even when the config
said otherwise, and not treated in case of a joypad at all.
when triggered with the o key, it even behaved differently than
the gtk ui - the boost wasn't released together with the key,
but only when pressed again, so it was more like a shortcut for
"disable fps limiter".
this change implements the desired outcome of the second part of PR #822,
but without introducing more hacks and relying on magic values.
closes#822
because the GTK frontends use GDK keysyms, not SDL ones, - the former
are being stored in the config file and used by the GTK ui) - a temporary
workaround was put into place 14 years ago: the loaded config values
were simply being overwritten with the hardcoded defaults.
this commit removes the overriding of the config, and introduces
a cli frontend specific section "SDLKEYS", which is written by the
GTK2 frontend upon a configuration change.
it tries to convert the GDK keycodes into SDL2 ones while doing so.
an alternative solution (involving less code changes) would have been
to do the conversion in the cli frontend, but that would require having
the gdk header available for compilation, which may not be the case
if the user only wants the cli frontend. such a user could now create
the config file on another machine with the GTK frontend, or simply
manually take the desired values from the SDL_keycode.h header.
this change is instigated by one of the changes in PR #822, which simply
removed the workaround and kept parsing on error, which mitigated the
problem for some keys, but not all.
[GTK*] Some gamepad input rework
- Unbind gamepad keys by default. The default bindings may fit one gamepad model but work weirdly with another causing issues like [LINUX/GTK3] Whitescreen freeze when pressing square on ds4 #834
- Use non-blocking method to obtain gamepad keys/axes during configuration to avoid visible emulator freeze and possible deadlock (see [linux] editing controlls sometimes (often) freezes the emulator #843)
closes#834closes#843
* GTK cheats UI inputs/displays hex for address (offset)
* Added range bound to keep internal cheat data within specified size
The decision to change the value column to store G_TYPE_UINT is purely pragmatic--having all data be treated and displayed as unsized is simpler than writing a custom display to handle signedness and cleaner than 1-3 byte ints appearing unsigned and 4 byte int appearing signed.
* Added index and cheat type data to ListStore
My implementation plan is to use a GtkTreeModelFilter to create separate section for internal and ActionReplay cheats, but I was not convinced the indices in the tree path would correspond to the indices in , hence the additional column.
* Filter raw and AR cheats, display both filters in UI, patch up raw update/delete
* Action Replay UI elements [GTK]
* Memory leak fixes
+ some additional clean-up comments and small bug patches
* Backport to GTK2
- Using the new OpenGLGeometryResource and OpenGLRenderStatesResource classes, the 3.2 Core Profile and ES renderers now use triple-buffering for all geometry rendering resources and framebuffer constants.
- Delete the InitFinalRenderStates() method, which has been obsoleted over the years. Its functionality has been rolled into the InitExtensions() and _RenderGeometryLoopBegin() methods.