zeromus
599dca8858
use more realistic mechanism for perspective correct interpolation
2017-08-30 19:09:04 -05:00
rogerman
fd6ed7b518
Cocoa Port: Synchronize access to ClientDisplayView._hudString.
2017-08-30 15:34:58 -07:00
rogerman
db4982f4bc
Cocoa Port: Continue refactoring cocoa_core.mm.
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- Also fix a small off-by-one error in slot1_Change().
2017-08-30 15:20:08 -07:00
rogerman
e29e825d27
Cocoa Port: Report newer options in the Support Requests and Bug Reports pages to reflect the current feature set.
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- Also update the URL for the Bug Report webpage from sourceforge.net
to github.com.
2017-08-29 17:16:19 -07:00
rogerman
abebaebdef
Cocoa Port: Continue refactoring the emulation execution loop code to be less port-dependent.
2017-08-29 15:14:24 -07:00
rogerman
3bf295f4ce
Cocoa Port: Fix bug where Lion-style full screen failed to work on OS X Mavericks and Yosemite.
2017-08-28 19:36:55 -07:00
rogerman
1e9b179bf4
Cocoa Port: Begin refactoring some of the emulation execution loop code to be less port-dependent.
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- Also clean up some UI code with switching app preferences views when
running OS X Leopard.
2017-08-28 17:30:19 -07:00
rogerman
a05e03e2cc
OpenGL Renderer: When running a GPU Scaling Factor of 3x and 4x, increase the MSAA sample size limit from 8xMSAA to 16xMSAA.
2017-08-27 14:07:13 -07:00
rogerman
2379dc1e41
OpenGL Renderer: Make the MSAA sample size limit based on the framebuffer size instead of being fixed at 8xMSAA.
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- The MSAA sample size limit is now based on the following sizes:
1x Native Resolution - 32xMSAA
2x Native Resolution - 16xMSAA
3x-8x Native Resolution - 8xMSAA
9x and greater Native Resolution - 4xMSAA
2017-08-26 22:41:53 -07:00
rogerman
e6d5a8fbe1
Windows Port: Increase the maximum GPU Scaling Factor from 5x to 16x. (This should be safe on the vast majority of GPUs out there, but if we find out that this ends up being unsupported on many GPUs, the max scaling factor may have to be reduced back to 5x. This will need additional testing.)
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- Also do some minor code cleanup here and there.
2017-08-25 18:53:07 -07:00
rogerman
823e9edf7f
Windows Port: Fix compiling on Windows. (Regression from commit 11cf901.)
2017-08-24 15:28:46 -07:00
rogerman
11cf901336
Major code cleanup across the board, mostly involving interactions with EMUFILE.
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- Function/method parameters for EMUFILE objects are now passed by
reference instead of passed by pointers, where appropriate. This is
true for the vast majority of EMUFILE usage.
- Eliminate duplicate little-endian read/write functions in
readwrite.cpp. Use the equivalent methods in EMUFILE instead.
- Completely standardize the design patterns and usage of the various
little-endian read/write methods. Should help stabilize interactions
with save state files, as well as try to make save states
cross-compatible between big-endian and little-endian systems.
- Replace EMUFILE fread()/fwrite()/fputc() calls with equivalent
size-specific methods where applicable.
- Misc. code readability and stability improvements.
2017-08-24 15:14:25 -07:00
rogerman
e17e1bd0af
Cocoa Port: Minor tweaks to some UI elements to eliminate some build warnings.
2017-08-23 02:37:37 -07:00
rogerman
c52b5702ed
Cocoa Port: Change InfoPlist.strings format from UTF-16LE to UTF-8.
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- Also add macosx_10_5_compat.cpp back into the normal OS X build of
the Xcode Latest project. It’s still needed for compatibility on OS X
10.5 Leopard for x86/x86-64. (Don’t know how this got disabled — it
just somehow mysteriously did.)
2017-08-23 01:47:44 -07:00
rogerman
3a63db2086
Cocoa Port: Do some minor code cleanup.
2017-08-22 21:31:28 -07:00
rogerman
2746427dd7
Colorspace Handler: Fix more RGBA8888 and RGBA6665 conversions for Altivec.
2017-08-22 15:50:03 -07:00
rogerman
c7b9ecfc52
Cocoa Port: Tiny code consistency change.
2017-08-22 13:57:12 -07:00
rogerman
e4f935743c
GPU: Clean up and optimize the BG mosaic code.
2017-08-21 19:31:41 -07:00
rogerman
da6c79c6bd
GPU: When calculating the VRAM pixel location using MMU_gpu_map(), replace division and mod instructions with bitshift and bitwise AND instructions. Should help older compilers that don't know how to optimize the division/mod instructions into bitshift/bitwise AND instructions.
2017-08-21 08:23:12 -07:00
rogerman
f02210bfdb
GPU: Try to clean up GPUEngineBase::_SpriteRenderPerform() a little bit.
2017-08-19 20:21:09 -07:00
rogerman
a9f2e53c25
GPU: Be consistent with how we apply the sprite window flags.
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- Now applies the sprite window flags consistently between rotozoomed
and non-rotozoomed modes.
- Applying the sprite window flags in rotozoomed modes now ignores
sprite priority as intended.
2017-08-19 12:07:48 -07:00
rogerman
48f0f69929
GPU: When compositing a sprite, remove the color effect enable test so that the enable test and the OBJ translucency test don't conflict whenever window testing is also enabled. Fixes the portal-in-the-horizon scene in Pokemon Mystery Dungeon: Explorers of Sky. (Fixes #92.)
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- Also rename some variables for better code clarity.
2017-08-19 11:42:06 -07:00
rogerman
c0a21a717d
GPU.cpp/.h: Revert back to using Unix-style line-endings instead of Windows-style line-endings.
2017-08-19 11:04:45 -07:00
zeromus
222f5d8507
gpu - clean up sprite window rendering so it isn't a separate codepath but rather is identical to regular character OBJ until the very end. may fix subtle bugs, may do nothing, but it's cleaner now anyway
2017-08-18 22:44:56 -05:00
rogerman
bf120f3c3e
OpenGL Renderer: Fix one more compiling issue on Windows 32-bit.
2017-08-17 01:05:08 -07:00
rogerman
51a9e2b0ab
OpenGL Renderer: The zero-dst-alpha-fragment pass for edge marking now works the same as the one for rendering the main geometry.
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- Also fix a compiling issue in the Windows build. (Regression from
commit 6acf781.)
- Also fix an issue in the zero-dst-alpha-fragment pass while running
MSAA in legacy OpenGL. (Related to commit 6acf781.)
2017-08-17 00:51:30 -07:00
rogerman
6acf7818ea
OpenGL Renderer: Translucent fragments now correctly overwrite zero-alpha destination fragments when running MSAA. (Related to commit 3b354a0.)
2017-08-16 22:27:38 -07:00
rogerman
3a11041ef0
GPU: Rename some stuff for better clarity.
2017-08-14 21:43:28 -07:00
rogerman
7487bf2295
GPU: Remove some assumptions with how OBJ layers will read custom VRAM, instead assigning the read location on a per-line basis based on the isLineCaptureNative flag. Fixes screen flickering in Kingdom Hearts: 358/2 Days.
2017-08-14 16:37:56 -07:00
rogerman
9a5e52a7fa
Cocoa Port: New feature - The Main and Touch displays can now be individually assigned the engine that feeds them video. This can be done on a per-display window basis.
2017-08-12 23:04:53 -07:00
rogerman
623d490393
OpenGL Renderer: Use backface culling for whole-framebuffer processing steps.
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- Also tidy a few things here and there.
2017-08-08 12:33:19 -07:00
rogerman
10d2776938
Colorspace Handler: Altivec conversion functions no longer use vec_splat*(), but instead use literals directly. Fixes compiling for ppc64 systems.
2017-08-07 18:23:44 -07:00
rogerman
b9c6cd69a1
Cocoa Port: Tidy and tighten up the spacing of certain UI elements.
2017-08-07 17:50:24 -07:00
rogerman
7dbe1444c3
Cocoa Port: Fix a few more coloring issues on PowerPC Macs.
2017-08-07 15:47:04 -07:00
rogerman
8df7d15664
Cocoa Port: When the OpenGL blitter uses CPU-based pixel upscaling, framebuffer fetches no longer swap R and B colors.
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- Also silence a compiler warning in DisplayWindowController.h.
2017-08-07 12:56:46 -07:00
rogerman
54f0e4b19b
Colorspace Handler: When SWAP_RB is true, ColorspaceConvert555To8888_AltiVec() and ColorspaceConvert555To6665_AltiVec() will now swap R and B colors as intended.
2017-08-07 12:53:21 -07:00
rogerman
4fd39bac56
NDSSystem.cpp: Fix bug where certain inputs would fail to work on big-endian systems. (Regression from commit bcc7421.)
2017-08-07 12:51:50 -07:00
rogerman
4e1bdab8c7
Fix some graphical bugs on big-endian systems. (Regressions from commits f8d129b
and f97283e.)
2017-08-05 22:45:38 -07:00
rogerman
f377bfeb76
cheatSystem.cpp: Fix compiling on non-x86 systems.
2017-08-05 14:07:56 -07:00
rogerman
4473f5425d
Cocoa Port: Fix compiling issues when building using Xcode 3.
2017-08-05 13:55:28 -07:00
rogerman
3b354a0096
OpenGL Renderer: Fix longstanding blending bug where zero-alpha destination fragments were being blended with instead of being overwritten. This fixes certain coloring bugs in many games. (Does not currently work with MSAA.)
2017-08-04 16:54:51 -07:00
rogerman
d2b25360d5
OpenGL Renderer: Do some minor code cleanup.
2017-08-04 11:49:50 -07:00
rogerman
eea54a753c
OpenGL Renderer: Be a little more precise when doing polygon comparisons between opaque and translucent drawing modes. (Related to commit 5aeed21.)
2017-08-04 11:25:06 -07:00
rogerman
f8ab45fc4b
OpenGL Renderer: Fix bug where edge mark and fog would fail if MSAA is used. (Regression from commit fd5d882.)
2017-08-03 15:53:04 -07:00
zeromus
b442998635
Merge pull request #87 from edbird/README_LIN_update
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edited README.LIN
2017-08-03 16:45:31 -05:00
EdBird
5294ef1799
edited README.LIN
2017-08-03 18:55:56 +01:00
rogerman
5aeed2112b
OpenGL Renderer: Maintain the continuity of polygon comparisons when transitioning between 'opaque polygon drawing mode' and 'translucent polygon drawing mode'. Fixes #85 . (Regression from commit 1ff91b7.)
2017-08-03 00:08:08 -07:00
rogerman
87e52c334b
OpenGL Renderer: Fix 3D rendering for builds using an an MSVC compiler. Fixes #81 . (Regression from commit 1ff91b7.)
2017-08-02 15:12:40 -07:00
rogerman
1ff91b7841
OpenGL Renderer: The RenderGeometry() polygon drawing loop is now splits up the drawing of opaque polygons and transparent polygons.
2017-08-02 00:57:59 -07:00
rogerman
600ae21668
OpenGL Renderer: Do some minor code cleanup.
2017-08-01 13:02:50 -07:00