Limit Filter fields width to what's available. Issue #1488
Avoid bouncing loop when scrollbar appearance and responsive boxart size
work against each other. Issue #1489
Append device id to friendly name to distinguish between generic
HID-compliant devices.
Issue #664
Issue #835
Better UI for device tables using new imgui table API.
Fixes skybox in Xtreme Sports. Issue #1381
Fixes background clipping in Blue Stinger (JP) intro. Issue #721
Fixes Windows CE yuv FMV black screen (4x4 EVO, Armada, Carsear's
Palace, Giant Killers, PBA bowling, Starlancer, Tomr Raider, Wild Metal,
Who wants to beat up...)
Get rid of ForceWindowsCE option
Force PAL for Super Runabout (EU)
Fixes skybox in Xtreme Sports. Issue #1381
Fixes background clipping in Blue Stinger (JP) intro. Issue #721
Fixes Windows CE yuv FMV black screen (4x4 EVO, Armada, Carsear's
Palace, Giant Killers, PBA bowling, Starlancer, Tomr Raider, Wild Metal,
Who wants to beat up...)
Get rid of ForceWindowsCE option
Force PAL for Super Runabout (EU)
Use flattened nav on file select, add cheat and controller mapping
windows and list boxes.
Don't show the SDL on-screen keyboard twice.
Use ImGuiChildFlags_Border instead of the legacy border parameter
(BeginChild)
Use latest devkitpro image.
Call diagAbortWithResult on fatal errors instead of freezing/infinite
loop.
Add Exit button on main content screen.
Touchscreen support.
dx11: terminate video routing in DX11Renderer::Term. Don't use
DX11Context.
dx11: avoid using local static vars
gl: don't send rendered frame when full FB is on
gl: send rendered framebuffer
gl: terminate video routing in termGLCommon. Don't use GLGraphicsContext
gl: avoid crash on quick exit during test automation
* core: cleanup include headers
* dx11: remove unimplemented function
* core: annotate destructors with override
* aica: use range-based for loop
* bm: use const reference/structured bindings with blkmap
Saturation reduces or increases the range of analog axes.
Issue #675
Axes values are re-scaled with dead zone to allow small values.
New Gamepad Settings dialog box to set up dead zone, saturation and
rumble/haptic power.
Use raii-like mechanism to delete resources when not in use.
Fix several issues reported by validation layers (vtennis rtt, main
buffer size resizing, ...)
The dx9 half-pixel translation fix must use the rtt texture pixel size.
Issue #1299
ImGui enables separate alpha and color blending funcs so it needs to be
disabled in the renderer.
Issue #1301
The calculated size for vq textures was half the correct value, which
affects the texture hash. Calculate the old hash and use it as fallback
for backward-compatibility.
Issue #1291
Make the texture data start address really point to max mipmap data, no
more codebook skipping.
UI: dead zone changes from 0 to 100%. Add % for Rumble too.
Support Android and iOS gamepads.
Assume legacy gamepads have an analog stick (evdev, xinput)
Disable blending when rendering a-buffers. Fixes ECW Anarchy Rulz black
title screen and Demolition Racer glitchy end of race screen.
Use palette in the depth pass for punch-through polygons using palette
texture. Fixes shadow issue in Alone in the Dark.
Copy ouput fbo to geom_fbo before drawing. Fixes missing transparent
polygons in subsequent partial renders. Fixes Test Drive Le Mans missing
labels in loading screen.
Issue #1262
dx9: resize depth surface to max width and height when RTT
dx11 oit: resize all depth and temp render targets when RTT but keep
current framebuffer.
Fixes Flag to Flag not updating the screen when RTT'ing rear view
mirrors.
Issue #1257
SCALER_CTL.vscalefactor also applies to RTT and values > 1 will increase
the texture height.
dx11: initialize abufferPointers to avoid issues with first frame
rendered.
Fixes pause menu/battle animation with Skies of Arcadia (PAL)
Issue #1127
Interpolating between LoDs produces unexpected alpha values.
dx,vk: add negative LoD bias
Fixes "Press Start" text in Trizeal title screen
dx11: get rid of bogus nearest wrap hack
Can't reproduce original issue with daytona
Fixes Virtua Tennis title screen
Issue #1230
For some reason the directx compiler doesn't convert float literal in a
deterministic way (!). A difference of one ulp can be seen between
different compilation of the same code.
This causes an issue with the rounding of the alpha value for PT polys.
Issue #1207
Fix issues when games access texture data directly in vram.
Jet Set Radio custom graffiti copy to vmu. Issue #232
Cardcaptor Sakura best shots. Issue #1089
Grandia II battle start effect.
Force Copy to VRAM for Cardcaptor Sakura, Grandia II, Canvas, Sakura
Taisen 3 and more
dx11: black screen when full framebuffer emulation is enabled if scaling
is on (480 -> 240p)
Fixes Mr.Driller. Issue #1067
dx9: wrong stretching when rendering the dc framebuffer if aspect ratio
different from 4:3
Alpha test for PT polys is done after mixing texture and vertex colors
and clamping. Revert db0534d5dd. See
86235bb4a3.
Fixes visible triangle arrows after selecting a character in Langrisser
Millenium.
Issue #1201
vk oit: OP polygons don't support blending
The alpha channel needs to be extended for PT polygons to work. Fixes
Langrisser Millenium black title screen and missing textures on
character selection screen.
Issue #1201
gl, vk, dx11, dx9: implement ordered dithering in GLSL/HLSL
refactor framebuffer and texture writes to vram
don't expand color data when reading planar textures
When resuming a game, keyboard is ignored until the next frame is
rendered. This is due to ImGUI not updating its WantCaptureKeyboard flag
until the next frame, which is an issue if the game isn't actively
rendering frames (Zombie Revenge pause screen, Giant Killers)
When frame dupe is enabled and switching to fast forward, the current
semaphore index might end up pointing past the end of the semaphore
array, causing a crash.
Issue #1138
ui: use proper region names for arcade (export, korea)
naomi: add previous version of BIOS files and fall back if latest ver
not found
fall back to use multiregion bios hack for korea
add CRC for all bios files
Racing controller, fishing controller and Densha de Go controller
Co-authored-by: Ricardo <ric.ce.br@gmail.com>
Co-authored-by: Flyinghead <raphael.jean@gmail.com>
Emulate barcode reader. UI to input card id.
scif: SCFSR2.DR should also trigger an interrupt. Fixes the partial read
issue with manic panic ghosts touchscreen.
Add default implementations in SerialPipe for read-only and write-only
devices.
Fix card jammed error in mushiking with custom input code.
Add mushi2k61 and mushi2k62 to naomi rom list.
Cheats to skip rfid check.
introduce Storage abstraction interfaces
use Storage i/f to load zip and 7z archives, cdi/cue/gdi/chd media,
cheats and to find custom textures.
Use android file picker to add storage. Request persisted access perms.
jni helper classes.
Issue #813