* 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
Missing call to KeepAliveID was preventing drag scrolling in empty
areas. Also check for HoveredIdDisabled to allow scrolling by dragging
disabled items and enable HoveredIdAllowOverlap.
imgui gl renderer: use ImDrawCmd::IdxOffset instead of counting
manually. Use correct alpha blending function.
Use imgui events for all input. Simplify keyboard input by getting rid
of modifiers.
Enable flat navigation in content window.
Add format string to OptionSlider.
Shift the framebuffer according to VO_STARTX and VO_STARTY.
Issue #594
GlVertexArray class to handle vertex arrays (or lack thereof)
lr: Fix PowerVR2 filter including in full fb emu mode. Use quad to draw
vmus and lightgun xhairs.
When using the secondary accumulator as source or destination, pixel
must not be discarded even if blending results in a nop. Doing so
cancels the transfer to/from the accumulator.
Issue #979
dx11 oit: use FAILED to detect pixel shader creation error. Log error
codes when Buffers::init fails.
Ignore StrideSel if 0 during texture update and use width instead.
Return false from BaseTextureCacheData::Update() if texture is invalid.
Make sure valid textures have non-null height and size.
gl,vk,dx9,dx11: ignore invalid textures
Fixes MINIDUMP-GP
get rid of float ops hack for dead or alive 2
get rid of idle skip option and code block hashing
count cycles for high-level wince functions and handlers (GetTickCount,
QueryPerformanceCounter and TLB_MISS handler)
Fixes Dave Mirra Freestyle BMX time counter running too fast.
More FPS for many wince games. Better wince perf on slow devices.
* cmake: use c++17
* Use std::size
* Use std::make_unique
* Use std::clamp
* Use structured binding
* Use [[fallthrough]]
* Use enable_if_t/is_enum_v/is_integral_v/is_same_v
* Use if constexpr
* Use try_emplace
* Use auto for iterators
* Use inline variables
The naomi2 vertex shader doesn't set 2-volume attributes (vtx_base1,
vtx_offs1 and vtx_uv1) if they aren't used. But the pixel shader always
references them even though they aren't actually used. This breaks some
gl drivers: "The shader uses varying vtx_uv1, but previous shader does
not write to it."
Fixes MINIDUMP-93
Current framebuffer must be saved in gl.ofbo.origFbo when entering
RenderLastFrame and restored on exit.
Tentative fix for MINIDUMP-74
glIsProgram(OSD_SHADER) is strangely failing on Adreno 308 so let's get
rid of it (and pray).
Fix for MINIDUMP-7D, MINIDUMP-7C, MINIDUMP-7B, MINIDUMP-79, MINIDUMP-6J
wayland doesn't return the current surface dimensions in
getSurfaceCapabilities so we defaulted to 640x480. Instead use the
current display dimension as set by SDL.
Issue #648
Issue #898 (partial fix)
Vulkan validation errors when doing direct framebuffer rendering if fb
slots are skipped, since the corresponding fence isn't waited on.
Instead use an independent index to use them in sequential order.
Memwatchers weren't properly reset after a ggpo session.
Race condition when stopping if GGPO restarts the cpu for a new frame.
The emu thread might still run some rollback frames before stopping, so
the emu state must be updated only after ggpo is stopped.
Fixes MINIDUMP-6P
Don't autosavestate when GGPO is on
Really disable renderer during GGPO advance frame
Don't stop the sh4 after render (single threaded) when GGPO is on
android: Don't restart when unpaused if online
pvr: Heap use after free due to PolyParam vector reallocation
vk: fix wrong buffer size calculation
Renderer::Process now returns void since it can't fail anymore
naomi2: light model at index 0 is "no light"
dx9, gles: throw if naomi 2 not supported
Change UI to disable BBA toggle when game is started.
Refactor UI to use DisabledScope helper.
Make sure the network stack deletes the same device it initialized.
Tentative fix for MINIDUMP-4N
Device is lost for a long time when the screen is locked. Need to
continue calling present() to recover.
Reset render state cache on in RenderFramebuffer and RenderLastFrame
entry points.
More logging in renderer resizing.
If the android activity is destroyed and the game unloaded, the gui's
game state wasn't updated, leading to a crash if resuming. Same for the
android game state if pausing, destroying then resuming.
tentative fix for MINIDUMP-27, MINIDUMP-25, MINIDUMP-23
Wait until emu is stopped in single-threaded.
Stop vibrator thread when view is detached
Allow the screen saver when a game isn't running.
vkEnumerateInstanceVersion is only available in vk 1.1 so it might be
null after dynamic loading of entry points.
tentative fix for MINIDUMP-1Z, MINIDUMP-20 and MINIDUMP-21
Handle case where device reset fails and continue attempting a reset.
tentative fix for MINIDUMP-12 and MINIDUMP-1Q
RenderFramebuffer wasn't working when first render after init
Check supported texture formats including mipmap and mipmap autogen.
Fall back to 8888 format.
tentative fix for MINIDUMP-17, MINIDUMP-1R and MINIDUMP-1M
RenderFramebuffer wasn't working if first render after init.
Gamepad events aren't delivered to the UI thread in Android. This can
lead to race conditions between the UI thread (calling gui_display_ui())
and the event thread (calling gui_open_settings()).
Issue #852
Fix for MINIDUMP-1D, MINIDUMP-1E, MINIDUMP-1K
JIT detection and enabling taken from ppsspp
Re-check JIT and restart AltServer discovery every 10 secs until JIT is
enabled.
Attempt to enable JIT by forking a process to debug the parent process.
(jailbroken devices)