Stefanos Kornilios Mitsis Poiitidis
00dbd6222f
rec-cpp: Massage for gcc compatibility
2015-07-25 14:25:51 +02:00
TwistedUmbrella
115ee47efc
Prevent log overlap when loading button.png
2015-07-08 10:21:26 +02:00
Stefanos Kornilios Mitsis Poiitidis
65ca1382d8
Merge remote-tracking branch 'remotes/origin/skmp/ios-wip' into feat/segfault-context-consolidation
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Android/windows builds fine again. Android not tested yet, iOS/OSX not compiled yet
2015-05-16 07:12:19 +02:00
Stefanos Kornilios Mitsis Poiitidis
d33ad6edfb
Updating from linux/x64
2015-05-08 17:49:23 +02:00
Stefanos Kornilios Mitsis Poiitidis
7d75ee3839
gles: revert e5965e356d
.
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glCheck was already an option, and gcc sanely doesn't like if (do { ... } while(0))
2015-05-08 01:06:40 +02:00
Stefanos Kornilios Mitsis Poiitidis
e5965e356d
gles: Disable glChecks by default, glGetError can be painfully slow
2015-05-07 23:27:22 +02:00
Stefanos Kornilios Mitsis Poiitidis
64b2fcbb1c
Disable glCheck by default, move to validate:OpenGlChecks config
2015-04-12 22:48:16 +02:00
~skmp
0783875b84
Linux GLX/3.1 support
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My setup is only 2.1 right now, so this is totally untested
2014-12-30 13:21:05 +02:00
~skmp
83752b9761
Fix building for linux (-DGLES && eglCreateWindowSurface)
2014-12-30 10:00:20 +02:00
Stefanos Kornilios Mitsis Poiitidis
9d7cac160a
PVR: Fix hscale, VO vs FB_W scissor
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Fixes w320 games (bangai-o, kof99, etc), and Half-x clip (Ready2Rumble,
more)
2014-12-22 16:46:40 +01:00
Stefanos Kornilios Mitsis Poiitidis
56ebda10a9
ios interpreter works, bios runs w/ 3d visulals
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THIS IS A MESS. Sorry @angelXwind :p. We'll have to clean up and merge for r8, but most of the nasty work is there.
What works:
- full init, memalloc, mprotects, etc
- boot
- gles2
What doesn't:
- Exceptions for page faults
- Breaks texture cache
- Breaks dynarec because of fastpath
- segfaults don't work, needs special mach exc_server magic that still eludes me after 5 hours
- Dynarecs. RWX issues, and broken buffer mappings. Also some minnor linking stuff (most of it is taken care of)
- Audio. I just killed it off.
- All of the ui. Was getting in the way of me not knowing how to edit story boards...
- Input
Also, merged branch 'skmp/mac86-hackport' into skmp/ios-wip
Have fun~
2014-12-17 10:19:44 -08:00
Stefanos Kornilios Mitsis Poiitidis
86e2408ace
wip to get ios compiling
2014-12-17 03:10:18 -08:00
Stefanos Kornilios Mitsis Poiitidis
09caf4a55e
Lock the entire texture, not just the pixel array.
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Fixes #49
2014-12-17 08:45:19 +01:00
Stefanos Kornilios Mitsis Poiitidis
29906d8416
Texkill, palette_update on correct place.
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- Texkill needs to be done before texture allocation, which is now done during parsing (texture-sync update)
- palette_update needs to be called from the emu thread, before kicking off the render
2014-12-17 08:42:28 +01:00
Stefanos Kornilios Mitsis Poiitidis
000f432548
No rend: fix process
2014-12-09 22:10:16 +01:00
Stefanos Kornilios Mitsis Poiitidis
2b1aaf061d
Isolate GLES, add DESKTOPGL option to core.mk
2014-10-22 14:39:07 +02:00
Stefanos Kornilios Mitsis Poiitids
f14932c362
Building on osx w/o rec or rend
2014-09-30 12:00:46 +03:00
Stefanos Kornilios Mitsis Poiitidis
531863bca4
Fix rendering: GL3+ needs VAO, initialize screen_width/screen_height
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*yay* it works now *dances*
2014-06-27 00:51:57 +03:00
Stefanos Kornilios Mitsis Poiitidis
6d6cf7d055
Call correct Texture/texture2d
2014-06-25 22:47:40 +03:00
Stefanos Kornilios Mitsis Poiitidis
a1dfeb19e1
Partial port to opengl.
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I forgot how much opengl sucked, so I figured I might try a port.
Nvidia doesn't draw (must be some fragment binding issue?, randomlulz returns GL_INVALID on glAttribPtr as well)
Intel doesn't compile the shader (and the error message makes no real sense. wut?)
Amd driver simply crashes (wheehaa)
All and all, doesn't look like much has changed in opengl the past 10 years, apart from even uglier initialization and more fragmented specs ~
2014-06-25 22:47:39 +03:00
Stefanos Kornilios Mitsis Poiitidis
d59197f843
gdtool: better command line, stdin lists, cleanup
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Also, imgread const filenames and such
2014-06-13 18:41:48 +03:00
TwistedUmbrella
c3b1e1087e
Add explicit casting for iOS, Import iOS EGL headers
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EGL headers imported from https://github.com/alco/EGL_mac_ios for use
in iOS specialty directory
2014-05-20 23:45:38 -04:00
Karen Tsai
88d4e73f03
…And fixed a typo that was somehow made during the process of cutting-and-pasting.
2014-05-20 19:00:54 -04:00
Karen Tsai
370fa02b5c
Massive build fix for iOS, ngen_arm.S (ARM JIT core) now compiles! The next goal… fix OGLES2. Because that’s completely broken. Also, updated .gitignore to properly ignore iOS build artifacts.
2014-05-20 18:58:41 -04:00
Stefanos Kornilios Mitsis Poiitidis
ee2a1b7d20
Split CFLAGS/CXXFLAGS on core.mk, warning fixes
2014-05-12 20:53:43 +03:00
TwistedUmbrella
9639e47802
Compatibility with compilers on non-Ubuntu platforms
2014-05-08 00:18:48 -04:00
Stefanos Kornilios Mitsis Poiitidis
f1ef4877b8
Cleanup textures after they are dead for a while
2014-05-08 04:29:14 +03:00
Stefanos Kornilios Mitsis Poiitidis
411aade5e2
Improve async/mt rendering & sync logic.
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Should fix texture staging issues for now, without degrading performance
Fixes #49 (mvsc2, sf3, etc sprites)
2014-05-02 03:45:31 +03:00
ptitSeb
54e3a0e4e0
PANDORA: Options and GUI
2014-03-01 07:38:40 -05:00
Stefanos Kornilios Mitsis Poiitidis
0bbf33ce61
Updated buttons img, reset OSD scale
2014-01-21 17:39:05 +02:00
MrPsyMan
183d08a922
Enable VMU support by default.
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Fake Bump Mapping handling until we take the time to do it fast+properly.
2014-01-01 07:42:49 +02:00
Stefanos Kornilios Mitsis Poiitidis
f5d29677b3
Merge branch 'androidui'
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Conflicts:
core/hw/pvr/spg.cpp
core/hw/sh4/interpr/sh4_interpreter.cpp
reicast/android/src/com/reicast/emulator/MainActivity.java
2013-12-28 22:28:50 +01:00
Stefanos Kornilios Mitsis Poiitidis
7ef9de3cae
Moving code around, cleanups
2013-12-28 22:20:08 +01:00