Feedback fix, when more than two gamepad are used simultaneously.
Change all 'this->' by 'm_'
fix on the hack sixaxis pressure
Modification of the size (1000x760 -> 1000x730)
Can set all buttons. Buttons labels are not printed correctly in spite of update and refresh
The cause of this problem come from the while in the config_key function which monopolise ressources
Add arrow pictures implementation
OnePad : bug fixed (assert failure)
Modification of copyright
WS_POPUP causes fullscreen tearing when using OpenGL and the GSPanel
rendering area exactly covers the full screen. (always affects stretch
mode, but most people have 16:9 monitors, so in general the widescreen
16:9 mode is also affected).
Fixes#1075
It's been available since XP and it's not special like XInput (where we
might have SCP in the middle) so let's have the linker resolve the
functions at link time.
The following patch uses the height value of the display rectangle rather than make an estimation of the Frame buffer height when the game uses a non-referenceable height (or) width.
Removed some unneeded explicit calls of the enable function and also corrected the placement of braces on a function. ( do note that only the specific function at the file used a different placement of the braces)
Also fix the grayout behavior of SuperVU recompiler option when DISABLE_SVU is defined. (thanks to turtleli)
Pretty big translation update. It is now 100% complete, but I'll go on using it to see if I forgot some things.
Pretty big translation update. It is now 100% complete, but I'll go on using it to see if I forgot some things.
Localization update #2
3rd edit (and the last, hopefully)
4th edit
5th edit (the last, for sure)
Fixed a string that was too long and didn't fit
This is a combination of 2 commits.
Don't lookup a depth buffer if depth test is always pass without write
Boost performance on Tekken5 when depth emulation is enabled in openGL
(Tekken5 sets same address for both the RT and the depth but depth is disabled)
v2:
Keep ds if DATE is enabled (some implementation uses a stencil buffer)
Be more aggressive to avoid an useless depth lookup
Texture coordinate could be dummy/float/int integral/int normalized.
Old behavior:
* VS was in charge to select the texture coordinate
* int integral format wasn't supported
New behavior:
* Always compute all formats
* FS will be in charge to select the good format
Impact:
* VS will be slightly slower but it reduces shaders permutation from
little to 0 (won't be bad for CPU)
* FS speed isn't impacted as 2 separate code paths were already required
to support both format
* Rasterizer will be 33% slower but unlikely to be the limited factor of
the GPU
* In future we could directly use the integral format in the FS.
V2: remove useless PSin_t
It would be on by default. Unsafe & fast path.
The hack is a security if someone encounters any issue
v2: update Windows gui file
v3: fix typo in tooltip and linux gui
Fixes an issue where the Enable all/Disable all/Restore Default menu
items in the Console Log Sources menu do not immediately enable/disable
CDVD log output.