Rinnegatamante
1533d618e5
[VITA] Allow usage of null context with gl1.
2019-11-12 13:50:14 +01:00
Rinnegatamante
6394342b9c
[VITA] Add gl1 video driver support through vitaGL.
2019-11-12 11:54:00 +01:00
Francisco Javier Trujillo Mata
fd75ae487e
Disable the duplication FPS in PSP
2019-10-16 00:46:29 +02:00
Rinnegatamante
26b0bc771d
Add vulkan context logging.
2019-10-13 17:47:08 +02:00
Twinaphex
2d769d4bfb
Merge pull request #9558 from justinweiss/ctr-gfx-fix-flickering-with-osd
...
Fix 3DS screen flickering when OSD is enabled
2019-10-06 03:39:23 +02:00
Justin Weiss
64dc3dde40
Fix 3DS screen flickering when OSD is enabled
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On the 3DS, for some cores, the screen will flicker if OSD is enabled,
and sometimes when going in and out of the menu.
As far as I can tell, this happens when a frame is dup'd, and we send
0x0 as the frame to the gfx driver. When that happens, we still draw
the OSD, using a vertex shader to transform and render it at the right
size.
When the frame is 0x0, though, the vertex shader uniforms are never
_reset_ to redraw the previous frame, so it's drawn with different
params, and gets drawn the wrong size. It will draw as the correct
size when the correct vertex shader uniforms are set, and the
incorrect size when the incorrect uniforms are set, causing
flickering.
At least, that's what I think is happening. Forcing the vertex shader
to be set regardless of whether the frame data is set fixes it, at
least during some light testing with PCSX.
2019-10-05 14:21:42 -07:00
Francisco Javier Trujillo Mata
c48ccdb1fc
Fix memory leak in the PS2 GFX and PS2 Font
2019-10-03 23:41:56 +02:00
twinaphex
547f8968aa
(GL1) Buildfix + cleanups
2019-10-01 03:14:18 +02:00
GH Cao
27d2877106
gl1: take care of const
2019-10-01 06:51:29 +08:00
GH Cao
897488862e
gl1: adapt C89
2019-10-01 06:24:06 +08:00
driver1998
0212567d75
Support GLDirect (D3D9 to OGL1.1 wrapper) in gl1 driver
2019-10-01 06:02:30 +08:00
twinaphex
c5b3428408
Add sdl2_common.c/.h
2019-09-22 12:40:40 +02:00
twinaphex
c7fd375120
Create video_driver_display_userdata_{set/get}
2019-09-22 07:35:05 +02:00
twinaphex
03bddff8e6
Cleanups of update_window_title functions
2019-09-22 03:05:06 +02:00
twinaphex
302e2fdc53
Move show memory details outside of the video context driver and
...
into retroarch.c - avoid lots of code duplication
2019-09-21 07:49:33 +02:00
twinaphex
b28c405377
Backport and rebase initial FPGA port that was done in 2017 (port
...
done for Z-Turn board) - has some outstanding issues such as
very slow framebuffer software rendering output that needs to
be overcome before this becomes usable - community help needed
2019-09-17 08:16:50 +02:00
twinaphex
861262ef3a
(network gfx) Cleanup
2019-09-17 05:04:57 +02:00
Brad Parker
c7c7d0988e
initial network video driver, sends raw frames over TCP
2019-09-17 04:18:44 +02:00
jdgleaver
3a680df733
(glcore) Ensure correct scaling of menu texture (RGUI)
2019-09-03 12:52:26 +01:00
twinaphex
cb8107a154
remove video_context_driver_init_image_buffer
2019-08-29 11:26:28 +02:00
twinaphex
d406fee72e
Remove video_context_driver_suppress_screensaver
2019-08-28 22:52:41 +02:00
twinaphex
c50cc7b010
Remove video_context_driver_show_mouse
2019-08-28 21:36:58 +02:00
twinaphex
aeedeb14a9
(Vita) Vita has no video context driver set, so this can go
2019-08-28 21:30:17 +02:00
twinaphex
fa3b927ece
Get rid of video_context_driver_get_proc_address
2019-08-28 21:26:43 +02:00
twinaphex
88720b540e
Get rid of video_context_driver_swap_interval
2019-08-28 21:12:51 +02:00
LazyBumHorse
a882901e39
save unmodified auto-shaders as a reference instead of a copy, see:
...
- implement #reference directive for auto-shaders
- replace usual preset saving and loading functions with video_shader_read_preset() and video_shader_write_preset()
- apply saved presets automatically for console menus
- move auto-shader saving logic from menus into menu_shader.c menu_shader_manager_save_auto_preset()
- refactor menu_shader_manager_save_preset() into menu_shader_manager_save_preset_internal()
2019-08-22 16:57:28 +02:00
twinaphex
d52c573e13
Merge slang_preprocess.cpp into slang_process.cpp
2019-08-18 18:55:22 +02:00
twinaphex
6c671faed6
Start preparing for menu_widgets_ready to be moved to retroarch.c
2019-08-15 14:20:51 +02:00
twinaphex
980be6dba3
(GL2) Cleanups
2019-08-14 16:40:47 +02:00
twinaphex
3585d56067
(Vita2D) video_driver_get_size was used for no reason here
2019-08-13 12:34:34 +02:00
twinaphex
dc3711b35f
(GX2) video_driver_get_size was used for no reason here
2019-08-13 12:33:09 +02:00
twinaphex
d43b26348b
(Vulkan) Don't use video_driver_get_size
2019-08-13 12:28:16 +02:00
twinaphex
e43c55bef3
(GLCore) Don't use video_driver_get_size
2019-08-13 12:23:02 +02:00
twinaphex
c3d624267b
(GL) Start avoiding usage of video_driver_get_size
...
from within video drivers
2019-08-13 12:14:53 +02:00
twinaphex
4a09f66c7b
(GL drivers) Cleanups
2019-08-12 22:04:27 +02:00
twinaphex
ed6f682754
Make code more similar to gl2 video driver
2019-08-12 21:07:12 +02:00
twinaphex
fdd45f1f6b
(glcore) memset is unnecessary
2019-08-12 20:55:46 +02:00
twinaphex
2a631bd031
(glcore) Turn this into macro
2019-08-12 20:52:33 +02:00
twinaphex
a45c9b6eb4
Duplicate aspect ratio code that was being ran twice
2019-08-12 12:52:40 +02:00
twinaphex
211e664e5d
(GX2) Cleanups
2019-08-08 14:54:21 +02:00
twinaphex
65b4c2595e
Update set keyboard mapping code for input driver
2019-07-27 02:21:24 +02:00
orbea
779fbabc79
Fix CXX_BUILD=1 with libsixel.
2019-07-22 14:24:40 -07:00
Roman Fomin
e01095a51b
Fix maintaining aspect ratio
2019-07-23 01:33:43 +07:00
LazyBumHorse
f8b92770d4
simplify video_shader_read_conf_preset() calls
2019-07-21 18:15:28 +02:00
twinaphex
b33eb9bacf
Cleanups
2019-07-21 12:13:04 +02:00
twinaphex
b6b22a9a32
More shader refactors - make sure we can compile entirely
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without shader support if HAVE_CG, HAVE_GLSL, HAVE_SLANG
and HAVE_HLSL are all not defined
2019-07-21 00:34:07 +02:00
Twinaphex
388c4857d3
Merge pull request #9140 from LazyBumHorse/shader_paths
...
much improved handling of relative shader paths
2019-07-20 21:54:58 +02:00
LazyBumHorse
2245af23e9
much improved handling of relative shader paths
...
- save texture paths in relative format as well
- always write portable relative paths on Windows using '/' instead of '\'
- remove an ancient piece of code that could sometimes fail loading relative paths
- fix absolute path handling between different drives for Windows
- integrate video_shader_resolve_relative() into video_shader_parse_* functions
2019-07-20 18:29:46 +02:00
twinaphex
a0060182e3
Add more ifdefs covering HAVE_THREADS and HAVE_AUDIOMIXER
2019-07-20 16:09:39 +02:00
twinaphex
d905986a52
Rename functions - change rarch_ prefix to retroarch_
2019-07-20 12:43:43 +02:00