6653 Commits

Author SHA1 Message Date
twinaphex
639ca3bb97 (GL PS3) Take out glClear at start of gl_frame 2013-04-14 15:02:22 +02:00
twinaphex
f9c383e86e (RMenu/XDK1) Fix some warnings 2013-04-14 14:59:36 +02:00
twinaphex
4652f1570d (Salamander) Fix build on XDK1 2013-04-14 14:28:27 +02:00
twinaphex
b5690a3d07 (Salamander) Ifndef some stuff in config.def.h for Salamander 2013-04-14 14:23:54 +02:00
Themaister
882b7ee889 Remove references to audio_rate_step.
Not used anymore.
2013-04-14 13:21:12 +02:00
twinaphex
a6f3210593 (GL) Drop glBlendFunc GL_ONE function call - not needed for RMenu at least 2013-04-14 13:18:09 +02:00
twinaphex
c1f6b80be9 (RMenu) Draw menu panel for currently selected Core option 2013-04-14 12:52:39 +02:00
Themaister
c9fed3c6e9 More stringent pointer checking. 2013-04-14 12:24:16 +02:00
Themaister
3d477a04c8 Don't call eglSwapInterval until context is alive. 2013-04-14 12:16:55 +02:00
Themaister
36ea8f9cf6 Fix logic bug in driver_set_nonblock_state. 2013-04-14 11:52:15 +02:00
Themaister
7a8628ff41 Don't ifdef update_tex_filter_frame for FBO. 2013-04-14 01:56:13 +02:00
Themaister
ca5ff43b6f Add default filtering option to RGUI. 2013-04-14 01:45:33 +02:00
Themaister
e1c1e4d414 Call gl_update_tex_filter in set_shader. 2013-04-14 01:31:32 +02:00
Themaister
241d55ccbf Add CGP preset load to RGUI. 2013-04-14 01:27:13 +02:00
Themaister
f968ee6527 Refactor nonblock states.
Preserve nonblock state better across reinits, etc.
Try to keep vsync in RGUI.
2013-04-14 00:56:55 +02:00
Themaister
67a69d0339 Don't delete RGUI texture on reinit. 2013-04-14 00:26:22 +02:00
twinaphex
a2438f7b80 (RMenu) Fix - don't want to glDeletTexture RGUI texture when
game texture has to be reinitialized
2013-04-14 00:11:57 +02:00
twinaphex
23fff4cb9d (RMenu) Xbox build fix 2013-04-13 23:51:13 +02:00
twinaphex
0fa54e6db0 (RMenu) Need to call set_texture_frame when menu texture changes as well 2013-04-13 22:43:59 +02:00
twinaphex
b006f01029 (RMenu) Do set_texture_frame only once in menu_init - solves busy loop
problem with XMB overlay
2013-04-13 22:38:57 +02:00
twinaphex
08f5ee4dc0 (RMenu) Shader Manager build fix 2013-04-13 22:20:02 +02:00
twinaphex
4586b12173 (RMenu) Fix Shader Manager bug 2013-04-13 22:07:20 +02:00
twinaphex
e575e3acc7 (RMenu) Pop menu behavior management 2013-04-13 21:40:48 +02:00
twinaphex
16c984b5e0 (RMenu) Cleanups 2013-04-13 19:13:00 +02:00
twinaphex
a7a4b071c4 (RMenu) Cleanups to select_setting 2013-04-13 18:56:05 +02:00
twinaphex
a4ae3f0679 (RMenu) Don't use item struct anymore 2013-04-13 18:47:42 +02:00
twinaphex
5a7f6b4471 (RMenu) Less verbose help messages, less clutter 2013-04-13 18:10:39 +02:00
OV2
a56ef3e518 win32: allow null pointer as shader path in d3d 2013-04-13 17:10:49 +02:00
OV2
41336a506f win32: respect rgui fullscreen param in d3d 2013-04-13 17:10:49 +02:00
twinaphex
1485da361b (RMenu XUI) Build fix 2013-04-13 17:07:47 +02:00
twinaphex
6824617031 (XDK1/RMenu) Build fix 2013-04-13 17:00:46 +02:00
twinaphex
e9fb07e352 (RMenu) ifndef HW_TEXTURE_FILTER so that Hardware Filtering only appears
for devices with fixed-function GPUs
2013-04-13 16:53:58 +02:00
Themaister
c17714ffbb Add full screen mode to set_texture_enable. 2013-04-13 16:49:25 +02:00
Themaister
3ae5662dd2 Fixups in cg2glsl.
Don't allow struct names and varyings to collide.
Also add fixes for *.texture_size for PREV/PASS/ORIG, etc.
2013-04-13 16:34:04 +02:00
twinaphex
53d5678b85 (RMenu) Take out RMENU_LOW_RAM_MODE 2013-04-13 16:32:40 +02:00
twinaphex
fa253e6311 (XDK1) Go lower - to 256x224 - this leaves us with 3.28MB
free in SFA3 ingame - vs. 3.68MB without any textures
2013-04-13 16:31:35 +02:00
twinaphex
34a66a45ea (RMenu) Only set y member of menu_panel 2013-04-13 15:53:44 +02:00
twinaphex
5fe12a629d (XDK1) Might as well go grayscale if we're going to go minimal 2013-04-13 15:45:37 +02:00
twinaphex
69e40c80d7 (XDK1) Minor tweaks 2013-04-13 15:40:17 +02:00
twinaphex
7bf59a27ba (XDK1) Reduce menu image in size further 2013-04-13 15:31:30 +02:00
twinaphex
6b01ce78cc (XDK1) Reduce menu image to 320x240 and upscale to 640x480 -
to hell with how this looks - it saves over 2MB of RAM - you
try and justify that over stupid eye candy on an outdated
console and I'll call you a damn fool
2013-04-13 15:19:57 +02:00
twinaphex
fe9e3f26a0 (XDK1) Reduce menu panel image some more in size 2013-04-13 15:04:51 +02:00
twinaphex
6b94b53bfc (XDK1) Reduced size of menu panel PNG - SFA3 now fits into RAM 2013-04-13 14:55:11 +02:00
twinaphex
e59f7e5a79 (XDK1) Define HAVE_MENU_PANEL in xdk_d3d.cpp 2013-04-13 14:46:50 +02:00
Themaister
ad78c9fd77 Another Win32 fix. 2013-04-13 14:39:14 +02:00
Themaister
70e961e007 Fixes to Win32 build. 2013-04-13 14:38:08 +02:00
Themaister
f73f1971f9 Fix threaded driver.
Fix case when no poke interface was implemented.
2013-04-13 14:35:24 +02:00
Themaister
e389220df8 Refactor frame_counter.
Graphics drivers get the task of updating this.
If threaded driver is used, main thread cannot update the counter
due to race conditions.
2013-04-13 14:28:12 +02:00
Themaister
6480f564c1 Treat _output_dummy_size as non-varying as well. 2013-04-13 13:47:13 +02:00
twinaphex
3e2855429f (XDK D3D) Start dehardcoding tex_w / tex_h == 512 2013-04-13 12:08:52 +02:00