220 Commits

Author SHA1 Message Date
ToadKing
1e6558d18d [VC] log FPS to console 2012-11-15 19:08:24 -05:00
twinaphex
4a198a83a8 (PS3) Build fix 2012-11-15 00:57:43 +01:00
twinaphex
6d6c170f09 (Xbox 1) Set up for 32bit color now - just need a more elegant
way of automatically switching on 32bit/16bit color during init
instead of g_settings.video.color_format
2012-11-10 16:17:01 +01:00
twinaphex
5d315029ae (360 Set 32bit color format - screen currently cut in half 2012-11-10 15:57:05 +01:00
twinaphex
e87477a75f (360) Now supports RGB565 2012-11-10 14:32:15 +01:00
twinaphex
93f9316a9b (Xbox 1) Build fixes 2012-11-10 13:46:24 +01:00
twinaphex
de4648a127 (Android) Possible context fix 2012-11-09 22:33:54 +01:00
twinaphex
48b0bc7f2d (Android) Use eglGetError 2012-11-09 21:52:07 +01:00
twinaphex
acb4f63cfb (Android) Build fix 2012-11-09 21:20:55 +01:00
twinaphex
eb5bb55754 (Android) Need to know return val 2012-11-09 20:47:17 +01:00
twinaphex
8ba727ab30 (Android) Build fix 2012-11-09 17:05:03 +01:00
twinaphex
0b6bbe04a3 (Android) Add log error messages for Android EGL context for debugging 2012-11-09 09:43:16 +01:00
twinaphex
610b54e3b2 (Android) Some initial context restoring in EGL context 2012-11-03 19:23:52 +01:00
twinaphex
0dbcdb087d (Android) Rewrite of input code 2012-11-03 00:31:05 +01:00
twinaphex
02f81a38c2 (Android) Create input_state for Android app - can now signal that a window
was created, or that we want to shutdown
2012-11-02 22:27:22 +01:00
twinaphex
3837a503b7 (Android) Reimplement native glue code 2012-11-01 05:48:46 +01:00
OV2
eaa637aa4b win32: report correct monitor size for regular fullscreen in wgl 2012-10-31 21:36:17 +01:00
twinaphex
4d99d93df0 (Android) remove Android save state for now - unused and will
probably reimplement it later
2012-10-31 18:10:38 +01:00
twinaphex
cbcffbb5cf (Android) Get rid of unused width/height/animated in g_android struct 2012-10-31 17:12:45 +01:00
Themaister
dc4eaea7b4 Fix build derp. 2012-10-30 22:02:15 +01:00
Themaister
85b6437fdf Add multi-monitor to D3D9.
Untested as I don't have multiple monitors.
Refactored slightly in WGL to make the code more uniform.
The multi-monitor support should probably be refactored to w32_common or
something similar.
2012-10-30 11:49:40 +01:00
twinaphex
b204b55386 (Android) Remove unnecessary animating conditional block in gfx_ctx_check_window 2012-10-30 06:36:38 +01:00
twinaphex
1ff6175bd2 (Android) Move polling for events into Android input driver instead
of EGL context check_window function
2012-10-30 06:20:49 +01:00
Themaister
be35179ec6 Explicitly cast string literal to avoid warning. 2012-10-26 23:04:36 +02:00
Themaister
bda505c95b Set WM_CLASS in X11. 2012-10-26 23:01:32 +02:00
twinaphex
cfdfcd4b8e (Android) Speed optimization 2012-10-25 20:58:05 +02:00
Themaister
c2674328ec Fix broken CRLF, and minor fixes for VC12. 2012-10-24 17:19:37 +02:00
Twinaphex512
53868033b7 (MSVC 2012) Initial MSVC 2012 solution
Just need to sort out the linking errors - we'll need to create a
Direct3D driver that is not external for PC and do away with the
'external' one which is really an unacceptable extra dependency for such
a popular graphics API. Also, look if the WGL context file will even
work. Added some TODOs too.
2012-10-24 15:48:44 +02:00
Themaister
204a879380 Report if true fullscreen fails on X11. 2012-10-23 23:17:56 +02:00
OV2
a97acbddb1 win32: ignore f10 and alt key presses 2012-10-22 21:27:49 +02:00
twinaphex
9bc0f382ab (PS3/RMenu) refactored HAVE_CG_MENU out of existence - now
replaced with HAVE_RMENU - menu code has been moved over to
PS3 context file
2012-10-22 06:12:12 +02:00
twinaphex
f37095e994 (PS3) 16bit textures work correctly now - the 'blending' done
on consoles (PS3/Wii) for the ingame menu needs to be done in
software rendering - will also help with RMenu for PC
2012-10-22 03:56:28 +02:00
Themaister
a79ca54bc7 Fix CXX_BUILD. 2012-10-21 23:24:25 +02:00
twinaphex
84abbe110b Merge branch 'rgb565' of https://github.com/Themaister/RetroArch into rgb565 2012-10-21 22:11:30 +02:00
twinaphex
3342bd4ec6 (Android) Teardown more or less works correctly now - have to do
exit() at the end because of the way dynamic libraries stay in
memory and can't be purged - so static variables retain their
state (ie. previous values from the previous session) - see

https://groups.google.com/forum/?fromgroups=#!topic/android-ndk/XDO-Rar3ptY
http://comments.gmane.org/gmane.comp.handhelds.android.ndk/11500
2012-10-21 19:56:36 +02:00
twinaphex
702f99b80e (Android) Some teardown refinements 2012-10-21 17:38:47 +02:00
twinaphex
9b6425c1da (Android) Use DetachCurrentThread - first stab at setting up clean
deiniting
2012-10-21 17:30:02 +02:00
twinaphex
647fd0abf0 (Android) Not sure if we have to do this 'event loop' in gfx_ctx_check_window
- make it sample one frame of events and that is it - also comment out
accelerometer stuff for now
2012-10-21 16:37:15 +02:00
Themaister
b6576e91ca Merge branch 'master' of git://github.com/Themaister/RetroArch 2012-10-20 22:46:19 +01:00
Themaister
5a4caf1c51 Fix build on VC.
Conflicts:
	gfx/gl_common.h
2012-10-20 23:46:09 +02:00
Themaister
2145d1c4e2 Use RGB565 in VC context. 2012-10-20 21:55:58 +01:00
Themaister
283d17284b Do not use assert() as error handling. 2012-10-20 22:39:46 +02:00
Themaister
653cbf1baa Enforce static on globals that aren't used outside. 2012-10-20 22:36:43 +02:00
Toad King
c7dad59402 Add EGLImage support to GL driver.
On videocore, uploading image textures using OpenVG instead of OpenGL ES saves us about 4.5 milliseconds per frame.
2012-10-19 23:08:53 -04:00
Toad King
faf1b47d61 VideoCore EGLImage, still needs EGLImage support in GL driver 2012-10-19 21:24:28 -04:00
Toad King
301848e037 compile fix 2012-10-18 19:09:16 -04:00
Toad King
86fb0984d2 beginning framework for EGLImage support, added (untested) example to OpenVG 2012-10-18 19:00:25 -04:00
Themaister
8da0fd6f6d Drop another call to glClearColor. 2012-10-17 21:35:40 +02:00
twinaphex
90d5913faa (Android) Add optional fps logging 2012-10-16 17:18:10 +02:00
twinaphex
303c4968f2 (Android) Get rid of extra swap buffers call 2012-10-16 16:23:55 +02:00