* features_cpu: Fix clock for djgpp
* frontend_dos_set_fork: Fix wrong id names
* dos_input: Fix missing indexing
* dos_joypad: Fix wrong id name
* Fix menu drawing
Menu is already prescaled to VGA_WIDTH x VGA_HEIGHT in vga_menu_frame. We need
to always use those dimensions
* Change dos compilation from griffin to common
* Set vga menu size to 320x200
* Add DOS compilation in gitlab-ci.yml
* Support new elf2dol path in Makefile.griffin
* Fix NULL pointer dereference when no core info is available
* Fix double include of different versions of libogc
* Move ngc and wii to Makefile.common
Resulting binary is 60K *smaller*. This is surprising but probably due to
less inlining happening
* gx_gfx: Fix hang on gfx initialization
* Remove sthread_isself on NGC/Wii
It relies on pthread_equal that is not there for either legacy pthreads
or normal pthreads on those platforms
* Wii networking
* Missing includes in split
* Network fixes
* Fix logging of non-format string as a format
* Support for gx netlogger
* Network fix
* Network fixes
* Network info
* gx: Move config files to app directory
Otherwise it clashes between wiiU and vWii version with unpredictable
effects
* Fix handling of big-endianness in gl1
* Enable gl1 on osx-ppc
* Force gl1 on apple if gfx supports only gl1
* Backport gl2 apple workaround to gl1
* Fix big-endianness handling in widgets
* Fix old osx condition
Current code assumes that osx < 10.12 is equivalent to ppc osx. It's not
true as Leopard x86 is still < 10.12 but not ppc. As xcode compiles fat
binaries it includes osx x86 and compilation fails.
* Disable crtswitchres when no c++11 is available
Crtswitchres altually needs c++11. Since it's not that important to make
it compatible with lower c++, just disable if no c++11 is available
* Don't use firstObject on old Mac OS X.
It was introduced in 10.6, so on old ones just implement it ourselves
* Compile osx-ppc frontend
* osx-ppc: Build a fat binary
On 10.6 i386 xcode apparently refuses to build a pure ppc.
Settle for a fat binary.
* Fixed crash on boot with xmb and vulkan driver Fixed wrong blend state affecting the ribbon shader Fixed up C++ style comments with C style
* Fixed compilation issue - I made a last minute change and thought I had compiled it but obviously hadn't! No wonder it worked.
* Add option for showing the overlay behind the menu
This commit lays the groundwork for this option. Support for this option
in the video drivers themselves is going to be added in later commits.
* gl1: Add overlay behind menu support
* gl2: Add overlay behind menu support
* gl3: Add overlay behind menu support
* vulkan: Add overlay behind menu support
* ctr: Add overlay behind menu support
* d3d9: Add overlay behind menu support
* d3d10: Add overlay behind menu support
* d3d11: Add overlay behind menu support
* d3d12: Add overlay behind menu support
* CHANGES.md: overlay behind menu
Co-authored-by: MrHuu <MrHuu@users.noreply.github.com>
Co-authored-by: Tony <45124675+sonninnos@users.noreply.github.com>
* force angle to render at 1080p regardless of screensize as the output is 1080p regardless of screensize.
This fixes an issue where at 4k any angle output would be zoomed into a corner
* set resolution based on display resolution (auto 4k)
* set driver to d3d11 if booting with opengl
* reset width and height of output on boot to match display
Co-authored-by: Tunip3 <tunip3@users.noreply.github.com>
* Allow parallel compilation in PS2
* Allow to compile with griffin or common compilation in PS2
* Enable dummy core to be used in other platforms
* Use threads in YML config
* Add the compilation to PS2 in GitHub Actions
The emulating mailbox infrastructure is very hacky and needs a rethink
to be able to properly support screenshots. emulating mailbox is pretty
nasty to begin with and should be considered a hack.
== DETAILS
These changes fall into a few broad categories:
1. Explicitly undefine things we want to re-define due to conflicts with
the version of devkitpro we're using
2. Clean up hex format specifiers to use `%lx` or `%lX` when working with
long integers
3. Move variables inside the ifdef they're used in to squelch "unused variable"
messages
4. Add parenthesis to make Wii U shader declarations stop complaining
And then there's a weird "misleading indent" warning that I fixed by just
rewriting a block of code to use a switch statement instead of if-then-else.
These changes work fine on Wii U, but we'll need to keep an eye on CI/CD to see
if other platform builds break.
* Fix for warning and fix for incorrect comment
* Fixed contrast to be more correct - now scales from 0-10 linearly and behaves more the way you'd expect it to - changed name to ditch legacy settings users may have
Added ability to skip inverse tonemapper to the shader via the constant buffer using 'inverse_tonemap' - set to 0.0f to skip
Fixed potential bug when swapping between hdr and sdr and the bit depth not being set correctly
Fixed dx11's blend, rasterizer and topology states not being set to the sames when using hdr and leaving the menu - caused issues with PCSX2's Shadow of the Colossus
Added numerous helper functions to help create the correct values to colour the UI - normally the white UI elements should be rendered at paper white not max brightness for various reasons
* Fix stylistic issues - * Don't use camelcase for variables and function names * Use '(void)' for function declarations instead of () in C code * Declare variables at the top of a function or code block * Make sure functions that return a value always have a default return path that is not encapsulated by an else block * Use more unique names for retro_math functions which are less likely to overlap with other libraries' function symbols
Co-authored-by: twinaphex <libretro@gmail.com>