1616 Commits

Author SHA1 Message Date
Themaister
c7471ac133 Fix D3D9 viewport when X/Y is < 0. 2013-04-21 11:21:53 +02:00
Themaister
53b7d43b67 Rework to D3D9 aspect ratio handling. 2013-04-21 11:21:07 +02:00
Themaister
e95a15d4ed CGP fixes in D3D9. 2013-04-21 11:18:55 +02:00
Themaister
1e4cc2164c Remove some unneeded/unused D3D9 stuff. 2013-04-21 00:54:25 +02:00
Themaister
6dd7ea935e Add GL_SHADER_STOCK_BLEND.
Replace stock shader with a special shader which does not apply color.
This is a necessary on Android.
2013-04-20 15:46:50 +02:00
Themaister
4f7d3b5ea0 Add custom viewport + integer scale mode. 2013-04-20 12:48:33 +02:00
Themaister
be01a0ea59 Refactor aspect ratio handling.
Rework aspect ratio handling in RGUI.
Custom viewports work on PC. Ensure that aspect_ratio_idx persist
through reentrancy. Change ASPECT_RATIO_AUTO to ASPECT_RATIO_SQUARE to
better signal that it's the square pixel option.

Add ASPECT_RATIO_CONFIG as an option to use config file defined aspect
ratio.
2013-04-20 10:56:04 +02:00
CatalystG
387f81ba93 (BlackBerry) A working BB10 Cascades frontend to choose rom and core currently 2013-04-19 13:32:17 -04:00
Themaister
d2ea83729e Fix uniform integer_scale bug. 2013-04-18 08:57:38 +02:00
Themaister
b2fba94850 Don't load state tracker if not necessary. 2013-04-16 22:30:28 +02:00
Themaister
9aab315045 Save lut paths correctly in shader_parse. 2013-04-16 22:22:26 +02:00
twinaphex
98d35ec6df (XDK 360) Add more optimal calls for hlsl_use 2013-04-16 21:33:40 +02:00
twinaphex
671725cfdd (XDK D3D) Replace more functions with optimal inlined functions 2013-04-16 16:47:20 +02:00
Themaister
2b0697205d Set LUT uniforms for vertex shader as well. 2013-04-16 14:27:24 +02:00
Themaister
2c8ddeb109 Add gfx_shader_resolve_relative.
Translates relative paths (from CGP) into absolute paths,
suitable for loading files, and saving cgp some place else.
2013-04-15 23:48:25 +02:00
twinaphex
f548b50234 Fix gfx/vg.c - update_window_title param 2013-04-14 23:48:22 +02:00
twinaphex
639ca3bb97 (GL PS3) Take out glClear at start of gl_frame 2013-04-14 15:02:22 +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
Themaister
3d477a04c8 Don't call eglSwapInterval until context is alive. 2013-04-14 12:16:55 +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
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
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
Themaister
c17714ffbb Add full screen mode to set_texture_enable. 2013-04-13 16:49:25 +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
twinaphex
1eadb9fcab Cleanups 2013-04-13 09:16:23 +02:00
twinaphex
c51347c532 Drop MODE_VIDEO_SCREENSHOTS_ENABLE 2013-04-13 09:09:56 +02:00
twinaphex
33798edb27 Drop most of the unnecessary GL shader wrapper functions/macros -
these were necessary before we made the shader backends
2013-04-13 09:01:25 +02:00
Themaister
a148abf131 Fix build.
Need to include config.h.
2013-04-13 00:01:28 +02:00
twinaphex
b7ebfa6945 (GL/PS3) Get rid of gl_cg_reinit - no longer needed anymore 2013-04-12 22:19:37 +02:00
twinaphex
142c3b8892 (GLSL) Same deal here - go through backend interface for functions
and drop public scope for functions
2013-04-12 22:07:17 +02:00
twinaphex
a5bbc7da5f (HLSL) Fix build - work with new shader backend 2013-04-12 21:56:43 +02:00
twinaphex
a6db35875d (Cg/HLSL) Since everything goes through the shader backend interface now,
we can drop public scope on all the functions and make them static
instead
2013-04-12 21:25:16 +02:00
twinaphex
e2039f8bff (360/HLSL) refactor shader_hlsl.c 2013-04-12 20:06:08 +02:00
twinaphex
52a9a3d10a (360) No longer need to deploy the shaders dir 2013-04-12 18:20:08 +02:00
twinaphex
5a9194a95c (360) Cleanup shader_hlsl.c 2013-04-12 15:14:34 +02:00
Themaister
b9e6d04379 Fix Win32 build. 2013-04-12 09:21:41 +02:00
twinaphex
30e190bdae Remove superfluous wcstombs / mbstowcs wrappers 2013-04-11 17:18:23 +02:00
twinaphex
0f60833cac (RMenu) Do video rendering in RMenu after input - same as RGUI - will also
avoid having to 'skip' video swap when doing the render cached
frame call
2013-04-11 15:00:58 +02:00
twinaphex
9e09ba8a0a (PS3) Don't spam cellDbgFontDraw - do it once per frame and
instead just increase the buffer
2013-04-11 14:10:24 +02:00
twinaphex
8c777110f7 (RMenu) Run glClear or equivalent function at start of driver_frame function
so that we can use rarch_render_cached_frame for menu purposes at
all times (instead of doing explicit clearing in our menu loops
beforehand for low-RAM modes where no menu texture is being drawn
but we don't want ghosting in the picture)
2013-04-11 13:42:02 +02:00
twinaphex
1171b7576a Get rid of set_blend callback - the rgui draw texture function is
now in charge of making sure texture is properly blended - note
to OV2/maister - test if this breaks D3D9 PC driver and if so
fix accordingly
2013-04-11 13:13:37 +02:00
twinaphex
717621ac0d (PS3) Move cellSysUtilCheckCallback to gfx_ctx_swap_buffers 2013-04-11 09:13:28 +02:00
CatalystG
fdcc6e2087 (BlackBerry) Fix PlayBook crash after selecting a game from RGUI 2013-04-10 20:27:49 -04:00