Because shift keys were ignored in the event message and only issued during polling, a quick key press and release between polling would get ignored.
This change also fixes left alt up key events getting issued (and sent to the core) twice.
* Initial implementation of CoreAspect uniform
* float -> float_t
* Possibly fix wii_u building
* vulkan: use float instead of float_t;
* slangp: Advertise support of CoreAspect uniform
by defining _RARCH_HAS_COREASPECT_UNIFORM early in the shader source, just after "#extension GL_GOOGLE_cpp_style_line_directive : require"
* CoreAspect + glsl fix: use glUniform1f()
* Add CoreAspectRot uniform.
It reports CoreAspect value or 1/CoreAspect when the content is rotated by 90 or 270 deg.
* Fixed stupid typo
* Just use _HAS_COREASPECT_UNIFORMS to check for CoreAspect uniforms support (was _RARCH_HAS_COREASPECT_UNIFORMS)
* Rename CoreAspect, CoreAspectRot, _HAS_COREASPECT_UNIFORMS to OriginalAspect, OriginlAspectRot, _HAS_ORIGINALASPECT_UNIFORMS
* GLCore: void Pass::build_semantic_float needs glUniform1f.
...how on earth did it worked for UBO !?
* d3d10,11,12, wrong function called by overlook.
* Add test shader, will remove that before PR
* Fix metal rotated aspect reporting
* remove test shader
* Fix C89 Build
* Use OriginalAspectRotated instead of OriginalAspectRot
* Add CoreFPS and FrameTimeDelta Uniforms.
_HAS_ORIGINALASPECT_UNIFORMS is (#)defined and can be used to query for them.
* add test shader
* remote test shader
* Wrong paste.
* gx2: use float
* wrong indentation
* resolved merge conflict
* fix indentation
* Fix comment/Formatting
* Change uniform name from CoreFPS to OriginalFPS
* underliyng references: core_fps -> original_fps
* Initial implementation of CoreAspect uniform
* float -> float_t
* Possibly fix wii_u building
* vulkan: use float instead of float_t;
* slangp: Advertise support of CoreAspect uniform
by defining _RARCH_HAS_COREASPECT_UNIFORM early in the shader source, just after "#extension GL_GOOGLE_cpp_style_line_directive : require"
* CoreAspect + glsl fix: use glUniform1f()
* Add CoreAspectRot uniform.
It reports CoreAspect value or 1/CoreAspect when the content is rotated by 90 or 270 deg.
* Fixed stupid typo
* Just use _HAS_COREASPECT_UNIFORMS to check for CoreAspect uniforms support (was _RARCH_HAS_COREASPECT_UNIFORMS)
* Rename CoreAspect, CoreAspectRot, _HAS_COREASPECT_UNIFORMS to OriginalAspect, OriginlAspectRot, _HAS_ORIGINALASPECT_UNIFORMS
* GLCore: void Pass::build_semantic_float needs glUniform1f.
...how on earth did it worked for UBO !?
* d3d10,11,12, wrong function called by overlook.
* Add test shader, will remove that before PR
* Fix metal rotated aspect reporting
* remove test shader
* Fix C89 Build
* Use OriginalAspectRotated instead of OriginalAspectRot
This commit imports a series of patches from the FreeBSD port of RetroArch to
improve build compatibility and address specific issues encountered in the
FreeBSD environment. These patches, sourced from the FreeBSD Ports collection
(https://cgit.freebsd.org/ports/tree/games/retroarch/files), have been adapted
and tested to ensure they integrate seamlessly with the current build process.
Since Vulkan doesn't support negative x or y viewport positions, this
patch concatenates a translation matrix to the projection matrix used in
Vulkan rendering. In this way, if a negative x or y coordinate would
be necessary, we can instead use a 0 coordinate and a
leftwards/upwards translation to achieve the same effect. This seems
to work alright with overlays, so as far as I can tell this patch
seems sufficient to get the behavior we want?
Support added for extra mouse buttons. Since these buttons were
not returned by XQueryPointer(), some additional logic was needed
which fit best to scroll wheel handling.
This mirrors the use of video_viewport_get_scaled_integer for
non-integer scaling at various aspect ratios. Two variants are
provided, one with implicit device and desired ratios and one with
explicit ratios.
Also added a flag to video_viewport_get_scaled_integer to indicate the
direction of positive y.
- Add missing numlock mod to dinput
- Add missing scrolllock mod to x11
- Add missing capslock, numlock, scrolllock and meta mods to android
- Add missing scrolllock mod to sdl
- Add missing capslock, numlock, scrolllock and meta mods to switch
- Add missing numlock mod to winraw
- Add missing numlock mod to uwp
On Win32, the numlock and pause keys need special handling. But the existing code did only handle it correctly for pressing and not releasing. It separately called GetKeyState for the two keys which only returned true while pressing a key and not while releasing it. This then caused the releasing of the pause key to be treated as releasing the numlock key and vice versa. This fix handles releasing the two keys correctly.
* iOS/tvOS: bundle cores as frameworks as opposed to dylibs
* iOS/tvOS: update plist to indicate controller support
* iOS/tvOS: living within the sandbox
* iOS/tvOS: import content through share sheet
* iOS/tvOS: default audio sync off due to crash on background
* iOS/tvOS: don't try altkit if there's no reason to
* iOS/tvOS: enumerate cores for appstore distribution