2718 Commits

Author SHA1 Message Date
twinaphex
4b5951bda3 Rename gl_common.h to gl2_common.h and remove some file dependencies
on it
2021-09-26 17:42:12 +02:00
twinaphex
6f36e0a2dd Rename GL driver files + add some comments to D3D drivers - gl_core
becomes gl3, gl becomes gl2, etc
2021-09-26 14:16:09 +02:00
twinaphex
2a4862ad8d Rename mimpapgen_sm5.h to mipmapgen_sm5.h 2021-09-26 13:30:50 +02:00
Autechre
12540d750d
Merge pull request #13037 from gblues/gblues/wiiu-fix-warnings
WIIU: Clean up a bunch of compiler warnings
2021-09-26 00:57:02 +02:00
MajorPainTheCactus
e08cc6e260
Fixed up the d3d9 driver (#13038)
* Fixed d3d9 mvp matrix issue

* Fixed up the d3d9 driver to display the game now
2021-09-26 00:19:45 +02:00
Nathan Strong
9b2d4236ad WIIU: Clean up a bunch of compiler warnings
== 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.
2021-09-25 13:25:39 -07:00
MajorPainTheCactus
0e9f246b30
Fixed d3d9 mvp matrix issue (#12984) 2021-09-15 01:17:56 +02:00
MajorPainTheCactus
3c6bdfd0d8
Fixed numerous issues with HDR (#12979)
* 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>
2021-09-13 16:54:50 +02:00
Autechre
dcf77c4d1e
Merge pull request #12821 from markwkidd/config_h
standardize include paths for config.h
2021-09-10 16:59:15 +02:00
bulzipke
8018be5c9b
Fix ram states to file when core deinit (#12956)
* Fix ram states to file when core deinit

* Fix unterminated state_path
Call CMD_EVENT_RAM_STATE_TO_FILE when CMD_EVENT_UNLOAD_CORE too
2021-09-08 18:01:07 +02:00
MrHuu
07600392df
(3DS) Add bottom screen idle state (#12942) 2021-09-06 01:16:16 +02:00
MajorPainTheCactus
0ac542f1db
Fix for warning and fix for incorrect comment (#12944) 2021-09-06 01:16:01 +02:00
twinaphex
f597138827 Cleanups 2021-09-04 21:40:37 +02:00
MajorPainTheCactus
536d18778b
Fixed up HDR for UWP/WinRT builds (#12936)
Fixed D3D11 validation warnings
Fixed up technically incorrect labels

Co-authored-by: Autechre <libretro@gmail.com>
2021-09-04 21:13:24 +02:00
bulzipke
8adc24ecbc
(3DS) Add bottom screen menu (#12470)
* (3DS) Add bottom screen menu
 -> User can save/load state on botom screen with thumbnail.
 -> Call a save_state_to_file() when RAM state has data to write a disk.
 -> If the bottom screen needs updating, swap the bottom framebuffers.

Add: SAVE/LODE STATE TO RAM
 -> This is useful for devices with slow I/O
 -> 3DS bottom save state use CMD_EVENT_SAVE_STATE_TO_RAM
 -> 3DS bottom load state use CMD_EVENT_LOAD_STATE when RAM state has no data
 -> 3DS bottom load state use CMD_EVENT_LOAD_STATE_FROM_RAM when RAM sate has data

* Rewrite path_get_state to retroarch_get_current_savestate_path

* Fix unterminated state_path
2021-09-03 18:14:03 +02:00
twinaphex
274638b89e (D3D11) Look at D3D11 feature level - if we are 11.0 or above,
we use Shader Model 5.0 instead of the default SM 4.0 - this fixes
FSR on D3D11 which requires SM5.0
2021-09-03 07:51:44 +02:00
twinaphex
b900555494 (D3D11) Add logging after device creation so we can see which
feature level it used
2021-09-03 07:15:53 +02:00
Autechre
7b9cbc08d7
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917)
* Add HDR support

* Attempt to fix Mingw build and Metal builds

* (D3D12) Fix relative header includes

* Add missing hdr_sm5.hlsl.h

* (d3d12_common.c) Some C89 build fixes

* Fix MSVC build

* - Attempt to fix build on mingw/msys unix with dirty hack
- Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio -
the define was seen as an error and was causing the first pipeline
to error out
- Make sure we manually set handle of backBuffer to NULL

* Moving the release of the texture above the freeing of desc.srv_heap
and desc.rtv_heap solves the hard crashes on teardown/setup in RA -
it was crashing hard in d3d12_release_texture before

* Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now
because of several things that are Windows desktop-specific right now
(GetWindowRect)

* Add dirty GUID hack - should work for both mingw/msys on Windows/Linux
as well as MSVC/Visual Studio (hopefully)

* Change HAVE_D3D12_HDR to HAVE_DXGI_HDR

* Move away from camelcase named variables

* Fix RARCH_ERR logs - they need a newline at the end

* d3d12_check_display_hdr_support - make it return a bool on return
and set d3d12->hdr.support and d3d12->hdr.enable outside of the
function

* (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and
move it to dxgi_common.c instead

* (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and
rename it dxgi_swapchain_color_space

* (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and
rename it dxgi_set_hdr_metadata

* (DXGI) dxgi_check_display_hdr_support - better error handling?

* Fix typo

* Remove video_force_resolution

* (D3D12) Address TODO/FIXME

* (D3D12) Backport
c1b6c0bff2
- Fixed resource transition for present when HDR is off
Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader

* Move d3d12_hdr_uniform_t to dxgi_common.h and
rename it dxgi_hdr_uniform_t

* (D3D11) Add HDR support

* Add TODO/FIXME notes

* Cache hdr_enable in video_frame_info_t

* Update comment
2021-09-03 06:15:25 +02:00
twinaphex
bf2e7b93f0 (Vulkan) Fix Vulkan validation layer - fix thanks to flyinghead -
see comments
2021-08-29 20:39:22 +02:00
twinaphex
7f08729a5e Revert "(gfx_display) Make gfx_display_set_fb_size - get rid of the small"
This reverts commit 618cfacd590ea69d49ee6b73285a9372cc21c56e.
2021-08-26 18:42:43 +02:00
twinaphex
ea6139b234 Revert "(GX) Buildfix"
This reverts commit 96d87802cd249d0767185c04b269834727878a7b.
2021-08-26 18:42:34 +02:00
twinaphex
96d87802cd (GX) Buildfix 2021-08-26 18:31:32 +02:00
twinaphex
618cfacd59 (gfx_display) Make gfx_display_set_fb_size - get rid of the small
getter/setter functions - also finally take this opportunity to stop
setting framebuffer width/height/pitch for menu drivers that don't
use a framebuffer texture at all
2021-08-26 18:26:44 +02:00
twinaphex
ffb59e5261 (UWP) Turn this back on again - seems to work fine on Xbox 2021-08-20 10:07:29 +02:00
Mark W. Kidd
2b3dfeb10c standardize include path for config.h 2021-08-18 18:54:40 -04:00
Francisco Javier Trujillo Mata
a442c5b14f Simplify logic for transparencies 2021-08-16 13:12:06 +02:00
Francisco Javier Trujillo Mata
2aeb0b079e Implement aspect_ratio and scaling integer to PS2 2021-08-10 18:14:02 +02:00
Autechre
a40d1ce8b6
Merge pull request #12759 from fjtrujy/ps2_gfx_alpha
Implement Alpha for the PS2_GFX driver
2021-08-07 16:14:49 +02:00
Francisco Javier Trujillo Mata
885f9bbcc3 Implement Alpha for the PS2_GFX driver 2021-08-06 14:29:37 +02:00
twinaphex
e596bf7925 Buildfix for previous commit 2021-08-02 16:19:26 +02:00
twinaphex
2af9441d35 Create separate wnd_proc functions for winraw 2021-08-02 16:14:58 +02:00
twinaphex
78341e5824 (D3D12) Fix some header includes 2021-07-30 15:18:56 +02:00
twinaphex
ab9a4a95b1 (D3D12) Fix some header includes - probably a mistake that wiiu_dbg.h
was added to the d3d12.c driver
2021-07-30 15:16:14 +02:00
Francisco Javier Trujillo Mata
dadf49764b Implement proper ps2_font driver instead of using the font driver from gskit 2021-07-24 10:32:09 +02:00
jdgleaver
218286aa99 (RS90) Add optional approximate 'semi-linear' scaling filter 2021-07-21 14:11:42 +01:00
jdgleaver
6b65daf07d (OpenDingux Beta) Fix IPU scaling when running 256x224 (SNES/Genesis) content 2021-07-16 17:48:03 +01:00
jdgleaver
14580e5f6f (RS-90) Fix offset of OSD text 2021-07-14 16:44:30 +01:00
Autechre
b644a37622
Merge pull request #12647 from jdgleaver/dingux-frameskip-fix
(Dingux) Fix display when cores 'drop' frames
2021-07-13 21:42:02 +02:00
John Parton
f6aeb717ba Basic rs90 build
DINGUX_BETA has clock_gettime libogc
Add tinyalsa support to rs90
2021-07-13 11:36:48 -05:00
jdgleaver
eb259174b8 (Dingux) Fix display when cores 'drop' frames 2021-07-13 13:11:19 +01:00
CrystalCT
89b46bc246 First basic RSX driver for PSL1GHT 2021-07-12 09:35:44 +02:00
twinaphex
b2c7fae912 desc.Flags should also be commented out for now 2021-06-26 05:46:37 +02:00
twinaphex
13e88ebe74 (D3D11) Disable tear control support for UWP for now 2021-06-26 05:40:41 +02:00
twinaphex
55afe18872 Move D3D11Draw call back for now - should make OSK work again and
shaders
2021-06-23 19:34:06 +02:00
Connor McLaughlin
322aeb4e46 (d3d11) Don't pass ALLOW_TEARING to present when unsupported 2021-06-22 14:04:32 +10:00
Connor McLaughlin
ed2d6b1730 (d3d11) Don't draw content without a texture bound 2021-06-22 14:04:32 +10:00
Connor McLaughlin
9afa30af5e (d3d11) Disable DXGI's ALT+ENTER handling 2021-06-22 14:04:31 +10:00
twinaphex
a30a86a09c (D3D11) Fixes Xbox again, do tear control checks only for non-UWP
- TODO/FIXME still has to be resolved, see comment at line 1362
2021-06-22 00:41:56 +02:00
sonninnos
917fb1f796 D3D12 Updates:
- Relocated 'd3d12_gfx_sync()'
- Fixed swap interval option
- Cleanups
2021-06-18 21:54:36 +03:00
twinaphex
8b6e58eebd Buildfix for D3D11 - courtesy of Stenzek 2021-06-16 16:07:38 +02:00