Commit Graph
20735 Commits
Author SHA1 Message Date
Sacha dfe8664419 Buildfix Qt5 mobile platforms such as Android. 2014-06-03 09:03:09 +10:00
Henrik Rydgård 91cb320e6f Merge pull request #6212 from thedax/win32-buildfix
Win32: fix three warnings.
2014-06-02 23:42:58 +02:00
Henrik Rydgård c276798aca Merge pull request #6217 from thedax/win32-buildfix2
Win32: Use CALLBACK (__stdcall) for DinputDevice::DevicesCallback.
2014-06-02 14:40:11 +02:00
The Dax 70e1abac08 Win32: Use CALLBACK (__stdcall) for DinputDevice::DevicesCallback. Fixes 32-bit compilation. 2014-06-02 08:28:35 -04:00
Henrik Rydgård 719aa9d9d2 Merge pull request #6213 from sum2012/UI
OSK for network setting for non-windows
2014-06-02 12:54:43 +02:00
sum2012 6ed269d16b Attempt to solve Travis CI build 2014-06-02 18:28:16 +08:00
sum2012 d3c511e793 Use TextView instead of Choice 2014-06-02 18:21:34 +08:00
sum2012 c9219e1d0c Add missing "F" 2014-06-02 16:40:37 +08:00
Unknown W. Brackets 78c83e122d Force 481x273 to 480x272, it's seen in a few games. 2014-06-01 23:47:37 -07:00
sum2012 93827b383d OSK for network setting for non-windows
Fix windows 's full screen problem too
2014-06-02 14:15:07 +08:00
Unknown W. Brackets 3021640897 Correct widths in stencil upload too. 2014-06-01 21:24:33 -07:00
Unknown W. Brackets c2ccfd5629 Stop stretching things to the FBO size.
Instead, draw in the top corner.  This way, even if framebuffers get
smaller things stay consistent.
2014-06-01 21:20:04 -07:00
Sacha 319c0efcb2 Remove MAY_HAVE_GLES3 2014-06-02 12:08:49 +10:00
Sacha 205423637f Remove MAY_HAVE_GLES3 2014-06-02 12:08:29 +10:00
Sacha 79880f8567 Fix all warnings/errors on Blackberry.
Revert GLES3 headers as they didn't include nvidia extensions.
2014-06-02 12:01:16 +10:00
Unknown W. Brackets cfb21707b6 Take the tallest estimate, scissor may be short.
Even if it's wider but short, it should not reduce the height of the
buffer.
2014-06-01 18:45:25 -07:00
Unknown W. Brackets d64d2afcb3 Don't allow a zero framebuf stride in estimation. 2014-06-01 18:45:03 -07:00
Sacha da0a497aba Allow Symbian to compile gl3stub (MAY_HAVE_GLES3). 2014-06-02 11:33:28 +10:00
Sacha b0968fb7bb Define MAY_HAVE_GLES3 on all platforms. Tell me if there are any errors on Maemo/Meego or other ARM platforms. 2014-06-02 11:32:38 +10:00
The Dax 1059f99d69 One more warning fix. 2014-06-01 18:53:35 -04:00
The Dax 58411136ee Remove the const int, and fix another warning. 2014-06-01 18:32:14 -04:00
The Dax 9672701743 Win32 buildfix and warning fix.
I don't know how many pads are supposed to be supported, but I went with a reasonable number until the proper amount is committed.
2014-06-01 18:25:35 -04:00
Unknown W. Brackets a351a42041 Cleanup some old comments/code. 2014-06-01 14:00:58 -07:00
Unknown W. Brackets d03397f056 Blit framebuf contents when resizing.
This avoids a blink when sizing up.
2014-06-01 13:53:34 -07:00
Unknown W. Brackets 32439bc006 Recreate framebuffers when they get bigger.
To avoid cases where they remain too small, and to make sure size always
matches up sanely.
2014-06-01 13:53:27 -07:00
Unknown W. Brackets 73234941e1 Consider stride more when determining fb size. 2014-06-01 13:50:37 -07:00
Henrik Rydgård 62aafbbf48 Merge pull request #6195 from Bigpet/SDLmuljoy
multiple SDL joystick support, initial commit
2014-06-01 22:11:10 +02:00
Henrik Rydgård 77e947bf58 Merge pull request #6200 from Bigpet/muldinputdevs
initial commit for multiple DInput devices.
2014-06-01 22:10:39 +02:00
Unknown W. Brackets 003f20c694 Allow scissor, but not depthtest during glClear().
Improves #6210.
2014-06-01 10:34:57 -07:00
Unknown W. Brackets 111b624000 Oops, this will give the right alpha of course.
Although it may not be exactly the same for 4444/5551.
2014-06-01 10:26:41 -07:00
Unknown W. Brackets c79d0a2e3c Correct alpha in stencil upload, avoid blending.
Docs say blending is slower than masking, makes sense.
2014-06-01 08:47:53 -07:00
Henrik Rydgård 71a6a4ba04 Merge pull request #6183 from sum2012/scemp4
Small improve in scemp4 part 2
2014-06-01 15:44:48 +02:00
Peter Tissen 5e34dbf3fc limit Dinput devices to the max supported in input_state and update the native submodule to get the MAX_NUM_PADS constant 2014-06-01 12:37:32 +02:00
Peter Tissen 46eb74e98a undo visual studio auto-indenting 2014-06-01 12:37:31 +02:00
Peter Tissen 7d25a1591c fix formatting 2014-06-01 12:37:30 +02:00
Peter Tissen 1024eb7b63 initial commit for multiple DInput devices.
allow multiple dinput devices but still block all dinput devices if an xinput device is present.
This still has some issues with devices not being able to be dynamically added or removed but
even many commercial games react to hot-plug DInput events. Also, the axis handling is not really
ideal yet but it works for now.
2014-06-01 12:37:30 +02:00
Henrik Rydgård 0c7c736522 Merge pull request #6205 from unknownbrackets/replace-funcs
Initial replacement for Star Ocean's stencil upload
2014-06-01 12:22:11 +02:00
Henrik Rydgård 3c521c3f88 Merge pull request #6209 from unknownbrackets/gpu-blocktransfer
Also check for x offsets within block transfers
2014-06-01 12:10:07 +02:00
Henrik Rydgård 72132fe161 Merge pull request #6206 from unknownbrackets/framebuffer-clut
Track and decimate temporary-use FBOs in one place
2014-06-01 12:06:32 +02:00
Henrik Rydgård d3fb0459e6 Merge pull request #218 from Bigpet/incMaxPad
increase number of named pads
2014-06-01 12:04:59 +02:00
Peter Tissen 3c4e046609 make enum identifiers for all pad numbers, add a constant for the max number of pads and add string names for each identifier 2014-06-01 11:38:15 +02:00
Unknown W. Brackets bc618fdb6c Also check for x offsets within block transfers.
Grand Knights History does these too, not just y offsets.  Why does it
bother when block transfer let's you specify the coordinates so exactly?
2014-06-01 02:33:44 -07:00
Unknown W. Brackets 68e5be9381 Doesn't look like these need to use depth/stencil.
May save a bit of VRAM/RAM.
2014-06-01 01:03:44 -07:00
Unknown W. Brackets 3e8442c371 Decimate temporary FBOs after not being used. 2014-06-01 01:03:43 -07:00
Unknown W. Brackets 0846673dc3 Track temporary-use FBOs all in FramebufferManager.
This way it's easier to manage their lifecycle.
2014-06-01 01:03:43 -07:00
Unknown W. Brackets 4195eac04f Get rid of depalFBOs when overwriting textures.
Just in case they are not always used as framebuffers.  We set to 0 later
anyway.
2014-06-01 01:03:04 -07:00
Henrik Rydgård 410fc713a4 Merge pull request #6202 from unknownbrackets/gpu-minor
Decimate in clut stuff, adjustments to IsReallyAClear()
2014-06-01 09:53:52 +02:00
Unknown W. Brackets 4461c7e3c4 Oops, remove an old wrong comment. 2014-05-31 22:07:43 -07:00
Unknown W. Brackets 097ab53952 Enable the glClear() optimization.
It seems to help and so far have not noticed any problems.
2014-05-31 22:07:42 -07:00
Unknown W. Brackets 580143e5e2 Disable vertex arrays before depal as well. 2014-05-31 22:07:42 -07:00