Commit Graph

30 Commits

Author SHA1 Message Date
Henrik Rydgård 846efca38d Allow the user to try anyway if we detect OpenGL 1.x , in case the driver is lying. 2013-10-28 14:02:56 +01:00
The Dax 3b285b2580 Use a more robust string check. 2013-10-16 15:05:50 -04:00
The Dax b49be673b6 Add default error message and title. 2013-10-16 14:50:56 -04:00
The Dax e52ed9edc9 Combine two error messages down into one, make it translatable, and fix some grammatical issues in comments. 2013-10-16 14:25:47 -04:00
Henrik Rydgård ecc8736d6b Make the early OpenGL version check a bit more fuzzy. 2013-10-15 14:59:41 +02:00
Henrik Rydgard c4004b8230 Refuse to run really early in the startup process if there's no chance it will work.
Avoids crashing out on startup with old GPUs.
2013-10-15 12:15:29 +02:00
Unknown W. Brackets 79143b56d2 Allow config files to be placed under the memstick.
This way, they can be configured more easily on Android, etc.
2013-10-12 16:02:03 -07:00
Henrik Rydgard 7a0b1e40c6 Update native (making GLES3 features possible on desktop). Minor optimization. 2013-10-08 21:50:43 +02:00
Henrik Rydgard c88920be4b Bail more gracefully if no real OpenGL driver is installed on XP 2013-09-11 21:35:44 +02:00
Unknown W. Brackets 08b41df6a2 Change a few more log types. 2013-09-07 13:31:14 -07:00
Henrik Rydgard ae92e75281 Windows: Create opengl context with stencil buffer 2013-09-04 11:31:59 +02:00
Henrik Rydgard ee6f2613a8 Win32: Ask for destination alpha in the OpenGL context. Fixes some issues in non-buffered rendering, see #3436.
This apparently still happens on Android so will need to fix it separately there.
2013-08-27 16:25:44 +02:00
Henrik Rydgard 55aa3d13c7 Win32: Switch to a UNICODE build. This took quite a bit of fixing. 2013-08-26 19:00:16 +02:00
Henrik Rydgard 955ad2a6e4 swap_control_tear doesn't seem to work out for our timing or something. Let's do regular vsync. 2013-08-24 11:56:41 +02:00
Unknown W. Brackets 97098f109a Use CommonWindows.h from Windows/ too.
Might as well.  Everything still builds fine.
2013-07-28 21:04:20 -07:00
Henrik Rydgard 1256d5528d Use EXT_swap_control_tear when available to ensure that VSync never slows things down (tears instead if it can't keep up, better than stuttering) 2013-07-07 11:25:18 +02:00
Unknown W. Brackets f5178e769a Fix crash on File -> Exit in some cases.
Fixes #2537.
2013-06-29 17:47:09 -07:00
Henrik Rydgard e782b6f20e Add VSync option in Windows. Turns itself off when unthrottled. 2013-06-16 23:45:06 +02:00
Henrik Rydgard 53bcb29ef6 GL init: Don't die if wglCreateContextAttribsARB is supported but returns 0. 2013-03-17 14:47:57 +01:00
Henrik Rydgard 94e485e695 Slightly improved OpenGL error handling on Windows 2013-03-10 23:09:52 +01:00
Henrik Rydgard cbb786c7f0 Restructure Windows "gameloop" to be more similar to others. 2013-02-19 00:45:25 +01:00
Henrik Rydgard d1b3fd0e49 Better window resize handling 2013-01-27 00:15:39 +01:00
Henrik Rydgard 021bc613b8 This include doesn't belong 2013-01-26 22:00:52 +01:00
Henrik Rydgard d745d57730 Add (hardcoded) option for creating a debug gl context 2013-01-26 21:39:36 +01:00
Henrik Rydgard 9363a867e2 Add glViewport to cached gl state. Add a couple of missing VFPU ops. 2013-01-06 23:23:36 +01:00
Sacha b76152d88a Use gl_common from native. 2012-11-26 20:38:39 +10:00
Florent Castelli 56175bc505 Defer blend, cull and depth test changes to draw command
Avoid unnecessary state changes and reduces the amount of OpenGL calls.
It also puts all the interesting logic at the same place, reducing the
complexity a little.
2012-11-24 15:19:29 +01:00
Henrik Rydgard 9165c0b3a9 Add zoom setting to Windows version. Doesn't work while playing. 2012-11-17 17:46:05 +01:00
Sacha 41f5abab31 PPSSPP ported to Blackberry10
Now builds on Playbook and Dev Alpha
Make emulator more compatible with other OS (case sensitivity, defines, includes)
Uses Android's code paths and backend
2012-11-05 23:09:49 +10:00
Henrik Rydgard 4f7ad15758 Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00