Commit Graph
26884 Commits
Author SHA1 Message Date
Henrik Rydgård 404594da57 Fix crash bug when cleaning duplicates of recent files 2018-08-14 20:40:42 +02:00
Henrik Rydgård 0684068c81 Merge pull request #11296 from hrydgard/discord-presence
Discord presence - show the current game
2018-08-14 08:40:09 +02:00
Henrik Rydgård c0ba66cf3c Revert some of the sln and vcxproj changes, hoping to appease Travis 2018-08-13 23:08:46 +02:00
Henrik Rydgård 35e1d0c841 Discord: Translated some messages 2018-08-13 20:14:34 +02:00
Henrik Rydgård 187204d7b3 Merge pull request #11301 from unknownbrackets/buildfix
Fix Windows XP support
2018-08-13 19:41:14 +02:00
Unknown W. Brackets a2530be18d Io: Fallback to long/full path on Windows XP. 2018-08-13 07:32:53 -07:00
Unknown W. Brackets ac5467ca67 Io: Linux buildfix.
Fixes #11300.
2018-08-13 07:32:53 -07:00
Henrik Rydgård 39eb2b4153 Merge pull request #11298 from unknownbrackets/gles-depal
GLES: Enable shader depal with Vulkan fixes
2018-08-13 07:50:13 +02:00
Henrik Rydgård a495537164 Merge pull request #11297 from unknownbrackets/fs-root
Io: Prevent cur/parent dir in listing of root
2018-08-13 07:48:51 +02:00
Unknown W. Brackets 70318fda37 GLES: Enable shader depal with Vulkan fixes. 2018-08-12 19:49:08 -07:00
Unknown W. Brackets 7a058180bb Io: Prevent cur/parent dir in listing of root.
See #9344.  Matches tests.
2018-08-12 19:27:26 -07:00
Henrik Rydgård 9c22f6ed55 Don't forget to update the other build systems and try to fix the
builds.
2018-08-13 00:28:12 +02:00
Henrik Rydgård 785858dbf8 Basic Discord presence integration. 2018-08-13 00:20:09 +02:00
Henrik Rydgård eddaf97938 Add submodules, namespace json to prepare for the addition of rapidjson (sigh) 2018-08-13 00:18:54 +02:00
Henrik Rydgård 7aa71fc84b Merge pull request #11295 from unknownbrackets/recent
UI: Resolve symlinks when adding things to recent
2018-08-12 23:45:39 +02:00
Henrik Rydgård b9bed664b0 Update README.md with discord link 2018-08-12 19:49:07 +02:00
Unknown W. Brackets 048afb6d24 UI: Resolve symlinks when adding things to recent.
See #11131.  This also normalizes paths, captialization, etc. as
necessary.
2018-08-12 08:25:10 -07:00
Henrik Rydgård 90edace7c7 Merge pull request #11293 from unknownbrackets/savedata
Savedata: Correct use of bufSize/size
2018-08-12 11:03:44 +02:00
Unknown W. Brackets b64bb2e8ce Savedata: Also validate icon/subdata size. 2018-08-11 17:00:15 -07:00
Unknown W. Brackets c0ccc9449d Savedata: Use size, not bufSize, for icons.
Verified by tests.  Should help #8810.
2018-08-11 17:00:09 -07:00
Unknown W. Brackets 42feade460 Savedata: Return error when bufSize is too small.
Mirrors what a PSP does.
2018-08-11 16:36:28 -07:00
Unknown W. Brackets 718053e7fc Savedata: Return error codes on WRITEDATA/MAKEDATA. 2018-08-11 16:35:58 -07:00
Unknown W. Brackets c32ffa1db0 GE Debugger: Rename depth clamp more places.
Was still showing clip enable in disasm.
2018-08-11 16:33:39 -07:00
Henrik Rydgård 1fdb1f785a Merge pull request #11290 from unknownbrackets/gpu-clipping
SoftGPU: Oops, correct rounding to make sense
2018-08-11 20:08:02 +02:00
Unknown W. Brackets 06ad9b829f SoftGPU: Oops, correct rounding to make sense.
Was too hasty in that last commit.
2018-08-09 07:13:42 -07:00
Henrik Rydgård 945eab6fe5 Merge pull request #11287 from unknownbrackets/gpu-clipping
Improve clipping/culling handling in software renderer
2018-08-06 15:05:08 +02:00
Unknown W. Brackets 31d5c39858 SoftGPU: Fix some minor rounding on viewport cull.
Had some tests failing when on the edge due to this.
2018-08-05 20:07:45 -07:00
Unknown W. Brackets 44be615cf5 GE Debugger: Arrange matrices properly.
They were all off before for 4x3.
2018-08-05 19:52:20 -07:00
Unknown W. Brackets e22cc7ef6d SoftGPU: Always clip, without special neg z case.
Depth clamping doesn't change whether it clips.  Also, avoid culling when
a vertex is behind the near plane.
2018-08-05 17:47:05 -07:00
Unknown W. Brackets cd6b1f73c1 SoftGPU: Drop verts only when depth not clamped.
Depth clamping bypasses the 4096x4096 box check.
2018-08-05 17:17:55 -07:00
Unknown W. Brackets 921727f163 GE Debugger: Fix preview crash.
In some cases on first draw (e.g. from a test), this might be null and
crash.  It was supposed to be the other program.
2018-08-05 17:12:46 -07:00
Unknown W. Brackets 77f0499f7f GPU: Rename clipping flag to depth clamp.
It seems to just to depth clamp.  When depth clamp happens, it affects
clipping a little, but only for vertices that needed clamping.
2018-08-05 17:11:51 -07:00
Unknown W. Brackets 96ff23a471 Merge pull request #11283 from hrydgard/update-glslang-again
Update glslang again. Might fix #11276
2018-08-05 17:02:25 -07:00
Henrik Rydgård 5b7f355b2b Update glslang again. Might fix #11276 2018-08-05 10:42:29 +02:00
LunaMoo 9cb58ef6a3 Merge pull request #11281 from RetroSven/master
add libretro hooks for memory pointers to allow usage of new retroarc…
2018-08-01 15:06:44 +02:00
Sven 85e742149a add libretro hooks for memory pointers to allow usage of new retroarch cheat code searching and rumble-on-memory change features 2018-07-31 23:57:10 -04:00
Henrik Rydgård 31646d6c8d Merge pull request #11277 from unknownbrackets/fragtest
Oops, fix an edge case for avoiding discard
2018-07-30 08:50:27 +02:00
Unknown W. Brackets 7885a88c0c GPU: Optimize > 0 alpha test using discard rules.
It should be equally unsafe to use src color as dest blend factor, or
use blending with a subtract or min/max equation.
2018-07-29 11:39:06 -07:00
Unknown W. Brackets 78dc07e7a3 Headless: Fix graphics tests for Vulkan/Direct3D.
Otherwise we hang because there's no thread to ever end.
2018-07-29 11:26:04 -07:00
Unknown W. Brackets fba0de59c1 GPU: Restrict alpha test to zero for dest blend.
We could end up with the wrong blending in other cases, because the
exiting color will get multiplied.

Luckily, this is still the common case.
2018-07-29 11:26:04 -07:00
Henrik Rydgård a776dce593 Merge pull request #11269 from unknownbrackets/fragtest
Avoid discard when we can blend
2018-07-29 09:49:16 +02:00
Henrik Rydgård ec650adbc1 Merge pull request #11273 from unknownbrackets/savedata
Savedata: Reset data size when retrying hash
2018-07-29 09:48:08 +02:00
Unknown W. Brackets c4717fae2f Savedata: Reset data size when retrying hash.
It's even possible we might've not loaded the key before, so let's play it
safe and reset everything.

The previous fix only worked in some games, when dataSize was larger than
necessary.
2018-07-28 09:41:44 -07:00
Henrik Rydgård 42f4d7b40f OpenGL: Fix bug where we could end up calling glUniformMatrix without a bound program. Found by GL debug callback on NV.
This adds a bit of extra checking that's only enabled in _DEBUG builds.
2018-07-28 11:09:01 +02:00
Unknown W. Brackets 5ccd3ee4dc GPU: Allow skipping discard when write disabled.
Even if we depth test, if we don't write, we can still force alpha to
zero.
2018-07-27 20:16:51 -07:00
Unknown W. Brackets 8e49fa988c GLES: Avoid discard when we can blend.
May improve performance on PowerVR.
2018-07-27 20:06:41 -07:00
Unknown W. Brackets 5ad948df73 Vulkan: Avoid discard when we can blend.
Where possible, replace alpha and color testing with a zero alpha value.

This allows early fragment tests more often, which may help #11227.  It
may also generally help performance on PowerVR devices.
2018-07-27 20:04:36 -07:00
Henrik Rydgård e51ea85615 Be extra careful about never ever binding null textures when drawing backgrounds. See #11243 2018-07-21 22:48:39 +02:00
Unknown W. Brackets 9be6b22dd8 Merge pull request #11256 from hrydgard/spirv-cross-update
Update the SPIRV-Cross library used to translate postproc shaders
2018-07-16 22:13:26 -07:00
Henrik Rydgård a589a371e6 Update SPIRV-Cross to a fresher version. 2018-07-16 20:00:45 +02:00