The current version of SDL is 2.0.3. All new releases of distributions contain
this library already. Current Linux distributions and OpenBSD even backporting
patches from Mupen64Plus 2.1 repo to use SDL 2. Android and other mobile
platform don't have support for legacy SDL 1.2.
People like Anthony J. Bentley and Riley Labrecque already requested
a new release of Mupen64Plus 2.1 with SDL2
Some systems don't define the GLHandleARB as unsigned integer and thus want to
get a complete pointer when calling glUseProgramObjectARB. This makes it
necessary to change the program variable to GLHandleARB and replace the
glGetIntegerv call to the old ARB glGetHandleARB to make sure that the returned
data can be of any type and not only integer.
The user may need to change the settings which are usually set per game. This
is done by exposing the default settings with value -1 to the mupen64plus
config api and only use them when the value was changed to >= 0.
Those two options are now editable by the user and frontends.
aspectmode values:
0 = Force 4:3 (default)
1 = Force 16:9
2 = Stretch
3 = Original
Signed-off-by: David Roth <davidroth9@gmail.com>
All used non-special are currently exported by the config API. The only missing
ones for the special configuration options which would be be overwritten by
special game settings and thus need a special config rewrite
* alt_tex_size
* use_sts1_only
* force_calc_sphere
* correct_viewport
* increase_texrect_edge
* decrease_fillrect_edge
* texture_correction
* pal230
* stipple_mode
* stipple_pattern
* force_microcheck
* force_quad3d
* clip_zmin
* clip_zmax
* fast_crc
* adjust_aspect
* zmode_compare_less
* old_style_adither
* n64_z_scale
* optimize_texrect
* ignore_aux_copy
* hires_buf_clear
* fb_read_alpha
* useless_is_useless
* fb_crc_mode
* filtering
* fog
* buff_clear
* swapmode
* aspect
* lodmode
* fb_smart
* fb_hires
* read_back_to_screen
* detect_cpu_write
* fb_get_info
* fb_render
The case when display list pointer is null wasn't handled previously
and could cause infinite loops. This patch addresses this case.
Now Resident Evil II boots even with the HLE rsp plugin.
Different operation systems (Unix vs. Windows) use different line ending types.
It can easily happen that users from different systems edit files and replace
all line endings of a file with the system specific version. This screws up
diffs and makes merges harder.
Git can normalize line endings for specific files and avoid this problem.
Binary files should be marked to avoid accidentally normalization.
Some titles like Resident Evil 2/Biohazard 2 display a cutscene and the shader
is only set for the first frame. The next frames just expect that the old
shader is still set.
The OSD workaround only disabled the shader program before and expected that
the next frame automatically sets it again. This assumption was wrong and
instead the program has to be reassigned again to the current rendering
context when the renderCallback for the OSD was called.
One place accidentally ignored alpha-zero pixels, making it inconsistent
with the rest and causing bad visual errors in MODE_FAST.
Origin: upstream, 1fc9f34d7c
The *.d depends files for make just list the files used when building an
object file. Removing a file listed in such a dependency file causes make to
search for a way to recreate it. This usually cannot work because these files
aren't autogenerated.
The gcc option -MP can be used to generate empty rule for these files. Removing
a file in a dependency list will then execute this empty rule and continue with
the execution of the creation of the object file. This compilation process will
then automatically correct the dependency file.
The S3TC is patented in some countries which makes it hard for distribution.
Mesa is using an external library which is using a compatible algorithm called
S2TC. But also S3TC implementations of this library are available.
Distributions can use this option to be on the safe side regarding the provided
functionality.
mesa-7.8.1-24878-g3998cfa has better support for fxt1 and can even make the
YUV/ARGB hacks unnecessary. Mesa is now the upstream for this code and
therefore it is a good source when upgrading.