Commit graph

1873 commits

Author SHA1 Message Date
Henrik Rydgård
513ea72d5d OpenGL debug log: Filter out some buffer mapping info from the NV driver 2018-04-05 12:29:09 +02:00
Henrik Rydgård
01d81ffa72 OpenGL: Fix texture wrapping of render targets. 2018-03-28 11:23:41 +02:00
Henrik Rydgård
4a3692161b Show chosen postshader display name properly, plus some additional bugfixes. Fixes #10790 2018-03-25 14:42:48 +02:00
Henrik Rydgård
f9555da05b When listing post-shaders, use the "name" specified in the ini as default, when looking up translations. 2018-03-25 11:53:11 +02:00
Henrik Rydgård
b0a22fb5c7 Redirect the user to download the D3D9 runtime if D3D9 is not available and they don't want to switch to OpenGL.
Maybe should also update the messagebox text somehow...
2018-03-25 00:46:48 +01:00
aliaspider
f94e9b1e74 set _WIN32_WINNT to 0x0601 in stdafx.h 2018-03-23 22:54:12 +01:00
aliaspider
3fbb340450 fix most write-strings warning. 2018-03-23 04:21:46 +01:00
aliaspider
54d9406713 fix mingw and msvc cmake builds. 2018-03-23 03:18:13 +01:00
aliaspider
15c4406df7 add missing inclues. 2018-03-22 22:14:19 +01:00
Henrik Rydgård
2a438d6e03 Fix VSync on Windows. Should fix #10711 2018-03-12 20:07:31 +01:00
Henrik Rydgård
14c93bdc2b Minor code/logging cleanups. 2018-02-27 19:44:11 +01:00
Henrik Rydgård
5f8118b82b Separate T3DCreate* into its own header to avoid including Windows.h etc in some cases. 2018-02-25 10:27:59 +01:00
Unknown W. Brackets
17bcb080f0 GLES: Fix shutdown while stepping. 2018-02-11 15:19:16 -08:00
Unknown W. Brackets
cdf378d20c GLES: Prevent race condition on shutdown.
emuThreadState might become STOPPED before the last frame has been run,
which can cause WaitUntilQueueIdle to hang.

It's simpler just to wait until StopThread() is called, since it now is.
This will line up properly with run_.
2018-02-11 11:40:11 -08:00
Unknown W. Brackets
d496b4da9a Windows: Allow GL thread on graphics restart.
Unfortunately, it no longer works to go Vulkan -> OpenGL, and used to...
2018-02-10 16:55:52 -08:00
Unknown W. Brackets
586e35ad23 Windows: Prevent shutdown lag for non-GL.
For Vulkan/D3D, it was taking an extra second to quit.
2018-02-10 16:55:51 -08:00
Unknown W. Brackets
2bec3bf3ac Windows: Trigger StopThread() on shutdown.
Otherwise, we end up hanging in the loop waiting for emuThreadState to
become STOPPED.  It actually has, but ThreadFrame() will block until a new
frame is queued... while will never happen, because the emuthread has
stopped.
2018-02-10 16:55:44 -08:00
Henrik Rydgård
081e15d1c8 Windows: Consistently shutdown the main thread after exiting the message loop. 2018-02-10 09:06:43 +01:00
Henrik Rydgård
8ee426ff74 Get rid of an unused codepath (gl rendering is now always threaded) 2018-02-08 00:23:48 +01:00
Henrik Rydgård
ae19c48138 Cleanup the Windows thread stuff to work like the other platforms. Not quite perfect yet. 2018-02-07 16:00:29 +01:00
Henrik Rydgård
7f30037e45 Android: Fix emuthread management to exit cleanly without hanging. Helps with task switching on Android. 2018-02-07 13:11:43 +01:00
Unknown W. Brackets
9945e011c6 GLES: Avoid a shutdown race condition.
Also handle DeviceLost before shutdown better.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
bdf7fdc7a3 GLES: Actually stop the thread on shutdown.
Fixes shutdown.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
fdca06d208 More work on shutdown, still hanging though. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
e5d571c25a gl-render-manager: Now threaded mode seems to work fine (and fast!). Shutdown doesn't, though, and there are stability issues. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
af6431986d OpenGL: Now run GL on a secondary thread. Sync issues remain. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
465939e1c8 Minor fixes, indentation and comments 2018-01-27 15:10:17 +01:00
Henrik Rydgård
422b05e51f Truncate the '\n' from GL debug strings before logging them. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
542f9f9ef1 Assorted cleanup 2018-01-27 15:10:17 +01:00
Henrik Rydgård
42f2312030 Remove the old CPU threading remains, start redesigning interfaces. 2018-01-27 15:10:17 +01:00
Henrik Rydgård
bd6818198a More GLRenderManager 2018-01-27 15:10:17 +01:00
Henrik Rydgård
133bef575a Split Android graphics context implementations into their own files. 2018-01-20 21:47:16 +01:00
Akira Miyakoda
8eeee7e1ab Windows: Fix loading files with a long path.
Better handling of a path which exceeds MAX_PATH when converted into UTF-8.
2018-01-19 18:22:06 +09:00
Akira Miyakoda
f8cd9c7e55 Windows: Use sufficient buffer for config file paths.
MAX_PATH bytes are insufficient when a very long path is converted into UTF-8.
2018-01-18 00:36:27 +09:00
Akira Miyakoda
3f73cfb835 Windows: Fix a small memory leak.
CommandLineToArgvW() allocates a memory block which must be freed by LocalFree().
2018-01-17 19:25:01 +09:00
Henrik Rydgård
2af796009c
Merge pull request #10533 from AkiraMiyakoda/window_size_10x
Allow up to 10x window size on Windows.
2018-01-16 22:39:47 +01:00
Akira Miyakoda
5716fce283 Allow up to 10x window size on Windows.
4x can be too small for today's high resolution monitors.
2018-01-15 21:18:08 +09:00
Unknown W. Brackets
10c67b99c8 Windows: Fix extracting UMD block data.
Sometimes it's useful to extract a filename the game uses, etc., that's
actually an LBN.
2018-01-14 15:52:20 -08:00
Unknown W. Brackets
79a9018aac Debugger: Fix hang when viewing invalid RAM.
If you end up in disassembly near invalid RAM, bad things were happening,
since hitting bad RAM updates the debugger, which hits bad RAM, which...
2017-12-30 11:11:04 -08:00
Henrik Rydgård
8ebbb82c0a
Merge pull request #10459 from unknownbrackets/ui-resized
UI: Trigger view recreate on static sized screens
2017-12-27 11:07:35 +01:00
Unknown W. Brackets
c0f0bc88af UI: Trigger view recreate on static sized screens.
If a screen doesn't size via layout, it needs to recreate views on resize,
which is what the resized() method is for.
2017-12-27 01:13:47 -08:00
Unknown W. Brackets
766b40aad8 GPU: Reset GPUBackend on graphics init.
This way, when using a port that doesn't support Vulkan, it doesn't just
silently use upside down GL, etc.
2017-12-26 16:02:55 -08:00
Unknown W. Brackets
d6da758ed3 GPU: Remove duplicate BACKEND constants. 2017-12-26 15:55:24 -08:00
Henrik Rydgård
ffa48cb4fc
Merge pull request #10447 from unknownbrackets/update-vram
Remove "read framebuffers to memory" FBO auto-download
2017-12-25 22:37:48 +01:00
Unknown W. Brackets
ebce6da223 UI: Remove auto-download options.
See previous commit removing actual functionality.
2017-12-25 11:20:26 -08:00
Unknown W. Brackets
8c1c0e1897 Windows: Track minimize as lost focus.
It makes sense if we have the other feature.  Fixes #9918.
2017-12-24 18:03:28 -08:00
Unknown W. Brackets
3c5816e2aa GE Debugger: Allow enable/disable of prim preview. 2017-12-23 02:16:43 -08:00
Unknown W. Brackets
c55db7a496 GE Debugger: Keep prim preview on pan/zoom. 2017-12-23 01:57:03 -08:00
Unknown W. Brackets
a32ccd3eb8 GE Debugger: Fix preview when zooming.
Before, the coordinates were only right when scaled to fit.  When you
zoomed in and panned, it would show in the wrong place because it wasn't
accounting for the flipped backbuffer.
2017-12-23 01:31:04 -08:00
Unknown W. Brackets
554a85e6d8 GE Debugger: Save with alpha for PNGs. 2017-12-21 23:47:49 -08:00