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Commit Graph

10400 Commits

Author SHA1 Message Date
Autechre
9a5f4602cc
Add intrinsic NEON versions for float_to_s16/s16_to_float (#12933)
* Add intrinsic NEON versions for float_to_s16/s16_to_float courtesy
of davidgfnet

* Define -DDONT_WANT_ARM_OPTIMIZATIONS for resampler sinc - this should
default to intrinsic versions

* Default to ARM NEON intrinsic codepath and make the ASM codepaths
optional by defining HAVE_ARM_NEON_ASM_OPTIMIZATIONS

* (Pkg/apple/Android) Take out ASM files being compiled in
2021-09-04 00:25:21 +02:00
bulzipke
8adc24ecbc
(3DS) Add bottom screen menu (#12470)
* (3DS) Add bottom screen menu
 -> User can save/load state on botom screen with thumbnail.
 -> Call a save_state_to_file() when RAM state has data to write a disk.
 -> If the bottom screen needs updating, swap the bottom framebuffers.

Add: SAVE/LODE STATE TO RAM
 -> This is useful for devices with slow I/O
 -> 3DS bottom save state use CMD_EVENT_SAVE_STATE_TO_RAM
 -> 3DS bottom load state use CMD_EVENT_LOAD_STATE when RAM state has no data
 -> 3DS bottom load state use CMD_EVENT_LOAD_STATE_FROM_RAM when RAM sate has data

* Rewrite path_get_state to retroarch_get_current_savestate_path

* Fix unterminated state_path
2021-09-03 18:14:03 +02:00
twinaphex
274638b89e (D3D11) Look at D3D11 feature level - if we are 11.0 or above,
we use Shader Model 5.0 instead of the default SM 4.0 - this fixes
FSR on D3D11 which requires SM5.0
2021-09-03 07:51:44 +02:00
twinaphex
b900555494 (D3D11) Add logging after device creation so we can see which
feature level it used
2021-09-03 07:15:53 +02:00
Autechre
7b9cbc08d7
Add HDR support for D3D12 (rebased PR from MajorPainTheCactus) (#12917)
* Add HDR support

* Attempt to fix Mingw build and Metal builds

* (D3D12) Fix relative header includes

* Add missing hdr_sm5.hlsl.h

* (d3d12_common.c) Some C89 build fixes

* Fix MSVC build

* - Attempt to fix build on mingw/msys unix with dirty hack
- Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio -
the define was seen as an error and was causing the first pipeline
to error out
- Make sure we manually set handle of backBuffer to NULL

* Moving the release of the texture above the freeing of desc.srv_heap
and desc.rtv_heap solves the hard crashes on teardown/setup in RA -
it was crashing hard in d3d12_release_texture before

* Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now
because of several things that are Windows desktop-specific right now
(GetWindowRect)

* Add dirty GUID hack - should work for both mingw/msys on Windows/Linux
as well as MSVC/Visual Studio (hopefully)

* Change HAVE_D3D12_HDR to HAVE_DXGI_HDR

* Move away from camelcase named variables

* Fix RARCH_ERR logs - they need a newline at the end

* d3d12_check_display_hdr_support - make it return a bool on return
and set d3d12->hdr.support and d3d12->hdr.enable outside of the
function

* (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and
move it to dxgi_common.c instead

* (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and
rename it dxgi_swapchain_color_space

* (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and
rename it dxgi_set_hdr_metadata

* (DXGI) dxgi_check_display_hdr_support - better error handling?

* Fix typo

* Remove video_force_resolution

* (D3D12) Address TODO/FIXME

* (D3D12) Backport
c1b6c0bff2
- Fixed resource transition for present when HDR is off
Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader

* Move d3d12_hdr_uniform_t to dxgi_common.h and
rename it dxgi_hdr_uniform_t

* (D3D11) Add HDR support

* Add TODO/FIXME notes

* Cache hdr_enable in video_frame_info_t

* Update comment
2021-09-03 06:15:25 +02:00
twinaphex
0db409d5b5 Move lots of menu code over to menu/menu_driver.c - moved at least
44Kb of code over
2021-08-31 00:43:04 +02:00
twinaphex
37aa13bb47 (X11) get_video_mode - make sure parameter does not hide global
variable of the same name
2021-08-30 18:39:02 +02:00
twinaphex
bf2e7b93f0 (Vulkan) Fix Vulkan validation layer - fix thanks to flyinghead -
see comments
2021-08-29 20:39:22 +02:00
twinaphex
cf7b30481b Get rid of gfx_widgets_draw_icon_blend - was just a duplicate of
gfx_widgets_draw_icon with blend_begin and blend_end wrapped around it
2021-08-29 15:21:40 +02:00
twinaphex
7f08729a5e Revert "(gfx_display) Make gfx_display_set_fb_size - get rid of the small"
This reverts commit 618cfacd59.
2021-08-26 18:42:43 +02:00
twinaphex
ea6139b234 Revert "(GX) Buildfix"
This reverts commit 96d87802cd.
2021-08-26 18:42:34 +02:00
twinaphex
96d87802cd (GX) Buildfix 2021-08-26 18:31:32 +02:00
twinaphex
618cfacd59 (gfx_display) Make gfx_display_set_fb_size - get rid of the small
getter/setter functions - also finally take this opportunity to stop
setting framebuffer width/height/pitch for menu drivers that don't
use a framebuffer texture at all
2021-08-26 18:26:44 +02:00
sonninnos
22de07a662 MSVC buildfix 2021-08-24 22:28:13 +03:00
sonninnos
d5b1c3092f Screen Resolution list sanitizing 2021-08-24 20:01:19 +03:00
jdgleaver
67bc91c1d0 (gfx_display.c) Remove unused variables 2021-08-23 12:11:00 +01:00
twinaphex
bea512b70b Get rid of gfx_display_draw_texture - use gfx_display_draw_quad instead 2021-08-22 17:57:21 +02:00
twinaphex
54ae219302 Fix gfx_display_draw_texture - fixes D3D11/D3D12/D3D10 OSK issues 2021-08-22 17:17:09 +02:00
sonninnos
2482a6f42a (WINSDL2) Fix keycodes 2021-08-21 22:27:08 +03:00
twinaphex
b620325714 Rename HAVE_ARM_NEON_OPTIMIZATIOn to HAVE_ARM_NEON_ASM_OPTIMIZATIONS,
rename DONT_WANT_ARM_OPTIMIZATIONS to DONT_WANT_ARM_NEON_OPTIMIZATIONS
2021-08-21 18:00:59 +02:00
twinaphex
462137305b Simplify win32_get_metrics 2021-08-21 02:24:32 +02:00
twinaphex
eb50d7dbb4 (UWP) Push temporary fixes for issue that happens when resizing on UWP
with latest Xbox Series dashboard; DXGIResizeBuffers passing 0, 0 as
width/height is apparently problematic as it changes 0, 0 to 8,8
instead,
breaking the program
2021-08-20 23:16:01 +02:00
twinaphex
ffb59e5261 (UWP) Turn this back on again - seems to work fine on Xbox 2021-08-20 10:07:29 +02:00
Francisco Javier Trujillo Mata
a442c5b14f Simplify logic for transparencies 2021-08-16 13:12:06 +02:00
Autechre
9e84c5c2c8
Merge pull request #12787 from sonninnos/win32-orig-refresh
(WIN32) Remember original refresh rate
2021-08-12 19:24:01 +02:00
Autechre
f0bd4e9172
Merge pull request #12785 from sonninnos/win32-vulkan-cleanup
(WIN32/Vulkan) Refresh rate fixes + cleanups
2021-08-12 19:23:29 +02:00
sonninnos
f1c276b751 (WIN32) Remember original refresh rate 2021-08-12 19:15:55 +03:00
sonninnos
11b0667e72 (WIN32/Vulkan) Refresh rate fixes + cleanups 2021-08-12 18:33:58 +03:00
twinaphex
20ef0667b0 Add initial webOS port courtesy of informatic/webosbrew/mariotaku 2021-08-11 20:04:11 +02:00
Francisco Javier Trujillo Mata
2aeb0b079e Implement aspect_ratio and scaling integer to PS2 2021-08-10 18:14:02 +02:00
twinaphex
6fe45a451d (Metal raster font) Fix severe font driver leaks 2021-08-08 00:42:56 +02:00
Autechre
a40d1ce8b6
Merge pull request #12759 from fjtrujy/ps2_gfx_alpha
Implement Alpha for the PS2_GFX driver
2021-08-07 16:14:49 +02:00
sonninnos
079070daf7 (WINRAW) Prevent Alt getting stuck when Alt-Tabbing 2021-08-07 04:24:20 +03:00
Francisco Javier Trujillo Mata
885f9bbcc3 Implement Alpha for the PS2_GFX driver 2021-08-06 14:29:37 +02:00
sonninnos
4e90b731d3 (WINRAW) Alt key fix 2021-08-05 15:24:41 +03:00
sonninnos
2c47d94bf5 (WINRAW) Change legacy virtual keys to scan codes 2021-08-04 19:23:56 +03:00
twinaphex
bdba803909 wnd_proc_common_internal - move out code that was only relevant for
Winraw and put it into the Winraw specialized function callback, delay
initialization of mod variable until we use it
2021-08-03 13:46:58 +02:00
twinaphex
e596bf7925 Buildfix for previous commit 2021-08-02 16:19:26 +02:00
twinaphex
2af9441d35 Create separate wnd_proc functions for winraw 2021-08-02 16:14:58 +02:00
sonninnos
2962707d5f (WINRAW) Trigger joypad driver reinit on DEVICECHANGE 2021-08-01 22:35:27 +03:00
twinaphex
78341e5824 (D3D12) Fix some header includes 2021-07-30 15:18:56 +02:00
twinaphex
ab9a4a95b1 (D3D12) Fix some header includes - probably a mistake that wiiu_dbg.h
was added to the d3d12.c driver
2021-07-30 15:16:14 +02:00
Francisco Javier Trujillo Mata
dadf49764b Implement proper ps2_font driver instead of using the font driver from gskit 2021-07-24 10:32:09 +02:00
Autechre
a65a5c675a
Merge pull request #12684 from jdgleaver/rs90-scaling
(RS90) Add optional approximate 'semi-linear' scaling filter
2021-07-22 16:56:14 +02:00
Remi McGill
fdee0f4e7e Max_Shader_Parameters_Increased_to_1024 2021-07-22 10:20:50 -04:00
jdgleaver
218286aa99 (RS90) Add optional approximate 'semi-linear' scaling filter 2021-07-21 14:11:42 +01:00
Autechre
be89054d07
Merge pull request #12681 from QuarkTheAwesome/gx2-scissorfix
(Wii U) Fix Ozone rendering error
2021-07-20 14:58:53 +02:00
Ash Logan
60c32fe494 (Wii U) Render font lines with correct spacing
No idea about this one, borrowed code from the Vita and it makes 
multi-line rendering look correct again
2021-07-20 20:05:44 +10:00
Ash Logan
20e70f9caa (Wii U) Only sample alpha channel when rendering fonts
The font backend provides only the alpha channel for a given glyph, but 
we were sampling that channel for the r, g, b and a. Fix by hard-coding 
the sampled colour to white - the actually desired colour is multiplied 
in later.
2021-07-20 19:57:35 +10:00
Ash Logan
4621ed7dcc (Wii U) Display scissor doesn't use inverted coordinates
Unlike the draw callback, seems the scissor callback does *not*
have an inverted y-coordinate. Yay!
2021-07-20 18:51:53 +10:00