Commit Graph

846 Commits

Author SHA1 Message Date
Unknown W. Brackets
2faaf0a9fa http: Cancel remote server connects faster.
This way the UI doesn't appear to hang when you click cancel.
2017-03-22 00:03:08 -07:00
Unknown W. Brackets
07d2b4fb46 UI: Make popups transition their button. 2017-03-21 18:45:49 -07:00
Unknown W. Brackets
4fb8ac96ce UI: Zero initialize EventParams in typical usage.
Better to be safe.
2017-03-21 18:45:48 -07:00
Henrik Rydgård
fdfc572b69 Misc logging improvments, minor safety check 2017-03-20 13:07:22 +01:00
Henrik Rydgård
9bbb3b3c88 zip_close warning/bug fix 2017-03-20 11:44:44 +01:00
Unknown W. Brackets
09dac5dfa3 UI: Fade PopupScreens out too. 2017-03-19 17:45:39 -07:00
Unknown W. Brackets
073e056369 UI: Allow overriding dialog logic on finish.
This seems cleaner.
2017-03-19 17:43:03 -07:00
Unknown W. Brackets
d8600229f4 UI: Generalize easing functions a bit. 2017-03-19 17:16:23 -07:00
Unknown W. Brackets
9f3415f43f UI: Ask linear child views to stay inside AT_MOST.
Fixes the DevMenu pop up in larger windows.
2017-03-19 16:36:21 -07:00
Unknown W. Brackets
efbfdbb4a7 UI: Make PopupScreens animate in just a bit. 2017-03-19 16:33:32 -07:00
Unknown W. Brackets
9c15efaa85 UI: Consider only the lower screen's postRender.
This makes more sense at least than applying one of each...
2017-03-19 15:42:13 -07:00
Unknown W. Brackets
a36ecb7065 UI: Track translate/scale/fade transform by screen.
This translates drawing, scissor, and touch to the transform.
2017-03-19 15:42:13 -07:00
Florent Castelli
7d4c8780e5 cmake: Fix linking against system Snappy 2017-03-19 18:44:12 +01:00
Florent Castelli
e0cce7602b cmake: Fix linking against system GLEW 2017-03-19 18:44:12 +01:00
Unknown W. Brackets
4514af9d6e Windows: Improve core context init.
This clears the error from glewInit(), and ensures we check GL extensions
only after selecting the desired GL profile.

Also, consistently use the core profile flag to select the context.
2017-03-18 13:47:15 -07:00
Henrik Rydgard
24cfb73bff Minor script updates 2017-03-18 16:33:16 +01:00
Henrik Rydgard
dac9d348ff Make it very slightly easier to build atlastool on Windows. Still not exactly convenient. 2017-03-18 16:33:16 +01:00
Henrik Rydgard
908193e894 Rework Android lost/restore lifecycle again. Can autorotate screen without crashing again. Should help #9295 and maybe #8906. 2017-03-18 15:21:26 +01:00
Henrik Rydgard
85d0b89b7b GL: Improve lost managment in DrawContext framebuffers 2017-03-18 13:55:15 +01:00
Henrik Rydgard
378170d723 Add ability to tag objects in the gl_lost_manager 2017-03-18 13:55:15 +01:00
Henrik Rydgård
8a29705165 Windows: Update dpiScale of fonts before recreating them on resize. Fixes #9437 2017-03-17 13:29:22 +01:00
Henrik Rydgård
aefad893f8 Windows: Start at a sensible window size if high-DPI. Avoids the worst of #9437 but does not fix it. 2017-03-17 13:22:00 +01:00
Henrik Rydgard
4d5e0a3c89 SDL: Fix the command line parser to not double-parse args, fixing #9367 2017-03-16 10:50:08 +01:00
Henrik Rydgård
f4a0c4504f Fixes to GPU system information. Fixes #9434 2017-03-16 09:48:10 +01:00
Henrik Rydgård
f8343e9efc Add Gradle build. This time, we don't remove the old build system and we don't switch Travis. 2017-03-15 19:42:17 +01:00
Henrik Rydgard
f5c3b15746 Buildfix on Windows 2017-03-15 19:33:33 +01:00
Henrik Rydgard
f4e56d5924 Update vulkan headers to latest (1.0.42.1) 2017-03-15 19:12:13 +01:00
Henrik Rydgård
0c0ffe8a22 Hopefully buildfix Linux (untested) 2017-03-15 17:39:32 +01:00
Henrik Rydgård
a4699a37df Update armips with regex workaround 2017-03-15 15:47:30 +01:00
Henrik Rydgård
e17772b58d Merge pull request #9430 from unknownbrackets/input-state
Remove legacy InputState tracking
2017-03-15 10:16:14 +01:00
Unknown W. Brackets
b00e788648 Correct touch id generation.
GestureDetector still has a max of 10.
2017-03-14 22:21:01 -07:00
Unknown W. Brackets
e1ef359e80 Remove unused drag capture state tracking. 2017-03-14 22:07:07 -07:00
Unknown W. Brackets
9e390510df Remove legacy InputState. 2017-03-14 22:07:07 -07:00
Unknown W. Brackets
255c726c1e Remove legacy pointer tracking outside Windows. 2017-03-14 22:07:05 -07:00
Unknown W. Brackets
df67497388 Remove legacy accelerometer state. 2017-03-14 22:07:03 -07:00
Henrik Rydgård
7e007c3973 Merge pull request #9426 from unknownbrackets/input-state
Remove various legacy parts of the InputState
2017-03-14 09:34:57 +01:00
Unknown W. Brackets
f3c518ac7f Remove unused AxisPos. 2017-03-13 23:08:09 -07:00
Unknown W. Brackets
94700f287d Remove pad_lstick/rstick/ltrigger/rtrigger. 2017-03-13 23:01:50 -07:00
Unknown W. Brackets
22396ebe8f Remove legacy button mapping.
No longer used either.
2017-03-13 22:59:52 -07:00
Unknown W. Brackets
2812ddcc86 Remove End/UpdateInputState and ButtonTracker.
No longer used for anything.
2017-03-13 22:58:38 -07:00
Unknown W. Brackets
02855e7abb Remove unused pad_buttons and old virtual_input.
GamepadEmu does this now.
2017-03-13 22:57:22 -07:00
LunaMoo
429bf5d8b3 Use $(DefaultPlatformToolset)_xp for easier VS builds with different toolsets. 2017-03-13 21:40:08 +01:00
Henrik Rydgård
0079f745fe Update glslang+SPIRV-Cross submodules 2017-03-13 19:28:28 +01:00
Henrik Rydgård
a8310249f8 Warning fix (close() was undeclared) 2017-03-13 16:14:31 +01:00
Henrik Rydgård
e6abf1862c Warning fixes 2017-03-13 13:55:30 +01:00
Henrik Rydgård
d93e118496 D3D11: Avoid doing redundant framebuffer switch calls 2017-03-13 13:55:29 +01:00
Henrik Rydgård
da3ac4a1de D3D11 CopyFramebufferImage: Clip copies to the size of the source surface. 2017-03-13 13:55:29 +01:00
Unknown W. Brackets
ef57eafaad Correct GE debugger font size in small window mode.
This should handle high and low DPI cases correctly, to avoid making the
text unreadably small.
2017-03-12 12:17:35 -07:00
Henrik Rydgård
537115f25c Merge pull request #9418 from xebra/cleanup_spline_bezier
GLES:Remove texture_half_float extension.
2017-03-12 17:09:24 +01:00
xebra
b9a9a509ae GLES:Remove texture_half_float extension. 2017-03-13 01:02:05 +09:00
Henrik Rydgård
586a0400cd Merge pull request #9416 from hrydgard/ui-generate-mipmap
Reintroduce mipmaps for images in the UI like screenshots (D3D11, OpenGL, D3D9)
2017-03-12 16:55:02 +01:00
Henrik Rydgård
c1881a09c5 Merge pull request #9413 from unknownbrackets/small-window
Render small window fonts at double resolution
2017-03-12 16:54:53 +01:00
Henrik Rydgard
8a8360ef96 Reintroduce mipmaps for images in the UI like screenshots (D3D11, OpenGL, D3D9) 2017-03-12 16:30:53 +01:00
Henrik Rydgård
cfb93a707c Merge pull request #9370 from fireballwayne/remoteiso
Remoteiso
2017-03-12 12:39:45 +01:00
Unknown W. Brackets
87ab24c085 Render small window fonts at double resolution.
Otherwise, they become blurry at half-pixel offsets (such as when a
settings pop up is centered.)
2017-03-11 13:07:52 -08:00
Henrik Rydgård
3286c62ee5 Fix shutdown crash in SDL builds. Fixes #9409 2017-03-11 12:58:21 +01:00
Fireball Wayne
ed046079a5 Function name change, additional comments, code cleanup for remote disc streaming 2017-03-11 00:46:50 -05:00
Fireball Wayne
8853b72684 Resolve conflict on http::client get 2017-03-11 00:23:49 -05:00
Henrik Rydgård
7520c0e273 UWP: Don't try to use dual source blending on D3D9 feature level devices. 2017-03-10 00:12:57 +01:00
Henrik Rydgård
529d84a57b Avoid a crash if trying to do two screen switches at once.
Managed to make this happen while using the UWP File Open dialog - it
lagged and I started another action while it hadn't returned.
2017-03-07 15:33:23 +01:00
Henrik Rydgård
bd33f5d032 CMake: Add a custom cmake file for SPIRV-Cross that avoids building extra binaries 2017-03-06 18:50:51 +01:00
Henrik Rydgård
85c8d9b806 Homebrew Store: Add support for cancelling downloads, fix progress bar. Fixes #9374 2017-03-06 16:03:05 +01:00
Henrik Rydgård
a1941d8a81 It's enough to call net::Init/Shutdown in NativeInit/Shutdown. Remove other calls. 2017-03-06 10:51:28 +01:00
Henrik Rydgård
12d839d679 UI: Fix issue where on some DPI/resolution combinations, a line of uncleared data would be visible at the bottom and right parts of the window. 2017-03-06 10:36:31 +01:00
Henrik Rydgard
042d09a049 Fix #9390, also unbreak D3D11 screenshots 2017-03-05 20:30:39 +01:00
Henrik Rydgard
496ebf710a Add more sanity checks in png_load. 2017-03-05 12:35:13 +01:00
Henrik Rydgard
116edcb77a Take the D3D11 feature level into account when creating shaders. May help #9369 2017-03-05 12:31:33 +01:00
Henrik Rydgard
85717a981c Show feature levels in System Info, allow lower D3D11 feature levels 2017-03-05 11:05:36 +01:00
Henrik Rydgard
340f0cff2c Prepare for supporting manual screen rotation 2017-03-05 10:54:45 +01:00
Henrik Rydgard
7b3f84aae8 More buildfixes for Windows on ARM 2017-03-05 10:52:08 +01:00
Henrik Rydgard
e9f2f82863 Windows Mobile 10 D3D11 fixes 2017-03-05 10:15:56 +01:00
Henrik Rydgard
5d4700ae7e Sprinkle calls to CHECK_GL_ERROR_IF_DEBUG all over the place, disabled by default. 2017-03-03 14:18:40 +01:00
Henrik Rydgard
f95459ab0d Fix bug where we tried to set aniso even if unsupported. Fixes #9377 2017-03-03 14:16:15 +01:00
Henrik Rydgård
92d082b74d Don't crash hard on shutdown if sharing ISOs over the network 2017-03-02 11:07:24 +01:00
Henrik Rydgard
a0688d4161 Patch up the threadpool used for texture scaling to work. Really needs a rethink. Fixes #9372 2017-03-02 10:49:47 +01:00
Henrik Rydgard
d46397627e Buildfixes 2017-02-28 11:40:29 +01:00
Henrik Rydgard
26a2d42731 Big mutex overhaul - remove our custom ones, make them non-recursive where possible 2017-02-28 11:40:29 +01:00
Henrik Rydgard
50be4e72b2 Get rid of our own silly reimplementation of std::thread 2017-02-27 20:51:36 +01:00
Henrik Rydgard
5de190a45f D3D11: Move the responsibility for the swapchain out of the DrawContext so it can be used with differently-managed D3D like with UWP.
Minor cleanups.
2017-02-27 10:10:24 +01:00
Henrik Rydgard
c219ae9e63 Further UWP fixes 2017-02-25 09:57:24 +01:00
Henrik Rydgard
03dab0fdbd More UWP prep 2017-02-25 09:57:22 +01:00
Henrik Rydgard
f5fa238e22 More minor changes to make GPU and native build on UWP later 2017-02-24 20:26:38 +01:00
Henrik Rydgard
fcbc20f240 Small changes to make Common and Core build under my preliminary UWP setup. 2017-02-24 18:59:41 +01:00
Henrik Rydgård
c355947bca Merge pull request #9350 from hrydgard/d3d11-postproc
D3D11 postprocessing shaders
2017-02-23 20:39:28 +01:00
Henrik Rydgard
79bd01efb8 D3D11: Add support for viewing the depth and stencil buffers in the GE debugger 2017-02-23 16:27:26 +01:00
Henrik Rydgard
e7612c13da Initial work on post-shader translation for D3D11 2017-02-23 12:42:24 +01:00
Henrik Rydgard
acde17e3ce Improvements to D3D11 detection and error handling. 2017-02-23 10:40:55 +01:00
ASL97
56431ca9ab Don't minimize PPSSPP when losing focus while fullscreen 2017-02-23 05:51:25 +08:00
Henrik Rydgard
f24b1495ba Assorted texture format cleanup, prep for supporting D3D11 on Win7 2017-02-22 16:23:04 +01:00
Henrik Rydgard
b94ad12aea D3D9: Use D3DLOCK_DISCARD when updating whole textures, may be a small speedup 2017-02-21 11:35:06 +01:00
Henrik Rydgard
e16e1b6d7e GL: If possible, use glCopyImageSubData instead of glBlitFramebuffer to copy depth buffers 2017-02-21 11:10:44 +01:00
Henrik Rydgård
40e414cd75 Merge pull request #9330 from hrydgard/xinput-multiple-pads
Let multiple XInput devices be mapped separately. Fixes #8250
2017-02-21 10:52:15 +01:00
Henrik Rydgard
fd20788a67 Missing initialization, warning fixes, fix display of tabs in fast text drawing 2017-02-20 11:21:07 +01:00
Henrik Rydgard
947f8c5bdd Let multiple XInput devices be mapped separately. Fixes #8250 2017-02-19 15:02:47 +01:00
Henrik Rydgard
b75e299b4f Linux buildfix 2017-02-19 13:11:35 +01:00
Henrik Rydgard
387ad7e4d6 OpenGL DrawContext texture handling cleanup, fixing some bugs. 2017-02-19 12:25:37 +01:00
Henrik Rydgard
1c33ac8dc1 Fix even more confusion around 4-bit RGBA texture formats 2017-02-19 11:09:42 +01:00
Henrik Rydgard
eabcb22623 Refactor away SetImageData 2017-02-19 11:02:24 +01:00
Henrik Rydgard
d7238c39e9 Disable logic ops, the D3D11 debug layer says they don't work anyway.. 2017-02-18 12:17:51 +01:00
Henrik Rydgard
5a0ee6cc36 Add some plumbing to be able to reach DX11.1 features. 2017-02-18 01:54:28 +01:00
Henrik Rydgard
6a09d45aee D3D11: Add proper checks for B4G4R4A4 format support. Not yet using the checks. 2017-02-18 01:41:08 +01:00
Henrik Rydgard
584650a0c2 Initial preparations for logic op support 2017-02-18 01:41:08 +01:00
Henrik Rydgard
e8396b10f9 D3D11: Implement screenshots. 2017-02-18 00:43:02 +01:00
Henrik Rydgard
0e8aeaea3a D3D11: Implement basic framebuffer readback.
Also make debug interfaces more consistent.
2017-02-18 00:07:49 +01:00
Henrik Rydgard
522ac5c739 Add an escape route to D3D9 in case D3D11 fails to initialize. Cleanups. 2017-02-17 19:53:24 +01:00
Henrik Rydgard
2fabe3e1c5 Fix a number of resource leaks, both D3D11-only and general.
Additionally, fix D3D11 BlitFramebuffer
2017-02-17 19:23:01 +01:00
Henrik Rydgard
f8305e8e47 Windows: Add main menu item for Direct3D11 2017-02-17 16:04:00 +01:00
Henrik Rydgard
4538edad14 Work towards enabling shader blending on D3D11 2017-02-17 12:21:18 +01:00
Henrik Rydgard
a847de9522 Fix some minor gl bugs 2017-02-15 23:56:38 +01:00
Henrik Rydgard
0fb1e95bac Remove GLSL program argument to DrawActiveTexture - bind before instead. 2017-02-15 22:47:44 +01:00
Henrik Rydgard
5c918da774 Minor cleanups (combined two identical enums, misc) 2017-02-15 11:06:59 +01:00
Henrik Rydgard
a8ee70f23d Import SPIRV-Cross. This will be used later to translate post-processing shaders to the various shader languages we use.
Eventually, this will make it possible to use post-processing with
Vulkan and D3D11. Probably not DX9, though maybe.

Not adding to Android build, there's some strangeness with STL.
2017-02-14 23:33:27 +01:00
Henrik Rydgard
bc2885ba0a Update glslang submodule 2017-02-14 23:32:54 +01:00
Henrik Rydgard
cbf24a9d78 Get rid of "AutoInit", instead always keep the network initialized.
See #9305
2017-02-14 13:12:02 +01:00
Henrik Rydgard
77d087776c D3D11: Support window resize 2017-02-14 11:21:53 +01:00
Henrik Rydgard
94860b6636 Additional D3D11 fixes 2017-02-13 01:38:52 +01:00
Henrik Rydgård
6033b1ee05 D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird... 2017-02-12 18:29:58 +01:00
Henrik Rydgård
07c88ef2b0 D3D11: Fix reverse colors in drawpixels, fix a potential crash 2017-02-12 12:07:37 +01:00
Henrik Rydgård
abbd6cb1d1 Fix DrawActiveTexture, now Buffered Rendering is starting to work 2017-02-12 11:20:55 +01:00
Henrik Rydgård
04b803e2f6 D3D11: Change init method for textures, so we can support mipmapping 2017-02-10 15:40:51 +01:00
Henrik Rydgard
a8dc9360f0 D3D11: Fix clears 2017-02-10 10:32:32 +01:00
Henrik Rydgard
5ee3b534ed More D3D11 improvements 2017-02-10 10:26:18 +01:00
Henrik Rydgard
aba669c3e6 D3D11: Cube now visible 2017-02-10 00:30:42 +01:00
Henrik Rydgard
f9b840dbfd More D3D11 progress 2017-02-10 00:01:56 +01:00
Henrik Rydgard
76587ec61c Further stuff. 2017-02-09 13:28:59 +01:00
Henrik Rydgard
ba95e0f4d9 Initial stab at porting the DX9 backend to D3D11. Not working yet. 2017-02-09 13:28:40 +01:00
Henrik Rydgard
9dd3e18ed4 Fix two minor issues with D3D UI 2017-02-08 17:09:59 +01:00
Henrik Rydgard
096018a163 Texcache: Unify AttachFramebuffer, misc 2017-02-08 15:37:40 +01:00
Henrik Rydgard
a846c4f68f More assorted D3D11 fixes. The samplemask in SetBlendState was the problem. 2017-02-08 14:55:03 +01:00
Henrik Rydgard
768c87ebd3 Fix another D3D11 bug, still no dice... 2017-02-08 13:36:20 +01:00
Henrik Rydgard
82f8bfeb66 DrawContext: Remove the old way of setting uniforms 2017-02-08 13:07:38 +01:00
Henrik Rydgard
9bdae8f32e DrawContext: Use uniform buffers on all platforms (simulated where necessary) 2017-02-08 12:55:58 +01:00
Henrik Rydgard
fe1b593c15 DrawContext: Initial implementation of dynamic UBO support 2017-02-08 12:26:48 +01:00
Henrik Rydgard
41fecc8c16 More D3D11 basics. Only dynamic constant buffers left, then it should display the UI. 2017-02-07 19:45:09 +01:00
Henrik Rydgard
d78d3bb25f Change the API for updating buffers from the CPU to be cleaner 2017-02-07 19:04:44 +01:00
Henrik Rydgard
534a65c610 Remove thin3d buffer->SetData 2017-02-07 18:42:32 +01:00
Henrik Rydgard
691539b428 Stub new UpdateBuffer API 2017-02-07 18:16:52 +01:00
Henrik Rydgard
099b628097 Initial work on D3D11 buffers 2017-02-07 18:04:31 +01:00
Henrik Rydgard
08cebe99fc D3D11: Fix a bunch of errors. Still no buffers or drawing. 2017-02-07 12:12:05 +01:00
Henrik Rydgard
abc80ae770 Enough D3D11 to stumble to the first thin3d draw call. Buffers not implemented yet. 2017-02-07 11:44:44 +01:00
Henrik Rydgard
e5c20b47cd Add new headers to "dx9sdk" for D3D11. Enable building of the very early d3d11 code. 2017-02-07 09:29:23 +01:00
Henrik Rydgard
55aa879216 A lot of buildfixes 2017-02-06 16:16:43 +01:00
Henrik Rydgard
be557fc323 Remove fbo_preferred_z_bitdepth 2017-02-06 11:40:16 +01:00
Henrik Rydgard
e42f5e6f46 Rename the fbo_ functions to match the rest of DrawContext. 2017-02-06 11:40:16 +01:00
Henrik Rydgard
ad29974a56 Change when drawcontexts are allocated. Hook up backbuffer events to fix d3d9 resizing. 2017-02-06 11:40:16 +01:00
Henrik Rydgard
948e2284fd VK/D3D11 early prep 2017-02-06 11:40:16 +01:00
Henrik Rydgard
f1c96c056d Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
Henrik Rydgard
41f770d815 Move dx_state into gfx/d3d9_state 2017-02-05 20:54:24 +01:00
Henrik Rydgard
ba52ba8714 Move global.cpp to native/gfx/d3d9_shader.cpp 2017-02-05 20:50:17 +01:00
Henrik Rydgard
a8f69e7d64 More DX cleanup 2017-02-05 20:06:56 +01:00