Henrik Rydgård
6f173b9134
Harmonize some VS project settings.
2018-08-14 22:41:39 +02:00
Henrik Rydgård
75827004e1
Properly fix the iterator bug, oops.
2018-08-14 21:26:42 +02:00
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
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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
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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.
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Fixes #11300 .
2018-08-13 07:32:53 -07:00
Henrik Rydgård
39eb2b4153
Merge pull request #11298 from unknownbrackets/gles-depal
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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
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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.
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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
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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
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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.
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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
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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.
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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.
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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.
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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
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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.
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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
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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.
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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.
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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.
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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.
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Depth clamping bypasses the 4096x4096 box check.
2018-08-05 17:17:55 -07:00
Unknown W. Brackets
921727f163
GE Debugger: Fix preview crash.
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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.
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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
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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
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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
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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.
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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.
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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.
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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
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Avoid discard when we can blend
2018-07-29 09:49:16 +02:00
Henrik Rydgård
ec650adbc1
Merge pull request #11273 from unknownbrackets/savedata
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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.
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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.
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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.
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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.
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May improve performance on PowerVR.
2018-07-27 20:06:41 -07:00
Unknown W. Brackets
5ad948df73
Vulkan: Avoid discard when we can blend.
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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