Henrik Rydgård
50f4e4b1fd
SDL buildfix
2023-08-14 11:02:29 +02:00
Henrik Rydgård
ff6e118fff
Get rid of a lot of ifdefs around presentation mode. Instead, set things dynamically.
2023-08-14 11:02:29 +02:00
Henrik Rydgård
86fcb28d4d
Remove "bool retainControl_" for simplicity. Not needed.
2023-08-13 18:40:35 +02:00
Henrik Rydgård
d167a11b1c
SDL: Add a way to reset OpenGL graphics by pressing F7.
2023-05-29 11:48:03 +02:00
Henrik Rydgård
0b156e734b
Pass w and h into the SDL graphics contexts
2023-03-28 16:05:33 +02:00
Henrik Rydgård
8b431b39ba
Wrap the display globals in a struct ( #16998 )
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* Wrap the display globals in a struct
Makes it easier to search/replace these, for future refactorings.
* Some renaming
* Qt buildfix, also fix the Qt build on Mac (got broken with battery changes)
* Attempt at buildfixing ios
* UWP buildfix
2023-02-25 13:09:44 +01:00
Henrik Rydgård
cb16f193ec
Fix the problem. Still need to leave the loop with SDL even if we supply a swap function.
2023-01-30 15:45:05 +01:00
catsout
83fccd0835
SDL: fix glew on wayland by ignore glx
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glXGetProcAddress works on wayland if linking with x11.
As long as we don't use glx related funcs,
no_glx_error can be ignored.
SDL should handle the no_glx_error brefore glewInit.
Glew is only used to init gl funcs.
related:
https://github.com/nigels-com/glew/issues/172
2022-10-18 20:49:27 +08:00
Unknown W. Brackets
f8e50b1dc7
SDL: Respect inflight frames setting in GL.
2021-11-27 06:57:26 -08:00
Henrik Rydgård
0e3a84b4a8
Move most GPU things to Common.
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It works after the move, on Windows and Android at least.
Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård
f01ba6dc84
Move NativeApp.h to Common/System, split into NativeApp.h and System.h
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Buildfix
2020-10-04 11:42:16 +02:00
Henrik Rydgård
b7edf75437
Move Display.cpp/h to Common.
2020-10-04 11:42:16 +02:00
Henrik Rydgård
5d64fc5ff1
Switch to PPSSPP's assert functions (don't use the system's)
2020-08-16 10:01:10 +02:00
Henrik Rydgård
80e0f85332
Getting really close to getting rid of base/logging.h now.
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Qt buildfix
2020-08-15 19:09:01 +02:00
Henrik Rydgård
6560192d8e
Support full VSync control in SDL OpenGL.
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(Not yet Qt).
Forgot about iOS
SDL headless buildfix
Additional iOS buildfix
2020-07-19 12:07:16 +02:00
Unknown W. Brackets
b46bf8e4e7
SDL: Try to continue if EGL init fails.
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Probably we should just stop using EGL on SDL2, but I'm not sure if
that's making things work for some users. But if EGL init fails, try
to avoid a segfault and skip EGL.
Should help #12474 .
2020-05-23 16:26:47 -07:00
Unknown W. Brackets
54a393386f
SDL: Use whatever display SDL gives us for EGL.
2019-07-06 12:33:37 -07:00
hissingshark
58b473a64c
Fix build error
2019-06-11 12:52:05 +01:00
Unknown W. Brackets
edbefa8ee2
SDL: Adjust EGL config choice heuristics.
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See #12049 :
* Require EGL_WINDOW_BIT more strongly.
* Allow EGL_NON_CONFORMANT_CONFIG (but still not EGL_SLOW_CONFIG.)
2019-06-10 17:43:16 -07:00
Unknown W. Brackets
ff9911deb5
SDL: Fix compile error when not using FBDEV.
2019-03-23 07:26:47 -07:00
Henrik Rydgård
d7f3f15b85
Add missing line to SDL EGL init (no way this path could have worked anywhere?)
2019-02-27 11:26:31 +01:00
Henrik Rydgård
e715fe0382
EGL errors should cause us to bail. Also downweight alpha in the EGL config chooser. See #11839
2019-02-27 10:33:36 +01:00
Henrik Rydgård
b8e56b361e
EGL: Avoid HDR mode. Uses unknownbrackets' changes from #11839 .
2019-02-26 08:57:51 +01:00
Unknown W. Brackets
b4496f1975
Core: Move config enums to separate file.
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These are a bit strewn about and there are constants that aren't
consistently used, which just adds confusion.
2018-06-23 10:59:18 -07:00
Unknown W. Brackets
1b41759051
SDL: Avoid alpha on Mali/ARM devices using GLES.
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See #10534 .
2018-06-16 16:19:17 -07:00
hissingshark
84273ff5eb
SDL: Buildfixes for EGL lookup.
2018-06-16 16:12:43 -07:00
Unknown W. Brackets
3b8a847654
SDL: Allow more EGL configs.
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This attempts to choose the "best" config using weights.
2018-06-16 16:12:43 -07:00
Unknown W. Brackets
9be20323ef
SDL: Start with window hidden.
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This fixes start in fullscreen on Mac. Otherwise, it animates to
fullscreen and back for every GL init attempt.
2018-06-09 16:57:00 -07:00
Unknown W. Brackets
a7023ac542
SDL: Move EGL init code into SDLGLGraphicsContext.
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It should really be cleaned up, but I'm not sure if EGL_Open can be
moved later and don't currently have a setup to test, so I'm just
cargo culting.
2018-06-05 23:02:50 -07:00
Unknown W. Brackets
78a41980df
SDL: Use fullscreen for mobile/GLES.
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Also, allow resize for Vulkan outside mobile.
Thanks go to hissingshark.
2018-06-05 20:40:58 -07:00
Unknown W. Brackets
f2a75719d8
SDL: Properly try multiple GL versions.
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Thanks go to hissingshark.
2018-06-05 20:40:50 -07:00
Henrik Rydgård
4b4a2a4096
Buildfixes
2018-02-25 11:25:16 +01:00
Henrik Rydgård
99386da01e
Minor cleanups
2018-02-04 13:42:04 +01:00
Henrik Rydgård
85446d6c51
Split the SDL graphics contexts into their own files.
2018-02-04 13:42:04 +01:00