Commit Graph

40 Commits

Author SHA1 Message Date
Henrik Rydgård
45d94c4877 Switch all images to dynamic lookup in the atlas by string ID.
SLN fix

It works, but with the wrong images and the wrong characters!

Fix another bug in atlastool's binary output

Get Android building again.

Oops, didn't mean to disable this permanently.

Error checking

Minor cleanup

Gotta tweak my git ignores...

Regenerate metadata
2020-03-01 12:06:47 +01:00
Henrik Rydgård
d35fd5040d Delete unused support for ETC1 texture compression 2020-02-29 17:50:35 +01:00
Henrik Rydgård
e4cf97557a Recreate the VS projects in 2017 2020-02-29 16:56:28 +01:00
Henrik Rydgård
2bf92c5d97 Atlastool/zimtool: Make it easy to build these on Windows (prebuilt submodule) 2020-02-29 12:19:08 +01:00
Henrik Rydgård
f7a2fc963d Vain attempt to make the Windows buildbot happy, after LunaMoo's comment in #12052 2019-05-20 10:57:37 +02:00
driver1998
87f43d51ef Fix UnixTests and HeadlessHost on ARM 2019-05-04 23:56:55 +08:00
driver1998
763b85d723 Update Visual Studio project files for Windows ARM32/ARM64 2019-05-04 22:45:15 +08:00
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
785858dbf8 Basic Discord presence integration. 2018-08-13 00:20:09 +02:00
Henrik Rydgård
d55bc86d3e Split out the UWP build into a separate .sln file. 2017-03-23 10:02:29 +01:00
Henrik Rydgård
e583a85798 UWP: Do some build system hackery to make it workable to make GOLD builds. Give the Gold build its own GUID 2017-03-23 10:02:29 +01:00
Henrik Rydgard
4a98bd904e D3D11: Implement basic screen rotation (90 degree is the only one fully implemented) 2017-03-23 10:02:28 +01:00
Henrik Rydgard
3c52570552 Add UWP projects and rough UWP entry point application based on the sample
Delete sample load, hook things up. It now builds but doesn't run

Reformat, add an event
2017-03-23 10:02:27 +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
83b4be6848 Update the .sln version 2017-01-24 18:11:48 +01:00
Henrik Rydgard
22f47d3787 Remove redundant configuration, remove temp hack 2016-03-20 19:31:02 +01:00
Henrik Rydgard
c64064024d Initial vulkan code.
This was squashed from nine commits but using old versions of Vulkan.
2016-03-20 19:18:35 +01:00
Henrik Rydgard
8684180620 Add ppsspp-glslang as a submodule (shader compiler for future Vulkan support)
This also adds a Windows project file, for building it.
2016-02-17 21:38:35 +01:00
Unknown W. Brackets
85533dad6e Native merge part 2: update build files.
And a couple minor stragglers.
2015-09-06 13:06:57 -07:00
Henrik Rydgard
4ebdf49fb6 Update ffmpeg to master, also switching to static linking of MSVCRT. Don't forget to update your submodules! 2015-01-24 13:30:37 +01:00
Kingcom
f6cedcbff5 Replace assembler with a submodule 2014-11-23 21:09:40 +01:00
Dante38490
d996b3aa06 -Update VS 2013
While the project is already in 2013, except the SLN file.
2014-02-17 15:45:29 +01:00
Henrik Rydgard
c53b32d154 Show a dismissable notification if PPSSPP is behind the latest official release 2013-11-26 14:04:29 +01:00
Henrik Rydgard
0624f505b2 Oops, restore solution version. 2013-10-15 01:33:04 +02:00
Henrik Rydgard
0c2c1751f5 Windows: Let's not link with D3DX, requiring that DLL, until we actually use the D3DX shader compiler. 2013-10-15 01:16:43 +02:00
Henrik Rydgård
2659c9f0f4 Unbump the version number of the sln file. 2013-04-18 17:27:14 +02:00
Henrik Rydgard
32f344d6bd Very basic internationalization. Does not work on Android yet due to location of ini files. 2013-04-18 12:06:26 +02:00
Henrik Rydgard
0b87abe945 Revert accidentally increased .sln version number. also throw in lowp in UI shaders. 2013-03-30 17:32:00 +01:00
Henrik Rydgard
7425532e99 Move non-Android specific stuff from android/jni to /UI.
Move source_assets one level up, too.
Also, start prototyping GameInfoCache, you'll see what it's for soon...
2013-03-30 15:46:26 +01:00
Darth1701
69bec091e1 Update Windows/PPSSPP.sln
Fix for VS 2010
2013-01-23 13:08:51 +01:00
Henrik Rydgard
8ff96bbcd8 Defer vertex decoding until flush. Track draw calls so that they can be cached later. 2013-01-19 17:05:50 +01:00
Darth1701
e6a85eb7df Update Windows/PPSSPP.sln 2013-01-19 11:11:20 +01:00
Henrik Rydgard
7b13477fda Add UnitTest project (only set up win build for now, lazy me)
This is for local testing of stuff that doesn't need to be tested
in context in the emulator.
Enable building ArmEmitter under any platform, just for testing.
2013-01-19 10:07:14 +01:00
Henrik Rydgard
e370a1a8aa Fix project and .rc so it builds with VS 2010 Express, thanks Darth1701. Plus logging tweaks. 2012-11-29 10:41:48 +01:00
Unknown W. Brackets
063f914ff3 Fix project files so things build again. 2012-11-24 09:20:53 -08:00
Florent Castelli
56175bc505 Defer blend, cull and depth test changes to draw command
Avoid unnecessary state changes and reduces the amount of OpenGL calls.
It also puts all the interesting logic at the same place, reducing the
complexity a little.
2012-11-24 15:19:29 +01:00
Henrik Rydgard
e5c6cf965b Fixes and optimizations to vertex decoding and lighting.
Motorcycles are now visible in MotoGP.
2012-11-16 15:16:14 +01:00
Henrik Rydgard
ac910d7e75 Fix Windows and Android builds. 2012-11-05 15:42:21 +01:00
Arthur Blot
5b5618d32d Added ~PSP decryption system using kirk-engine 2012-11-05 14:59:38 +01:00
Henrik Rydgard
4f7ad15758 Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00