Henrik Rydgård
842290b6dd
Workaround for bad int behaviour on Adreno / GLES. (no problems in
...
Vulkan).
See #11480 , should help #11479 .
2018-10-20 13:22:14 +02:00
Henrik Rydgård
42a73e4c76
Fix minor bug in natural.vsh, which caused a gl_error that I ran into when tracing another bug
2018-10-20 12:15:58 +02:00
Henrik Rydgård
c514a27c81
Merge pull request #11475 from pleonex/fix-sigpipe
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Ignore broken pipe / SIGPIPE signal to avoid crash
2018-10-17 09:44:14 +02:00
Benito Palacios Sanchez
f5f9708f3b
Fix undefined MSG_NOSIGNAL
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Only Linux seems to support it.
For other OSes we set to the default value 0x00 to do nothing.
2018-10-16 23:18:57 +02:00
Benito Palacios Sanchez
e221187561
Ignore SIGPIPE signal receiving data to avoid crash
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Co-Authored-By: unknownbrackets <checkins@unknownbrackets.org>
2018-10-16 22:57:58 +02:00
LunaMoo
25230a14f2
Merge pull request #11473 from zerojay/master
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Added 8Bitdo SN30 Pro (Switch Profile) controller
2018-10-16 02:21:13 +02:00
zerojay
cf15f3dfa2
Added 8Bitdo SN30 Pro (Switch Profile) controller
2018-10-15 18:07:45 -04:00
Henrik Rydgård
c6247d1151
Oh, another gradle update. Why not.
2018-10-11 23:45:17 +02:00
Henrik Rydgård
505464eaa5
Vulkan validation: Fix issue where we forgot to transition image mip levels past 0 away from TRANSFER_DST_OPTIMAL during creation.
2018-10-10 22:56:26 +02:00
Henrik Rydgård
0ad166d204
Make sure to save the config while changing backends using the menu bar. Should help #11465
2018-10-10 21:55:10 +02:00
Henrik Rydgård
31893859cc
Merge pull request #11461 from unknownbrackets/dinput-detect
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Windows: Detect DirectInput devices after launch
2018-10-09 07:44:02 +02:00
Unknown W. Brackets
52e2e0763a
Windows: Detect DirectInput devices after launch.
2018-10-08 21:21:37 -07:00
Henrik Rydgard
5a224d7a2b
Disable CheckFailedGPUBackends() in debug builds, for convenience
2018-10-08 13:34:41 +02:00
Henrik Rydgård
52739a1021
Merge pull request #11453 from unknownbrackets/bof3-flicker
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Display: Resched interrupt before vblank threads
2018-10-08 07:53:54 +02:00
Henrik Rydgård
1b8bf31e89
Merge pull request #11454 from unknownbrackets/remote-iso
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http: Allow pbp and ppdmp files too
2018-10-08 07:53:10 +02:00
Henrik Rydgård
a0b019d473
Merge pull request #11455 from unknownbrackets/android-resize
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Android: Fix Vulkan immersive startup
2018-10-08 07:52:47 +02:00
Unknown W. Brackets
5a5483ca93
Android: Fix Vulkan immersive startup.
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Would commonly not actually start with immersive resolution due to race
conditions in setting the resolution and ui visibility.
2018-10-07 16:15:23 -07:00
Unknown W. Brackets
9cb471e5bd
Android: Avoid race on surface destroyed.
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Avoids a segfault in this scenario.
2018-10-07 16:13:34 -07:00
Unknown W. Brackets
d5d572d38e
Android: Consistently use version constants.
2018-10-07 15:24:04 -07:00
Unknown W. Brackets
02b418e711
http: Allow pbp and ppdmp files too.
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Also cleanup a bit.
2018-10-07 14:53:38 -07:00
Unknown W. Brackets
014d9ddead
Display: Resched interrupt before vblank threads.
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Otherwise, we may first schedule to a woken thread, and then immediately
reschedule to the interrupt. Each reschedule costs ticks, and it doesn't
look like this should cause two reschedules.
Improves #11414 , Breath of Fire 3 frame flicker.
2018-10-07 14:41:08 -07:00
Unknown W. Brackets
ca5adcda71
GPU: Reduce log noise while stepping.
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We redisplay the framebuf over and over, which is annoying when you have
debug logging on and are trying to read the log.
2018-10-07 14:40:10 -07:00
xebra
0d7a5cd093
GLES: Fix to delete subimage data since #11447 .
2018-10-08 00:29:41 +09:00
xebra
46d30d02cf
[spline/bezier]minor fix
2018-10-07 23:54:32 +09:00
xebra
eca9386c05
[spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer.
2018-10-07 23:54:31 +09:00
xebra
5f07213c25
[spline/bezier]minor fix
2018-10-07 23:54:30 +09:00
xebra
5f9022ae14
[spline/bezier]minor fix
2018-10-07 23:54:29 +09:00
xebra
405ead8d41
[spline/bezier]Get rid of duplication call of Flush().
2018-10-07 23:54:28 +09:00
xebra
ef53195ae8
[spline/bezier]Surround with namespace Spline.
2018-10-07 23:54:28 +09:00
xebra
1dfb402871
[spline/bezier]Remove comment.
2018-10-07 23:54:27 +09:00
xebra
10afcf2dbb
[spline/bezier]Improve basic spline/bezier structures.
2018-10-07 23:54:26 +09:00
xebra
8ad38dfaae
[spline/bezier]oops
2018-10-07 23:54:25 +09:00
xebra
c49d9e2f72
[spline/bezier]minor fix(referenced to c1f0e981
).
2018-10-07 23:54:24 +09:00
xebra
41823f8780
[spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing.
2018-10-07 23:54:23 +09:00
xebra
89786b943d
[spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders.
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Add changing the quality of HW tessellation.
2018-10-07 23:54:22 +09:00
xebra
d98fa06b5f
[spline/bezier]Fix to build for Android(clang).
2018-10-07 23:54:21 +09:00
xebra
019e276798
[spline/bezier]Modify ControlPoints and fix VertexPreview.
2018-10-07 23:54:20 +09:00
xebra
1c604d5b60
[spline/bezier]Put the control points stuffs all in one structure.
2018-10-07 23:54:19 +09:00
xebra
66833513c0
[spline/bezier]Modify the weights cache variables to a template variable.
2018-10-07 23:54:18 +09:00
xebra
62aaf6336a
Math3D: Something wrong with hand simd optimization in vec2<float>, so it causes very slow down.
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However, compiler optimization is faster enough, so removed it.
2018-10-07 23:54:17 +09:00
xebra
c4a8d80b61
[spline/bezier]Put the output buffers all in one structure.
2018-10-07 23:54:17 +09:00
xebra
a241058d7b
[spline/bezier]Improve TemplateParameterDispatcher class macro to a real class.
2018-10-07 23:54:16 +09:00
xebra
98ddefbd5a
[spline/bezier]Extract an if-check in the hot loops to the template parameter.
2018-10-07 23:54:15 +09:00
xebra
3216a83a92
[spline/bezier]Expand loops in the shaders.
2018-10-07 23:54:14 +09:00
xebra
8c279c0e25
[spline/bezier]Precalculate weights in the shaders using the outer product.
2018-10-07 23:54:13 +09:00
xebra
03b9492f08
[spline/bezier]Sharing textures to avoid heavily textures creation/deletion in one frame. At least, it occurs about 1000 and very slow down in Pursuit Force.
2018-10-07 23:54:12 +09:00
xebra
453e274fbe
[spline/bezier]Fix around vertex type flags.
2018-10-07 23:54:11 +09:00
xebra
d4a667397c
[spline/bezier]Improve shader uniforms a bit.
2018-10-07 23:54:10 +09:00
xebra
de5975f13e
[spline/bezier]Reduce multiplications in the shaders from 16 to 4.
2018-10-07 23:54:09 +09:00
xebra
103d180ae7
[spline/bezier]Get rid of wasted if-checks at Graphics Processors.
2018-10-07 23:54:08 +09:00