Henrik Rydgård
2a438d6e03
Fix VSync on Windows. Should fix #10711
2018-03-12 20:07:31 +01:00
Henrik Rydgård
14c93bdc2b
Minor code/logging cleanups.
2018-02-27 19:44:11 +01:00
Henrik Rydgård
5f8118b82b
Separate T3DCreate* into its own header to avoid including Windows.h etc in some cases.
2018-02-25 10:27:59 +01:00
Unknown W. Brackets
17bcb080f0
GLES: Fix shutdown while stepping.
2018-02-11 15:19:16 -08:00
Unknown W. Brackets
cdf378d20c
GLES: Prevent race condition on shutdown.
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emuThreadState might become STOPPED before the last frame has been run,
which can cause WaitUntilQueueIdle to hang.
It's simpler just to wait until StopThread() is called, since it now is.
This will line up properly with run_.
2018-02-11 11:40:11 -08:00
Unknown W. Brackets
d496b4da9a
Windows: Allow GL thread on graphics restart.
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Unfortunately, it no longer works to go Vulkan -> OpenGL, and used to...
2018-02-10 16:55:52 -08:00
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586e35ad23
Windows: Prevent shutdown lag for non-GL.
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For Vulkan/D3D, it was taking an extra second to quit.
2018-02-10 16:55:51 -08:00
Unknown W. Brackets
2bec3bf3ac
Windows: Trigger StopThread() on shutdown.
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Otherwise, we end up hanging in the loop waiting for emuThreadState to
become STOPPED. It actually has, but ThreadFrame() will block until a new
frame is queued... while will never happen, because the emuthread has
stopped.
2018-02-10 16:55:44 -08:00
Henrik Rydgård
081e15d1c8
Windows: Consistently shutdown the main thread after exiting the message loop.
2018-02-10 09:06:43 +01:00
Henrik Rydgård
8ee426ff74
Get rid of an unused codepath (gl rendering is now always threaded)
2018-02-08 00:23:48 +01:00
Henrik Rydgård
ae19c48138
Cleanup the Windows thread stuff to work like the other platforms. Not quite perfect yet.
2018-02-07 16:00:29 +01:00
Henrik Rydgård
7f30037e45
Android: Fix emuthread management to exit cleanly without hanging. Helps with task switching on Android.
2018-02-07 13:11:43 +01:00
Unknown W. Brackets
9945e011c6
GLES: Avoid a shutdown race condition.
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Also handle DeviceLost before shutdown better.
2018-01-27 15:10:17 +01:00
Unknown W. Brackets
bdf7fdc7a3
GLES: Actually stop the thread on shutdown.
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Fixes shutdown.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
fdca06d208
More work on shutdown, still hanging though.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
e5d571c25a
gl-render-manager: Now threaded mode seems to work fine (and fast!). Shutdown doesn't, though, and there are stability issues.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
af6431986d
OpenGL: Now run GL on a secondary thread. Sync issues remain.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
465939e1c8
Minor fixes, indentation and comments
2018-01-27 15:10:17 +01:00
Henrik Rydgård
422b05e51f
Truncate the '\n' from GL debug strings before logging them.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
542f9f9ef1
Assorted cleanup
2018-01-27 15:10:17 +01:00
Henrik Rydgård
42f2312030
Remove the old CPU threading remains, start redesigning interfaces.
2018-01-27 15:10:17 +01:00
Henrik Rydgård
bd6818198a
More GLRenderManager
2018-01-27 15:10:17 +01:00
Henrik Rydgård
133bef575a
Split Android graphics context implementations into their own files.
2018-01-20 21:47:16 +01:00
Akira Miyakoda
8eeee7e1ab
Windows: Fix loading files with a long path.
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Better handling of a path which exceeds MAX_PATH when converted into UTF-8.
2018-01-19 18:22:06 +09:00
Akira Miyakoda
f8cd9c7e55
Windows: Use sufficient buffer for config file paths.
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MAX_PATH bytes are insufficient when a very long path is converted into UTF-8.
2018-01-18 00:36:27 +09:00
Akira Miyakoda
3f73cfb835
Windows: Fix a small memory leak.
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CommandLineToArgvW() allocates a memory block which must be freed by LocalFree().
2018-01-17 19:25:01 +09:00
Henrik Rydgård
2af796009c
Merge pull request #10533 from AkiraMiyakoda/window_size_10x
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Allow up to 10x window size on Windows.
2018-01-16 22:39:47 +01:00
Akira Miyakoda
5716fce283
Allow up to 10x window size on Windows.
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4x can be too small for today's high resolution monitors.
2018-01-15 21:18:08 +09:00
Unknown W. Brackets
10c67b99c8
Windows: Fix extracting UMD block data.
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Sometimes it's useful to extract a filename the game uses, etc., that's
actually an LBN.
2018-01-14 15:52:20 -08:00
Unknown W. Brackets
79a9018aac
Debugger: Fix hang when viewing invalid RAM.
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If you end up in disassembly near invalid RAM, bad things were happening,
since hitting bad RAM updates the debugger, which hits bad RAM, which...
2017-12-30 11:11:04 -08:00
Henrik Rydgård
8ebbb82c0a
Merge pull request #10459 from unknownbrackets/ui-resized
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UI: Trigger view recreate on static sized screens
2017-12-27 11:07:35 +01:00
Unknown W. Brackets
c0f0bc88af
UI: Trigger view recreate on static sized screens.
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If a screen doesn't size via layout, it needs to recreate views on resize,
which is what the resized() method is for.
2017-12-27 01:13:47 -08:00
Unknown W. Brackets
766b40aad8
GPU: Reset GPUBackend on graphics init.
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This way, when using a port that doesn't support Vulkan, it doesn't just
silently use upside down GL, etc.
2017-12-26 16:02:55 -08:00
Unknown W. Brackets
d6da758ed3
GPU: Remove duplicate BACKEND constants.
2017-12-26 15:55:24 -08:00
Henrik Rydgård
ffa48cb4fc
Merge pull request #10447 from unknownbrackets/update-vram
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Remove "read framebuffers to memory" FBO auto-download
2017-12-25 22:37:48 +01:00
Unknown W. Brackets
ebce6da223
UI: Remove auto-download options.
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See previous commit removing actual functionality.
2017-12-25 11:20:26 -08:00
Unknown W. Brackets
8c1c0e1897
Windows: Track minimize as lost focus.
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It makes sense if we have the other feature. Fixes #9918 .
2017-12-24 18:03:28 -08:00
Unknown W. Brackets
3c5816e2aa
GE Debugger: Allow enable/disable of prim preview.
2017-12-23 02:16:43 -08:00
Unknown W. Brackets
c55db7a496
GE Debugger: Keep prim preview on pan/zoom.
2017-12-23 01:57:03 -08:00
Unknown W. Brackets
a32ccd3eb8
GE Debugger: Fix preview when zooming.
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Before, the coordinates were only right when scaled to fit. When you
zoomed in and panned, it would show in the wrong place because it wasn't
accounting for the flipped backbuffer.
2017-12-23 01:31:04 -08:00
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554a85e6d8
GE Debugger: Save with alpha for PNGs.
2017-12-21 23:47:49 -08:00
Unknown W. Brackets
092cbc2343
GE Debugger: Allow image export from previews.
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This allows exporting textures and half-drawn surfaces.
2017-12-21 15:45:52 -08:00
Henrik Rydgård
2bdae5b338
Merge pull request #10420 from hrydgard/core-cleanup
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Some core cleanup
2017-12-20 11:25:11 +01:00
Henrik Rydgård
4f1e0de9a9
Add missing includes. Remove some more unnecessary #ifdef _DEBUG checks - the debugger is supposed to work in release mode too.
2017-12-20 11:24:05 +01:00
Henrik Rydgård
e8825666c9
Merge pull request #10419 from hrydgard/vulkan-init-cleanup
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Avoid including platform-specific headers in VulkanContext.h
2017-12-20 10:56:32 +01:00
Henrik Rydgård
2822a4f187
Win32: Use the standard thread APIs to manage the emu thread.
2017-12-19 15:27:56 +01:00
Henrik Rydgård
2250ef799c
Avoid including platform-specific headers in VulkanContext.h
2017-12-18 12:54:25 +01:00
Henrik Rydgård
6f0b382d9e
Move vulkan debug callback out from WindowsVulkanContext into a file that can be shared with other platforms later.
2017-12-13 19:29:42 +01:00
Unknown W. Brackets
c097910439
UI: Reset touch controls after config load.
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This is potentially earlier than full init, better to move the controls as
soon as possible.
2017-12-09 14:11:39 -08:00
Henrik Rydgård
99b34c7b45
Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362
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Fixed small bugs, now tested and working on mac.
Add spirv-cross to cmake build
2017-12-08 10:25:42 +01:00