Henrik Rydgard
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6df8573583
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Minor fixes
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2016-01-17 22:53:06 +01:00 |
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Henrik Rydgard
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b39206f922
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Use the app cache directory on Android for the shader cache.
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2016-01-17 22:15:23 +01:00 |
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Henrik Rydgard
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27c71aa340
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Get rid of the unused "InstallID"
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2016-01-17 15:46:15 +01:00 |
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Unknown W. Brackets
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aa0055cea7
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Track the running GPU backend separate from config.
This way we can change the config directly when we want to save a new
setting, rather than having hacks to use a temp var.
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2016-01-05 22:37:28 -08:00 |
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Henrik Rydgård
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95822a165d
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Fix Mac build
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2016-01-01 14:40:19 +01:00 |
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Henrik Rydgard
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f419281d16
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Fix Android build
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2016-01-01 14:40:17 +01:00 |
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Henrik Rydgard
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15de6e6b98
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GraphicsContext: Abstract away things like swapbuffers etc before adding even more backends.
Needed to prevent clutter all over the codebase.
Does not go all the way yet, goal would be a common render loop between platforms but not there yet.
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2016-01-01 14:40:16 +01:00 |
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Unknown W. Brackets
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a89245a387
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Cleanup title processing a bit.
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2015-12-20 23:16:36 -08:00 |
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Unknown W. Brackets
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f5d1a77155
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Cut out a couple unused includes.
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2015-12-19 19:58:56 -08:00 |
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Henrik Rydgard
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732b1239e7
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Add some permission infrastructure, add an ugly button that asks you to grant STORAGE permission if necessary.
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2015-12-17 22:41:50 +01:00 |
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Henrik Rydgard
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38263c9073
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Turn gfxlog off again
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2015-12-16 22:31:14 +01:00 |
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Henrik Rydgard
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db633aa377
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Lots more debug logging. Terrifying compatibility hack for devices that for some reason create 16-bit buffers.
Like Xperia Play.
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2015-12-16 21:37:39 +01:00 |
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Henrik Rydgard
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04f8bffa29
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Use EGL from native code to initialize and run OpenGL on Android.
Should be more robust, allows initializing desktop GL if available, and lets us take control of the render loop.
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2015-12-16 10:57:24 +01:00 |
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Henrik Rydgard
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758ec5a027
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Avoid clearing the backbuffer before actually doing any rendering to fbo on every frame - instead, clear when stretching the framebuffer into place. May save quite a bit of bandwidth on tiler GPUs with naive GL drivers.
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2015-11-18 12:13:35 +01:00 |
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Henrik Rydgard
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44be9f2a50
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Move Windows GPU init code into Windows/GPU
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2015-11-03 23:22:09 +01:00 |
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Karen Tsai
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1ba873a496
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Override JIT setting in ppsspp.ini for JIT-incapable environments, fakesign PPSSPP binary via adhoc signing in order to prevent crash-at-launch on iOS 9, separate jailbreak detection logic from JIT support logic, temporary change to only enable JIT on iOS 8 and below.
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2015-11-03 12:34:33 -05:00 |
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Henrik Rydgård
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437d7b80e3
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Fix window resize/fullscreen ingame on Mac and other SDL builds
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2015-10-25 11:19:41 +01:00 |
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Unknown W. Brackets
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d41947fdca
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Allow loading Roboto Condensed or Roboto.
The 2.x font name has changed, so let's allow either as the default.
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2015-10-04 15:11:36 -07:00 |
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Henrik Rydgard
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dc05a6516e
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Buildfixes
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2015-09-23 10:25:41 +02:00 |
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Henrik Rydgard
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6cc7a85cde
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Rename WndMainWindow to MainWindow
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2015-09-19 13:14:05 +02:00 |
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Henrik Rydgård
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c219793803
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Remove the old UI texture class
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2015-09-19 11:05:00 +02:00 |
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Henrik Rydgard
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72ae497350
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Remove glstate usage except in the GPU implementation. Prepare for moving it into PPSSPP.
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2015-09-06 12:42:15 +02:00 |
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Henrik Rydgard
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e69a14ffff
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Don't set ARM "FastMode". Not worth the compat impact as is, could be made smarter. Should help issue #7234
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2015-07-19 18:22:22 +02:00 |
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Unknown W. Brackets
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88b23460f1
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Add a file loader to perform disk caching.
Had to do some tricks to handle gameinfocache threads properly.
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2015-07-02 20:58:58 -07:00 |
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vnctdj
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beda874ab5
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Consistently use *des for the DesktopUI i18n category
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2015-07-01 22:45:35 +02:00 |
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