fgsfds
efda5a5f44
port: also try GL4.1 core; a little bit of cleanup
2024-11-19 17:37:19 +01:00
fgsfds
2cb29e91c6
port: only run the menu blur filter once
2024-11-13 14:04:36 +01:00
fgsfds
55cc2d8e72
port: nswitch: basic Nintendo Switch port
2024-11-13 12:50:42 +01:00
MaikelChan
9cd978a7a9
Removed more APPLE checks.
2024-08-05 19:11:33 +02:00
MaikelChan
a60880ef80
Three point and shader improvements
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- Fixed blurry menu background being unfiltered when three point is enabled.
- Some shader code refactor to reduce the amount of __APPLE__ defines: use the SAMPLE_TEX macro to sample textures.
- Detach shaders before deleting them.
2024-08-05 17:09:00 +02:00
fgsfds
897020b3fd
port: clean up depth_zfar remnants
2024-08-05 11:42:21 +02:00
fgsfds
e85fdb3b9b
port: exclude threepoint-related shader code when it's not enabled
2024-08-05 11:41:45 +02:00
fgsfds
e3e72617a1
Merge pull request #483 from MaikelChan/three_point
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Improvements to three point filtering
2024-08-05 10:38:15 +02:00
MaikelChan
6fa78556f4
Implemented texture filtering setting with a dropdown showing all three options, and three point can be changed in real time.
2024-08-05 04:15:30 +02:00
MaikelChan
5fdeff6a82
Disabled depth range functionality. Doesn't seem needed anymore.
2024-08-04 22:10:46 +02:00
MaikelChan
0ea8872471
Perform a depth only clear right before rendering the gun.
2024-08-04 13:14:03 +02:00
MaikelChan
29d6392514
Forgot some extra checks.
2024-08-04 06:11:50 +02:00
MaikelChan
b9f6961931
Depth compare improvements based on GlideN64.
2024-08-04 05:28:10 +02:00
fgsfds
de3b8ff548
port: revert multithreaded audio experiments
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until I can figure out how to fix all the funny concurrency issues that cropped up
2024-05-19 19:44:34 +02:00
fgsfds
4c552a42f2
port: experimental multithreaded audio
2024-05-18 18:53:12 +02:00
fgsfds
197208b951
port: add detail textures toggle
2024-05-14 10:13:50 +02:00
fgsfds
4bd314f60b
port: add exclusive fullscreen and hidpi settings
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for now config only
exclusive fullscreen uses DefaultWidth/DefaultHeight for resolution
hidpi defaults to off
2024-05-13 22:23:04 +02:00
fgsfds
f3c1242858
port: more detail texture adjustment
2024-05-13 12:15:42 +02:00
fgsfds
ef3d53b9f7
port: make detail textures less intense
2024-05-13 01:15:30 +02:00
fgsfds
1d040b1ccc
port: hackfix detail textures
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this might have broken something else
2024-05-13 00:30:21 +02:00
fgsfds
9755f3ab41
port: even more gfx_pc cleanup
2024-05-13 00:28:19 +02:00
fgsfds
536c766793
port: more gfx_pc cleanup
2024-05-12 17:09:50 +02:00
fgsfds
dca1e1752b
port: remove remnants of masked/blended texture support
2024-05-12 16:48:33 +02:00
fgsfds
4baae8de0b
port: add extra sleep calls to busy loops; separate sleep into system.c
2024-03-09 17:39:41 +01:00
fgsfds
fe0d9b3cfd
port: fix blur shader on some older cards
2024-02-10 16:56:54 +01:00
fgsfds
935cd1faa9
port: gl: dump shader source when compilation fails
2024-02-10 14:07:20 +01:00
fgsfds
c487e423b1
port: fix blur-related crash on Intel GPUs
2024-01-03 21:55:07 +01:00
Dominic Della Valle
0221839699
port: add maximize window option to extended menu
2023-12-16 11:56:39 -05:00
Dominic Della Valle
8c509db888
port: add start window maximized flag to config
2023-12-16 07:04:52 -05:00
fgsfds
7647062619
port: hard cap FPS to 200 for now
2023-12-06 17:11:21 +01:00
fgsfds
f96e7da00f
port: use proper aspect for 2D elements
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this means that now scaling at most 4:3 resolutions will be a bit mangled, since the real base resolution is 320x220
2023-12-03 21:10:41 +01:00
fgsfds
2c20a0487e
port: better menu blur
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TODO: make it render the blurred texture to the fb once instead of rendering it blurred every frame
2023-12-02 19:18:47 +01:00
fgsfds
7cd3dafaa4
port: add wide HUD centering option for ultrawide displays
2023-11-27 11:52:53 +01:00
fgsfds
3328e147eb
port: hackfix some more RGBA32 textures
2023-11-22 22:19:54 +01:00
fgsfds
305e64a263
port: restore glReadBuffer value after changing it
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this might fix reshade
2023-11-18 00:43:22 +01:00
fgsfds
6f55843f30
port: backport better SDL framepacing from LUS
2023-11-15 13:53:18 +01:00
fgsfds
81a5e971ef
port: finish drawing before copying the backbuffer
2023-10-21 14:24:36 +02:00
fgsfds
6f0cb752aa
port: gl: allow user to override context version
2023-10-19 13:36:40 +02:00
fgsfds
1eb1e9686a
port: allow user to disable framebuffer use
2023-10-16 23:19:18 +02:00
fgsfds
dbebe7e626
port: fix new fb effects when MSAA is on
2023-10-16 23:06:00 +02:00
fgsfds
79f8a35c33
port: implement fisheye
2023-10-16 22:38:44 +02:00
fgsfds
b78a5ee064
port: implement motion blur and zoom blur
2023-10-16 22:07:41 +02:00
fgsfds
ed3bd97dd7
port: when loading GL try 3.0 and 3.2 core as well
2023-10-05 18:20:37 +02:00
fgsfds
9b17aaf258
port: gl: add ARB_vertex_array_object
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for those #ifdef APPLE parts
2023-09-26 15:29:59 +02:00
fgsfds
4638af52e2
port: gl: don't die without fbo support
2023-09-26 15:28:43 +02:00
fgsfds
8aa1e6b9c9
port: gl: check for GL_MIRROR_CLAMP_TO_EDGE; cleanup
2023-09-26 15:01:49 +02:00
fgsfds
c4e0e4f868
port: more GL error checking
2023-09-26 14:49:14 +02:00
fgsfds
bd113a5b44
port: nicer GL debug output
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now only enabled if you pass --debug-gl
2023-09-24 00:41:57 +02:00
fgsfds
c3f572f016
port: recreate infiltration camera effects
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using newly added modulation blending and noise
2023-09-17 23:34:02 +02:00
fgsfds
c10050a14c
port: jpn-final: possibly fix japanese characters
2023-09-11 18:32:09 +02:00