| Commit message (Collapse) | Author | Age |
| |
|
|
|
|
| |
stealing it
|
|
|
|
| |
fixes #654 and #548
|
| |
|
| |
|
|
|
|
|
|
| |
fixes #1044
(also add separator for cleaner menu)
|
|
|
|
| |
this only accidentally worked before
|
| |
|
|
|
|
| |
(also what the fuck is that code)
|
|
|
|
|
|
| |
Turns out my system was affected by a bug with modifier remapping in
macOS causing some of my left/right modifiers to be swapped. This commit
fixes them to be the correct values.
|
| |
|
|
|
|
| |
the config menu
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
| |
complete cart-interface refactor, will make this code a lot easier to deal with
|
|
|
| |
Co-authored-by: WaluigiWare64 <68647953+WaluigiWare64@users.noreply.github.com>
|
|
|
|
|
|
|
| |
* Improve macOS bundling
* Bundle libs for macOS CI
* Add MACOS_BUILD_DMG CMake option and make the CI upload the DMG so we don't lose executable permissions.
* Manually copy plugins if macdeployqt doesn't
* Ad-hoc codesign the app
|
| |
|
|
|
|
| |
quickly. fixes #1033
|
| |
|
|
|
|
|
| |
Looks like a lot of files were missed...
Closes #1036
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
* Fix OpenGL display scaling on high DPI
* Scale the OSD too
* Fix indent
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Draft GPU3D renderer modularization
* Update sources C++ standard to C++17
The top-level `CMakeLists.txt` is already using the C++17 standard.
* Move GLCompositor into class type
Some other misc fixes to push towards better modularity
* Make renderer-implementation types move-only
These types are going to be holding onto handles
of GPU-side resources and shouldn't ever be copied around.
* Fix OSX: Remove 'register' storage class specifier
`register` has been removed in C++17...
But this keyword hasn't done anything in years anyways.
OSX builds consider this "warning" an error and it
stops the whole build.
* Add RestartFrame to Renderer3D interface
* Move Accelerated property to Renderer3D interface
There are points in the code base where we do:
`renderer != 0` to know if we are feeding
an openGL renderer. Rather than that we can instead just have this be
a property of the renderer itself.
With this pattern a renderer can just say how it wants its data to come
in rather than have everyone know that they're talking to an OpenGL
renderer.
* Remove Accelerated flag from GPU
* Move 2D_Soft interface in separate header
Also make the current 2D engine an "owned" unique_ptr.
* Update alignment attribute to standard alignas
Uses standardized `alignas` rather than compiler-specific
attributes.
https://en.cppreference.com/w/cpp/language/alignas
* Fix Clang: alignas specifier
Alignment must be specified before the array to align the entire array.
https://en.cppreference.com/w/cpp/language/alignas
* Converted Renderer3D Accelerated to variable
This flag is checked a lot during scanline rasterization. So rather
than having an expensive vtable-lookup call during mainline rendering
code, it is now a public constant bool type that is written to only once
during Renderer3D initialization.
|
|
|
|
| |
Note - This will require PaX MPROTECT to be disabled for melonDS by running:
paxctl +m melonDS
|
| |
|
| |
|
|
|
|
|
| |
that seems to atleast get rid of the flicker
the weird issue that clears don't work is still there
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
* Use libepoxy to load in OpenGL functions
Prevents having to load them in manually
* Install libepoxy in the CI
* Do not link OpenGL libraries, libepoxy opens them itself
* Add libepoxy to build instructions
|
| |
|
| |
|
|
|
|
|
| |
- add support for different aspect ratios
- add support for displaying only one screen at once
|
| |
|