Commit Graph

102 Commits

Author SHA1 Message Date
271efb450c Add back X11 support to EGL
Refactor the EGL backend to provide a platform separation here, which is
better abstracted away than the old EGL/X11 implementation.
2014-08-19 10:06:26 -04:00
12f073c56b Remove support for EGL under X11
Now, the only supported EGL platform is Android. We might eventually add
back support for EGL/X11 or EGL/Wayland, but it will have to be
architected differently.
2014-08-19 10:05:57 -04:00
8bd4b9d2f9 Remove support for Wayland
Yes, this is a fancy new feature, but our Wayland support was
particularly bitrotten, and ideally this would be handled by a platform
layer like SDL. If not, we can always add this back in when GLInterface
has caught up. We might be able to even support wxWidgets and GL
together with subsurfaces!
2014-08-19 10:05:56 -04:00
2270c3e90a Merge pull request #797 from shuffle2/msvc-pch
Windows: Use a shared precompiled header for dolphin code under Source/
2014-08-16 14:58:28 -07:00
f1b82a34b2 Windows: Use a shared precompiled header for dolphin code under Source/ 2014-08-14 23:51:13 -07:00
287758f15d Add the configuration dialog for post processing configuration options.
Only enables the config button when the shader options available to it
2014-08-13 01:05:15 -05:00
cd641bd0e3 DolphinWX: Allow building both GUI and NoGUI at the same time
Restructure our build system so we have multiple targets. Right now we
only build MainNoGUI if we are using X11, since that's the only truly
supported backend: the OS X code actually doesn't compile, according to
comments made on IRC.
2014-08-06 21:38:57 -04:00
a66a7e1344 Isolate D3D and Software Renderer from wxWidgets code 2014-08-03 20:28:50 -04:00
8b26d7bf1e UnitTests: make it possible to build tests for code that has global dependencies 2014-08-02 09:34:39 -07:00
226a9c2392 Move GLInterface around to remove VideoBackends dependency on DolphinWX 2014-08-02 09:34:39 -07:00
cd37af8590 DolphinWX: Remove the Projection Hack UI 2014-07-30 19:32:41 -04:00
e20a0265de Remove UDPWiimote feature
It substantially complicates the code and doesn't really provide any
functionality. According to the forums, the Android app is out of date
and has been broken for quite a while.

If we want to add this back, I'd write an app that speaks a more native
Wiimote protocol, and we can hook that up to the backend quite easily.
It could even be over our NetPlay protocol!
2014-07-11 13:32:56 -04:00
dd413269e3 Merge pull request #343 from jordan-woyak/disable-sdl-windows
Disable SDL input on Windows.
2014-05-21 19:47:44 -07:00
635dbd0ff9 Possibly an OSX buildfix. 2014-05-11 23:05:34 -05:00
33bdc0f985 Adds support for the PP shaders in the Android UI.
Copies over the PP shaders to the APK's assets and installs them on run.
Exposes them via the video settings UI.

This is in anticipation of dropping the workaround for rotated blits on Adreno and instead forcing shader usage by the user.
2014-05-05 13:44:08 -05:00
c6d650c058 ForceFeedback: Add OSX rumble support 2014-02-09 17:01:45 +09:00
34692ab826 Remove unnecessary Src/ folders 2013-12-31 14:03:19 -05:00
40b3534319 [Android] Remove the now unused texture loader on the JNI side of things. 2013-12-11 20:09:54 -06:00
0e1e14b3a1 Fix Linux build. 2013-12-11 16:06:19 -06:00
101bded6b3 Oops, don't use -lrt on Android either. 2013-12-10 16:35:44 -05:00
eaacf10f71 Fix an idiotic race condition when starting games in multiple Dolphin instances at the same time on Unix.
MemArena mmaps the emulated memory from a file in order to get the same
mapping at multiple addresses.  A file which, formerly, was located at a
static filename: it was unlinked after creation, but the open did not
use O_EXCL, so if two instances started up on the same system at just
the right time, they would get the same memory.  Naturally, this caused
extremely mysterious crashes, but only in Netplay, where the game is
automatically started when the client receives a broadcast from the
server, so races are actually quite likely.

And switch to shm_open, because it fits the bill better and avoids any
issues with using /tmp.
2013-12-10 16:20:52 -05:00
2c09e8fc5a [Android] Enable hard-float support. Requires Android NDK r9b. 2013-11-24 16:43:53 -06:00
58d42f43e3 [Android] Fix PCH build. Clean up DolphinWX cmake file a little bit. Modify our android cmake toolchain file to make the default build location not be source root, because that is stupid. 2013-10-28 19:59:03 -05:00
e1f3a4d7b3 Fix out-of-tree build on OS X. 2013-10-16 23:15:21 -04:00
1bf2c03a99 Fix my stupid attempt to depend on the entire Data/Sys directory.
Instead, if SKIP_POSTPROCESS_BUNDLE is on, just use a symlink, and if
it's off, always run the install.
2013-09-24 01:14:56 -04:00
aa202c2e21 Move global gameinis from User to Sys. Get rid of SHARED_USER. 2013-09-14 06:08:30 +02:00
c3eec379df Move global User/Wii to Sys/Wii 2013-09-14 06:08:30 +02:00
44066326ff Hack the gettext detection a bit to fix translations not working on OSX buildbot builds 2013-09-12 18:22:31 +02:00
11cffddbf7 Fix a trivial bug in b6728c1405. 2013-08-31 01:54:57 -04:00
b6728c1405 Avoid unnecessary bundle copies on OS X:
- Make "copy data into bundle" depend on the files actually being
  changed, rather than being run on every build.

- postprocess_bundle depends on system files and checking the Dolphin
  binary and all that, and would be iffy to try to avoid rerunning;
  but it's only needed to produce a redistributable bundle, so add
  SKIP_POSTPROCESS_BUNDLE to skip it for development.
2013-08-30 17:54:52 -04:00
18fd690533 Only use static iconv on Android. 2013-08-29 05:53:15 -05:00
cb8e7a1be5 Work around check_lib not finding iconv. 2013-08-29 05:40:16 -05:00
160d72a9ae [Android] Add in a static libiconv library so non English games don't crash Dolphin Mobile. 2013-08-29 04:43:31 -05:00
ba76b016da [Android] Fix Wii games. 2013-08-17 19:41:28 -05:00
5d38a9c91e [Android] Some minor cleanup. 2013-07-27 15:09:33 -05:00
ca97b10dda Actually link to XI2
No idea how this was working before
2013-07-21 01:59:40 -04:00
52cb398804 [Android] Actually push the library file to the correct location. 2013-07-13 10:32:23 -05:00
16cd26d177 Add UPnP support.
Feedback is in logs as suggested by skid_au. The checkbox is still there, but
mostly for people who would like to opt out (unfortunately, I can not be sure
how this feature may behave for some routers - there's a hell of a lot of bad
UPnP implementations.)

The Visual Studio stuff is a little messy, so I apologize if anything is a bit
off. I tested most configurations and it worked.

I also tested CMake on Debian Wheezy, Ubuntu Saucy, and Mac OS X Mountain Lion.
All seemed to be OK.
2013-07-09 18:08:43 -04:00
cdfd7905a0 [Android] Copy over DSP roms and font assets on build and first runs. 2013-07-05 19:18:33 -05:00
2b9f79dff3 [Android] Remove SimonVT menudrawer library. Move to Google's support library for their navigation drawer support. Overall cleanup. 2013-06-22 07:45:05 -05:00
7223778520 [Android] Gamepad input. Refactor JNI native functions to all pull from a single class instead of everywhere willy-nilly 2013-06-18 07:09:38 -05:00
2c7f9b1b78 [Android] Copy over the Dolphin shared library to the Android APK build directory so it doesn't need to be manually copied each time. 2013-05-18 03:56:45 -05:00
44bbb54a62 Add a Androind ControllerInterface class for allowing input in a non-hacky way. Add a default GCPad.ini file so it actually works. 2013-04-14 23:02:53 -05:00
bde7ea00ef Removes the Java ButtonManager for one in the C++ source so the OSD class can call in to it each frame for drawing the buttons. Copy our assets to the dolphin-emu directory for now. Remove NativeRenderer, ButtonManager, and Button Java classes since they aren't used anymore. Buttons A, B, and Start all work and are drawn on screen now. Button input on Android is still a bit hacky, needs a proper controller interface still. Android specific button drawing code is still hanging out in SWRenderer.cpp 2013-04-14 20:39:56 -05:00
7034c79ab9 Big commit. Fix running the APK, I had missed a view in the manifest. Clean up the Android EGL context creation to fit more in line with how Dolphin works. This breaks input at the moment as well. Change the memarena from 768MB to 64MB to allow 1GB phones to potentially run it. Rename EGL_X11 back to EGL since this merge brings in some of soreau's changes to more easily allow different platforms like Wayland and Android. Not quite all of the code because some needs to be cleaned up still. 2013-03-24 21:06:34 -05:00
61e1659b97 Disabled OSX x86 build since we require 10.7 minimum. This takes support back to late 2006 models. Also, Missed CG framework addition. 2013-03-19 08:50:56 -05:00
a1c5e90083 Merge branch 'master' into GLSL-master
Conflicts:
	CMakeLists.txt
	Source/Core/DolphinWX/CMakeLists.txt
	Source/Core/DolphinWX/Src/GLInterface.h
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Core/VideoCommon/Src/TextureCacheBase.cpp
	Source/Core/VideoCommon/Src/VertexManagerBase.cpp
	Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj
	Source/Plugins/Plugin_VideoOGL/Plugin_VideoOGL.vcxproj.filters
	Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h
	Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/main.cpp
2013-03-06 15:59:29 +01:00
1b8d044543 clear cg from project files 2013-02-27 10:55:25 +01:00
717b976875 ARM Support without GLSL 2013-02-26 13:49:00 -06:00
376a807dea first try of osx fix, mostly by pauldachz 2013-02-07 10:34:29 +01:00