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2020-10-22Add a threaded rendererJustin Weiss
This change adds a gpulib implementation that accepts GPU commands and runs them through a real gpulib implementation on a thread. Depending on a setting, it can either force a sync every frame, or continue to work until the next frame arrives.
2020-08-13Merge pull request #444 from justinweiss/hires-downscalehizzlekizzle
Add an option to downscale hi-res views
2020-08-13Add an option to downscale hi-res viewsJustin Weiss
Some older devices that use gpu_unai don't have a high enough resolution to display all of the pixels in high-res mode. There's a setting in unai to skip rendering of these pixels, but it's not connected to the libretro frontend, and does not appear to be used in the gpulib implementation at all. This commit adds a gpu_unai setting, Enable Hi-Res Downscaling, that will enable pixel skipping and blit only the pixels actually rendered into a buffer no larger than 384x240. This buffer is then treated as the actual framebuffer by gpulib and the libretro frontend.
2020-08-04Add header guardsnegativeExponent
2020-06-07Add Sony Mouse Controller supportnegativeExponent
- Tested with Final Doom. Worked great.
2019-08-17Backport GPU Unai plugin from PCSX4ALLnegativeExponent
- backports gpu unai plugin from PCSX4ALL - sync necessary files with notaz/master to allow building standalone app
2017-05-06Adding enable/disable dithering core option with support for Neon GPUpjft
2016-12-22Do some light multitap cleanupAndrew
After seeing the regressions from multitap I took a quick look at the code, and there's quite a bit of cleanup needed. This fixes the initial really obvious stuff, a useless copy and a duplicate in_keystate that can cause compilation issues, along with bringing styling closer to the pcsx standard so it's a bit more readable. The multitap changeset also seems to have been done with an editor that mangled line endings, I'll address that in a followup commit.
2016-05-13second implementation of multitapalexis-puska
add game/core option to enabled or disabled multitap. Test with micro machine V3 and 5 devices, 2 multitap enabled, all device react good i can’t test the 6 7 8 select player but i can select 8 gamer. The 2 multitap works fine. i detect a bug, when we change the game pad type to analog, the library crash, see it next time
2016-05-13Added multitap core option & style nitscbransden
2016-05-13Initial multitap supportalexis-puska
2015-04-22Poll analog inputs of pad2 when it's an analog pad.Jasper van der Neut - Stulen
2013-02-06attempt to make gles plugin work under RPinotaz
2012-11-28frontend: update caanoo portnotaz
2012-11-18frontend: overlay improvementsnotaz
work directly on psx vram
2012-11-18fix gun handling in enhancement modenotaz
2012-11-11frontend: move text drawing to libpicofenotaz
+ some minor fixes
2012-11-10frontend: improve pandora nub to PSX analog mappingnotaz
2012-11-02move blit to core, allow filtering while blittingnotaz
also adds libpicofe to pull filters from, and filter related UI stuff
2012-10-12start mmap'ing vram, with hugetlb if possiblenotaz
2012-10-12add support for software-enhanced renderingnotaz
2012-04-29gpu plugins: always support 16bpp blitnotaz
use this for generic sdl and maemo
2012-04-29frontend: clean up some hacksnotaz
2012-01-21gpu-gles: refactor for caanoo/wiz supportnotaz
too bad it's unusable there.
2012-01-21frontend: export fps stats to pluginsnotaz
2012-01-19frontend: add gles plugin optionsnotaz
2012-01-05gpu_neon: add some intelace mode handlingnotaz
a bit of refactoring too
2011-12-19gpu_neon: make use of unai's lineskip modenotaz
2011-12-11frontend: make analogs configurablenotaz
2011-12-10add vibration support for Caanoonotaz
2011-12-06export frame count to gpu toonotaz
2011-12-05remove gpu vblank callbacksnotaz
we do it in core now
2011-09-27frontend: few more pollux/caanoo tweaksnotaz
2011-09-25add pollux/caanoo port, refactor thingsnotaz
2011-08-13frontend: add gpu_unai configuration optionsnotaz
2011-08-13frontend: refactor plugin_lib for maemonotaz
should give them proper frame limiter, frameskip and also lightgun support, maybe.
2011-08-13add guncon supportnotaz
a bit basic but works
2011-07-08dfxvideo: decouple from main emunotaz
2011-03-14frontend: add screenshot functionalitynotaz
2011-02-10frontend: support analog controller using nubs; some refactoringnotaz
also enable frameskip by default, it makes the experience a bit better on most games.
2011-01-24add watchdog thread to detect lockupsnotaz
2011-01-16rewrite frame limiternotaz
the peops one is sometimes sleeping when not needed.
2011-01-04try to ensure fbdev buffer is validnotaz
2011-01-03gpu_unai: basic frameskipnotaz
only partially works but oh well
2011-01-02plugin_lib: export more functionsnotaz
2011-01-02add a way for GPU plugin to get layer confignotaz
2010-12-28move layer control to plugin/plugin_libnotaz
2010-12-25menu: add config save/loadnotaz
2010-12-14refactor OSD code and PCNT stuffnotaz
2010-12-14add OMAP layer, also preliminary menu, hud and input supportnotaz