| Age | Commit message (Collapse) | Author |
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Android Studio project.
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This menu allows us to configure the stereoscopy video settings if the device supports it.
This menu is only enabled if the hardware supports everything needed to use the feature.
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Reduces confusion for the users
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Only show the JIT cores on x86_64(Will have its own issues once we reach that point)
Show AArch64 JIT if running on a AArch64 device(Good luck with that for now. Future proofing though)
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Due to how the new CR-flags work, it isn't possible without some hefty work in the JITIL backend to support this on 32bit systems.
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[Android] User configurable input overlay scaling
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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.
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This option has been removed entirely from Dolphin, so remove the option from Android
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ARM only at the moment. Could potentially support x86 and MIPS if necessary.
Capable of parsing the manufacturer codes and part IDs of some (but not all part numbers). If anyone knows of part numbers that aren't in the list, please report them.
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Most fragments are not implemented yet. This is just a working base framework for it.
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Conflicts:
Source/Android/src/org/dolphinemu/dolphinemu/settings/video/VideoSettingsFragment.java
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drivers with the screen being rotated 90 degrees. Initialize the OpenGL information grabbing only once. Check for v14 Qualcomm drivers and spit out an error if the user tries selecting OpenGL ES 3.
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Conflicts:
Source/Android/res/values-ja/strings.xml
Source/Android/res/values/strings.xml
Source/Android/src/org/dolphinemu/dolphinemu/AboutFragment.java
Source/Android/src/org/dolphinemu/dolphinemu/emulation/EmulationActivity.java
Source/Android/src/org/dolphinemu/dolphinemu/folderbrowser/FolderBrowser.java
Source/Android/src/org/dolphinemu/dolphinemu/gamelist/GameListActivity.java
Source/Android/src/org/dolphinemu/dolphinemu/settings/video/VideoSettingsFragment.java
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Gamecube controllers.
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controllers in the future.
Other changes:
- Broke out MotionAlertDialog into it's own separate class.
- Made a preference specifically for handling input bindings.
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fragment.
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overlay in the video preferences anymore.
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for the overlay configuration setting.
Also fix a NullPointerException possibility. Fixed it by giving the PreferenceScreen a title.
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overlay during emulation.
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implementation of the new input overlay.
This moves all of the dialog handling into the actual MotionAlertDialog class itself. This is something I should have done a long time ago.
Also moved the Gamecube input binding preferences into their own PreferenceScreen.
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within the settings screen.
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Tegra 4 to the point where it will run games but it doesn't have any video output for some reason. This is a large change that doesn't actually change much functionally. Walking through the changes.
It changes the string in the Android backend select to just OpenGL ES.
Adds a check in the Android code to check for Tegra 4 and to enable the option to select the OpenGL ES backend.
Adds a DriverDetails bug under BUG_ISTEGRA as a blanket case of Tegra 4 support.
The changes that effects most lines in this change. Removing all float suffixes in the pixel/vertex/util shaders since OpenGL ES 2 doesn't support float suffixes.
Disables the shaders for reinterpreting the EFB format since Tegra 4 doesn't support integers.
Changes GLFunctions.cpp to grab the correct Tegra extension functions.
Readds the GLSL 1.2 'hacks' as GLSLES2 'hacks' since they are required for GLSL ES 2
Adds a GLSLES2 to the GLSL_VERSION enum.
Disable the SamplerCache on Tegra since Tegra doesn't support samplers...
Enable glBufferSubData on Tegra since it is the only mobile GPU to correctly work with it.
Disable glDrawRangeElements on Tegra since it doesn't support it, This uses glDrawElements instead.
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the file clicked string, and the current dir string.
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string too.
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an actual list view now.
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Forgot a period at the end. Thanks for pointing that out pauldachz
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settings. Makes the binding description more informative.
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android-core-control
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emulation and go back to the game list.
However, this does not work correctly yet. It will stop correctly. But the SurfaceView will not render the next game selected.
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SIGABRT however.
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In a menu named "Settings" (which is shown in the top left) we have the categories, "CPU Settings" and "Video Settings" - but the fact they are settings pages is already established at this point so it's redundant. Just made them "CPU" and "Video" instead.
Also changed the description for dual-core
They now look like this: http://i.imgur.com/qieaKmL.png
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