Merge branch 'master' into mac

# Conflicts:
#	GpApp/Main.cpp
This commit is contained in:
Madthijs
2021-05-11 14:28:46 +02:00
76 changed files with 3895 additions and 1365 deletions

View File

@@ -2711,7 +2711,7 @@ bool GpDisplayDriver_SDL_GL2::InitBackBuffer(uint32_t width, uint32_t height)
m_gl.BindFramebuffer(GL_FRAMEBUFFER, 0);
}
m_useUpscaleFilter = ((m_pixelScaleX < 2.0f && m_pixelScaleX > 1.0f) || (m_pixelScaleY < 2.0f && m_pixelScaleY > 1.0f));
m_useUpscaleFilter = (m_pixelScaleX == 1.5f || m_pixelScaleX == 2.5f || m_pixelScaleY == 1.5f || m_pixelScaleY == 2.5f);
if (m_useUpscaleFilter)
{

View File

@@ -197,7 +197,7 @@ void GpInputDriverSDLGamepad::ProcessSDLEvent(const SDL_Event &msg)
IGpVOSEventQueue *evtQueue = m_properties.m_eventQueue;
switch (msg.type)
{
{
case SDL_CONTROLLERAXISMOTION:
{
const SDL_ControllerAxisEvent &axisMsg = msg.caxis;
@@ -231,8 +231,8 @@ void GpInputDriverSDLGamepad::ProcessSDLEvent(const SDL_Event &msg)
m_pendingEvents.push_back(evt);
}
break;
case SDL_CONTROLLERBUTTONDOWN:
break;
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
{
const bool isDown = (msg.type == SDL_CONTROLLERBUTTONDOWN);
@@ -287,22 +287,22 @@ void GpInputDriverSDLGamepad::ProcessSDLEvent(const SDL_Event &msg)
m_pendingEvents.push_back(evt);
}
break;
break;
case SDL_CONTROLLERDEVICEADDED:
HandleDeviceAdded(msg.cdevice.which);
break;
break;
case SDL_CONTROLLERDEVICEREMOVED:
HandleDeviceRemoved(msg.cdevice.which);
break;
break;
case SDL_CONTROLLERDEVICEREMAPPED:
// Not really sure what to do here, just re-add it
HandleDeviceRemoved(msg.cdevice.which);
HandleDeviceAdded(msg.cdevice.which);
break;
}
break;
}
}
IGpInputDriver *GpDriver_CreateInputDriver_SDL2_Gamepad(const GpInputDriverProperties &properties)
{
return GpInputDriverSDLGamepad::Create(properties);
return GpInputDriverSDLGamepad::Create(properties);
}

View File

@@ -58,7 +58,7 @@
"vec4 ApplyDesaturation(float desaturation, vec4 color)\n"\
"{\n"\
" // This is intentionally done in gamma space\n"\
" if (desaturation == 0.0)\n"\
" if (desaturation == 0.0 || (color.r == 1.0 && color.g == 1.0 && color.b == 0.0))\n"\
" return color;\n"\
"\n"\
" float grayLevel = dot(color.rgb, vec3(3.0, 6.0, 1.0) / 10.0);\n"\