We are declaring we require ARB_shader_image_load_store in the shader, this isn't an extension on GLES because it is part of the GLSL ES 3.1 spec.
If we are running as GLES then just not put it in the shaders.
Activity Monitor can start activities by using adb to invoke it.
This will allow us to set the user directory and autostart file from adb.
adb shell am start -n org.dolphinemu.dolphinemu/.gamelist.GameListActivity -e AutoStartFile /sdcard/AC.gcz -e UserDir /sdcard/dolphin-emu2/
This allows more automated testing to be done with Dolphin on Android.
Fixed the hotkeys so that they work with Render to Main
To set up a mix of keyboard and gamepad hotkeys, follow these steps:
1. In the Hotkey Settings, change the Device to Keyboard
2. Right click the hotkey button that you wish to map to your gamepad
3. In the window that pops up, change the Device to your gamepad
4. Press the Clear button
5. Press Detect and press the button on your gamepad that you want to map
6. Press Select
7. Press OK
To map a combo hotkey, e.g. Shift F5, follow these steps
1. Follow steps 1-4 above
2. Press Detect and the modifier button (e.g. Shift)
3. Press Select
4. Press Detect and the button which isn't the modifier (e.g. F5)
5. Press the "& AND" button
6. Press OK
This patch fixes these issues:
Issue 8307
Issue 8238
Issue 8217
Issue 8216
Issue 8214
Issue 8201
Issue 7652
Cleared the default mapping of hotkeys as they were conflicting with the key shortcuts.
Removed the Open, Change Disc, Refresh List and Exit hotkeys as they work only when driven from the menu.
- Simplified the locking mechanism when controllers were updated
- Reloaded the config of the controls instead of re-initialising the control plugins
- Fixed controls being unresponsive after the Refresh button was pressed
- Disables the hotkeys while the controller config is open
* Halving the number of hotkeys checked for (there were extra for future use)
* Gets the controller status once before parsing hotkeys
* Checks for the GUI lock once before parsing hotkeys
* Removed some redundant memsets
Clamping a rectangle correctly requires fully clamping all four
coordinates in the general case.
This should fix issue 6923, sort of; at least, it fixes the part where a
rectangle ends up with a nonsensical height after being clamped.
This is unused, and since it had the same value as FL_OUT_D, it was unnecessarily setting the rS register as an output, even on instructions that only have FL_OUT_D set.