Gamepad events aren't delivered to the UI thread in Android. This can
lead to race conditions between the UI thread (calling gui_display_ui())
and the event thread (calling gui_open_settings()).
Issue #852
Fix for MINIDUMP-1D, MINIDUMP-1E, MINIDUMP-1K
JIT detection and enabling taken from ppsspp
Re-check JIT and restart AltServer discovery every 10 secs until JIT is
enabled.
Attempt to enable JIT by forking a process to debug the parent process.
(jailbroken devices)
tentative fix for the broken pipe error when uploading to sentry on
android.
init log and sleep for 5 secs before upload
log git version, gpu name and version, renderer type and game id
* Enabled GDB server, compile fix for MSVC, added GDB option to config
* GDB - 'vMustReplyEmpty' should not be explicitly handled, it is a test for how the target responds to unknown vpackets (which was incorrect)
* GDB wait for debugger option to allow debugging from bootstrap, and Event::Resume moved after renderer init so agent.interrupt() can pause the renderer
* Draw "Waiting for debugger", and fixed UI not rendering last frame before a state change
* Fixed GDB regs/mem endianness
Sort triangles during ta_parse. Use the same index as other polys. Store
results in rend_context.
Use primitive restart if available to avoid too many degenerate
triangles.
Update renderers.
Part of PalSelect was used as cache key for palette textures
PrintTexture fix
egl,wgl,xgl: No need for depth/stencil surface
gl: non-functional refactoring
Merging polygons in per-triangle can produces a large number of
degenerate triangles (up to x3), which must then be sorted, resulting in
a performance hit. This is useless since the sorted triangles are merged
after being sorted. (Regression introduced by
20d25059bf)
Issue #818
In per-strip mode, polygons are now sorted before creating the index and
merging. So it doesn't have to be done in the renderer anymore.
Fixes Unreal Tournament flashing/black screen.
gl: mark vram area in rtt to avoid overwriting data (Worms World Party)
Force Worms World Party to use CopyToVRam (regression due to
6a5db32d5d)
Don't calculate precise aspect ratio and use 4/3 instead (or more if
widescreen or stretch).
Fix clipping issue when using SCALER_CTL.vscalefactor. Avoir crash when
clip values are >= width or height.
vulkan: RenderFramebuffer wasn't working at all if !EmulateFramebuffer
copy TA_GLOB_TILE_CLIP and SCALER_CTL to rend context when starting
render. Use rend context copy to calculate framebuffer size.
Fixes framebuffer size glitches in vf4 water stages.
lr: pass aspect ratio when resizing.
dx11: Wrong sizing of rotated games.
gl: test automation fixes.