Some systems provide the GLES3 implementation in the same GLESv2 library file, most notably Mesa.
Added the alternative library name when GLES3 is requested.
This makes the build work on the Pi4 - I've only tested it with the libretro core and the GLES 3.1 context is succesfully used.
Raspberry Pi 3 can use the legacy Broadcom GLES2 libraries from /opt/vc/lib.
They are the default GLESv2 libraries on Raspberry PI OS 10 (Buster) and older.
dx11: use 32-bit float depth texture to avoid loss of precision (SA2 into logo)
dx11: cache shader blobs to disk if not provided by OS
dx11: swap interval depends on screen refresh rate (1 for 60 Hz, 2 for 120 Hz, ...)
dx9: use clipping planes to avoid interpolation errors in rasterizer (daytona, mermaid lake)
directsound: use comptr
gui: fix navigation issue with OptionArrowButtons due to missing id
dx11: support for vmu and lightgun crosshair overlays
dx11: implement inside clipping (fixes 18 wheeler rear view mirror)
dx11: tentative 4K support on xbox
iOS,uwp: save log file in home (iOS)/data(uwp) directory
uwp: don't sign app on pull requests
New serialize framework. Refactor serialization into modules.
Maple dma xfer must not be executed immediately. Delay until interrupt
is raised.
Fixes Geist Force freeze at start.
Refactor imgui backend code into imgui drivers for gl, vk, dx9
Generic GraphicsContext interface for gl/vk/dx9 contexts
Simplify graphics api switching code
dx9, gl(sdl): set swap interval based on monitor refresh rate.
ggpo: support for arcade games using keyboard (totd, luptype) and
mouse/rotary encoders (waiwai drive)
Chat and UI now usable when the keyboard is not set to a maple port.
Verify md5 of flash, eeprom, vmus if no savestate used
Use chd header SHA1 as digest
Load .state.net state file at start
Force real BIOS for some games
Default mappings for arcade and console
Default mappings for arcade stick/hitbox
Proper handling of inverted axes
ggpo: automatic analog setting for arcade games