dx11: shadow scale factor inverted in per-pixel
vulkan: clear deleted overlay images when terminating
Use color struct for FOG_COL_VERT, FOG_COL_RAM, FOG_CLAMP_MIN,
FOG_CLAMP_MAX and VO_BORDER_COL. Avoid code duplication in renderers.
oit: skip to new frame even if previous frame was never presented
libretro: quad pipeline used for overlay must use subpass 2 in per-pixel
overlay: delay destruction of VMUs images
libretro: WaitIdle on queue instead of wait_sync_index
libretro: Null first frame erroneously set as valid causing a crash with dx11 (single-threaded rendering)
libretro: pass dx11 compiler pointer to shaders
dx11: use feature level to check if per-pixel is supported
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: use faster clipping algorithm for modifier volumes
dx11: modifier volumes need cull mode. Fixes Daytona shadows.
win: the fault handler was treating some software exceptions as fatal (msvc)
uwp: remove async hacks and disable MS task wait exception. Fixes error reporting when loading a game.
- Changes the main category sublabels to match RetroArch's style.
- Adds a missing period, as reported in Crowdin.
- Adds an extra minor description to the Language setting.
dx11: clip modvol triangles before sending them to the gpu
dx9,11: wrong source pointer for rtt to vram
dx11: handle source RowPitch when copy rtt to vram
dx11: crash at reinit
dx11: wrong scissor with direct fb rendering
dx11: blend ops are different for the alpha channel
Fix mingw CI build
dx11: Set clip planes at X -1/1 and Y -1/1 to avoid rasterizer errors.
Fixes Daytona Mermaid lake depth issues
dx11: fix texture wrap around at UV 1 with nearest filtering
dx9: inside clipping
all renderers: force full palette update at init
Use UWP version of FindFirstFileEx
Implement basic access() and stat()
Add home dir to list of drives
Allow external storage folders to be added and scanned for games
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
dx11: Back face stencil ops need to be set
dx11: Rotate CCW instead of CW
dx11: Present with NO_WAIT when fast forwarding
sdl: support for on-screen keyboard. Delay keys up by one frame to allow quick key presses.
ui: better fix to wait for future on UWP