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
Use dedicated thread to fill the audio buffer, fill with silence when
underrun, wait for notification events instead of busy loop.
Configurable ring buffer size / latency.
Pulse: use async API instead of simple API
Null driver: no audio driver with accurate timing
Add latency setting to alsa, pulse and android drivers
android: start and stop AudioTrack on audiobackend init/term
Simplify audiostream. Get rid of "none" option
This commit adds the DirectSound audio backend, which is a modified
version of core/oslib/ds_audiostream.cpp.
Porting this was a bit tricky, since ds_audiostream.cpp defined 3
extern functions that the other backends didn't have:
* bool os_IsAudioBuffered();
* bool os_IsAudioBufferedLots();
* int os_getusedSamples();
I came to the conclusion that these methods are obsolete since they are
only used core/windows/winmain.cpp in the function void os_wait_cycl(u32
cycl) - which is used nowhere. Thus, I removed os_wait_cycl and the
headers of the three functions in core/oslib/oslib.h. I also removed the
functions themselves (except for int os_getusedSamples(), which is still
used inside the directsound backend, but can safely declared static for
that purpose).
The DirectSound backend will be included during compilation if HOST_OS
is OS_WINDOWS.