diff --git a/external/cubeb b/external/cubeb
index 48689ae7..ac8474a5 160000
--- a/external/cubeb
+++ b/external/cubeb
@@ -1 +1 @@
-Subproject commit 48689ae7a73caeb747953f9ed664dc71d2f918d8
+Subproject commit ac8474a5929e9de3bce84f16f8c589240eb9f7c4
diff --git a/qt/src/DisplayPanel.ui b/qt/src/DisplayPanel.ui
index 500d523f..dc44741f 100644
--- a/qt/src/DisplayPanel.ui
+++ b/qt/src/DisplayPanel.ui
@@ -41,7 +41,7 @@
Choose a device to render output. If you have no integrated graphics, there will be only one choice.
- <html><head/><body><p>When using <span style=" font-style:italic;">Vulkan</span>, this chooses the GPU you wish to use Snes9x with.</p></body></html>
+ <html><head/><body><p>When using <span style=" font-style:italic;">Vulkan</span>, this chooses the GPU you wish to render with.</p></body></html>
@@ -232,7 +232,7 @@
- <html><head/><body><p>This option affects how <span style=" font-style:italic;">maintain aspect ratio </span>works. </p><p><span style=" font-style:italic;">4:3 </span>will maintain a ratio where the screen is 1.333 times wider than high.</p><p>64:49 presents an idealized ratio where the display output is perfect, but is affected by NTSC compression.</p><p>1:1 Means pixels will be square. This will squeeze the image horizontally.<br/></p><p><br/></p></body></html>
+ <html><head/><body><p>This option affects how <span style=" font-style:italic;">maintain aspect ratio </span>works. </p><p><span style=" font-style:italic;">4:3 </span>will maintain a ratio where the screen is 1.333 times wider than high.</p><p>64:49 presents an idealized ratio where the display output is perfect, but is affected by NTSC compression.</p><p>1:1 Means pixels will be square. This will squeeze the image horizontally.</p></body></html>
-
@@ -273,7 +273,7 @@ For games like Seiken Densetsu 3 and Marvelous, choose the "scale up"
Output directly will cause the screen to change between the two modes and look weird.
- <html><head/><body><p>This option only affects the SNES's high-resolution, 512 pixel wide mode. Few games use this. </p><p><span style=" font-style:italic;">Output directly</span> will use whatever is output directly, but when the game changes modes, the filtering will get sharper or blurrier and may be distracting.</p><p><span style=" font-style:italic;">Merge fields </span>will scale the image down and blend the extra pixels together. This is useful in games like Jurassic Park and Kirby's Dreamland 3, which use it for a transparency effect.</p><p><span style=" font-style:italic;">Scale low resolution </span>will double the width of low-resolution screens, so when the game switches between modes there isn't any distracting changes in filtering. This is useful when a game uses the high resolution mode often, like Seiken Densetsu 3.<br/></p><p><br/></p></body></html>
+ <html><head/><body><p>This option only affects the SNES's high-resolution, 512 pixel wide mode. Few games use this. </p><p><span style=" font-style:italic;">Output directly</span> will use whatever is output directly, but when the game changes modes, the filtering will get sharper or blurrier and may be distracting.</p><p><span style=" font-style:italic;">Merge fields </span>will scale the image down and blend the extra pixels together. This is useful in games like Jurassic Park and Kirby's Dreamland 3, which use it for a transparency effect.</p><p><span style=" font-style:italic;">Scale low resolution </span>will double the width of low-resolution screens, so when the game switches between modes there isn't any distracting changes in filtering. This is useful when a game uses the high resolution mode often, like Seiken Densetsu 3.</p></body></html>
-
@@ -346,7 +346,7 @@ Output directly will cause the screen to change between the two modes and look w
- <html><head/><body><p>This option determines whether messages show up in the game display:</p><p>Onscreen will show a high resolution overlay when using <span style=" font-style:italic;">Vulkan</span> or <span style=" font-style:italic;">OpenGL</span>.</p><p>Inscreen will draw in a pixel font to the ingame display.</p><p>Don't display messages will show nothing.<br/></p></body></html>
+ <html><head/><body><p>This option determines whether messages show up in the game display:</p><p>Onscreen will show a high resolution overlay when using <span style=" font-style:italic;">Vulkan</span> or <span style=" font-style:italic;">OpenGL</span>.</p><p>Inscreen will draw in a pixel font to the ingame display.</p><p>Don't display messages will show nothing.</p></body></html>
-
diff --git a/qt/src/EmuSettingsWindow.ui b/qt/src/EmuSettingsWindow.ui
index bc533603..7b0d71ef 100644
--- a/qt/src/EmuSettingsWindow.ui
+++ b/qt/src/EmuSettingsWindow.ui
@@ -117,6 +117,12 @@
Qt::TabFocus
+
+ Restore all settings on the current page to their default values.
+
+
+ Restore all settings on the current page to their default values.
+
Restore Defaults
@@ -131,9 +137,15 @@
-
+
+ Click on a setting to find out more info.
+
Help
+
+ false
+
-
diff --git a/shaders/glsl.h b/shaders/glsl.h
index ff1b3633..c12309f6 100644
--- a/shaders/glsl.h
+++ b/shaders/glsl.h
@@ -13,7 +13,6 @@
#include
#include
#include
-#include
static const unsigned int glsl_max_passes = 20;