Change GL2, GL3 and Vulkan drivers to behave as fullscreen if context driver
(such as KMS/DRM or KHR) does not support windowed mode at all.
Take it into account also for refresh rate switch.
On Win32, the numlock and pause keys need special handling. But the existing code did only handle it correctly for pressing and not releasing. It separately called GetKeyState for the two keys which only returned true while pressing a key and not while releasing it. This then caused the releasing of the pause key to be treated as releasing the numlock key and vice versa. This fix handles releasing the two keys correctly.
* iOS/tvOS: bundle cores as frameworks as opposed to dylibs
* iOS/tvOS: update plist to indicate controller support
* iOS/tvOS: living within the sandbox
* iOS/tvOS: import content through share sheet
* iOS/tvOS: default audio sync off due to crash on background
* iOS/tvOS: don't try altkit if there's no reason to
* iOS/tvOS: enumerate cores for appstore distribution
* provide more information during achievement load process
* update rcheevos version
* do disconnected processing even when no game is loaded
* make loading widget unique
* only show loading indicator with verbose messages on
This fixes a recurrent bug where context initialization fails due to the major/minor being both set as 0, causing an OpenGL ES 1.1 context to be created.
* [WINRT] Enable logging on __WINRT__ and bypass verbosidy in debug
* [UWP] wrong configuration prevents GLES to compile, common functions defines GL symbols
* [UWP] configure project to allow OPENGL on default configuration and copy MESA DLLs into UWP release
* [UWP] add MESA headers
* [UWP] add MESA EGL.lib needed for GLES context. However HAVE_OPENGL is better as GL cores use desktop version, so this is left for reference and to make the solution build with HAVE_OPENGLES
* [UWP] UWP is missing some GDI function definitions, implemented into MESA Gallium
* [UWP] Configure Release project too
* [UWP] Add mesa alpha-2 release dlls
* [UWP] allow griffin and vide_driver to have an OPENGL context
* [UWP] allow wgl context to work with mesa under WINRT
* [UWP] BUG: have to modify height/width getters and align them to MESA because the screen resolution is not right in gl context. Pending further investigation
* [UWP] fix ANGLE build
* [UWP] remove duplicate import code.
* (UWP) Cleanup filters file
* MESA screen destroy fix and Yabasanshiro hack. Align to alpha-2-hack tag
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Co-authored-by: Gabriel Morazán <35014183+GABO1423@users.noreply.github.com>
Adds support for sub-frame shaders to vulkan/glcore/dx10-11-12.
Builds on the concept already present for frame duplication in use for BFI, to present multiple 'sub' frames per real frame to the shaders, so they can run at a higher framerate than the content framerate. Must be enabled via subframe shaders setting under synchronization settings to be active.
Will allow BFI to be implemented inside of the shaders, among any other use for the higher framerate shader authors can devise.
CurrentSubFrame and TotalSubFrames have been available inside the shaders to track what they want to do on an given subframe. TotalSubFrames will always be 1 when the setting is disabled (and when in menu/ff/pause). Framecount will not increment on sub-frames, as it does not for injected bfi frames now. Should not interfere with any existing shaders that do not check for subframes.