Vertex attribute binding strides must be aligned to 4 bytes, so says
MoltenVK. So we'll create the quad as R32G32_SFLOAT instead of
R8G8_SNORM.
Also when running a debug build of the core in a debug build of
retroarch in the debugger, the dynamic linker gets very confused about
which spirv-cross functions to call. The easiest way to give it a clue
is to reduce the exported symbol list.
Also fix the debug build on Apple.
updated makefiles for:
- android
- ios
- emscripten
- rpi4
tested on emscripten, GLES3 must be explicitly enabled for android and ios
fixed some things in glsm (libretro-common)
colors are not 100% perfect on GLES3 due to it not including the 1555 ABGR color format. GLES3 uses 5551 instead.
These options are intended for mobile devices where aspect ratios
wider than 16:9 recently became widespread.
If currently using a 21:9 or 32:9 aspect ratio, the user will have to
adjust their settings to get their old aspect ratio back.
reload widescreen_hack_aspect_ratio_setting where widescreen_hack
is reloaded, make 16:9 the default setting when not set, and actually
check when widescreen_hack or widescreen_hack_aspect_ratio_setting has
changed
Beetle PSX implementation of "psx.correct_aspect" introduced in Mednafen
1.24.0-UNSTABLE (no relevant code backported from upstream).
Additionally fixes aspect ratio scaling issues when cropping overscan or
adjusting visible scanlines. "Force 4:3" is left as a legacy option for
users preferring the old inaccurate behavior.
Core now properly falls back to software renderer when requested
hardware context is not Vulkan/OpenGL instead of defaulting to Vulkan
for every context other than OpenGL. Core now also checks each hardware
renderer instead of only Vulkan for frontends that do not support
RETRO_ENVIRONMENT_GET_PREFERRED_HW_RENDER.