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Generate builds to test audio on android #5
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Generate builds to test audio on android #5
wheremyfoodat
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Panda3DS-emu:master
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wheremyfoodat:android-test-audio
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Shadergen: Pre-allocate space for shadergen string
* GLES: Implement logic ops via fb fetch * Attempt to fix deprecated libglx-mesa0 package * Update Qt_Build.yml * GLES: Enable fb fetch instead of requiring it * GLES: Add support for GL_ARM_shader_framebuffer_fetch * Fix GL_EXT_shader_framebuffer_fetch behavior
* Renderer: Add prepareForDraw callback * Add fmt submodule and port shader decompiler instructions to it * Add shader acceleration setting * Hook up vertex shaders to shader cache * Shader decompiler: Fix redundant compilations * Shader Decompiler: Fix vertex attribute upload * Shader compiler: Simplify generated code for reading and faster compilation * Further simplify shader decompiler output * Shader decompiler: More smallen-ing * Shader decompiler: Get PICA uniforms uploaded to the GPU * Shader decompiler: Readd clipping * Shader decompiler: Actually `break` on control flow instructions * Shader decompiler: More control flow handling * Shader decompiler: Fix desitnation mask * Shader Decomp: Remove pair member capture in lambda (unsupported on NDK) * Disgusting changes to handle the fact that hw shader shaders are 2x as big * Shader decompiler: Implement proper output semantic mapping * Moar instructions * Shader decompiler: Add FLR/SLT/SLTI/SGE/SGEI * Shader decompiler: Add register indexing * Shader decompiler: Optimize mova with both x and y masked * Shader decompiler: Add DPH/DPHI * Fix shader caching being broken * PICA decompiler: Cache VS uniforms * Simply vertex cache code * Simplify vertex cache code * Shader decompiler: Add loops * Shader decompiler: Implement safe multiplication * Shader decompiler: Implement LG2/EX2 * Shader decompiler: More control flow * Shader decompiler: Fix JMPU condition * Shader decompiler: Convert main function to void * PICA: Start implementing GPU vertex fetch * More hw VAO work * More hw VAO work * More GPU vertex fetch code * Add GL Stream Buffer from Duckstation * GL: Actually upload data to stream buffers * GPU: Cleanup immediate mode handling * Get first renders working with accelerated draws * Shader decompiler: Fix control flow analysis bugs * HW shaders: Accelerate indexed draws * Shader decompiler: Add support for compilation errors * GLSL decompiler: Fall back for LITP * Add Renderdoc scope classes * Fix control flow analysis bug * HW shaders: Fix attribute fetch * Rewriting hw vertex fetch * Stream buffer: Fix copy-paste mistake * HW shaders: Fix indexed rendering * HW shaders: Add padding attributes * HW shaders: Avoid redundant glVertexAttrib4f calls * HW shaders: Fix loops * HW shaders: Make generated shaders slightly smaller * Fix libretro build * HW shaders: Fix android * Remove redundant ubershader checks * Set accelerate shader default to true * Shader decompiler: Don't declare VS input attributes as an array * Change ubuntu-latest to Ubuntu 24.04 because Microsoft screwed up their CI again * fix merge conflict bug
…611) * HLE DSP: Add AAC decoder toggle * Fix derp
* Implement ARM NEON index buffer analysis * NEON: Fix initial index buffer minima/maxima * NEON: Fix vertex count comparison for index buffer analysis * GPU: Add SSE4.1 path for index buffer analysis * Fix oopsie * Fix oopsie, again
Implement shared font relocation
…ElementsBaseVertex (#617) * GL: Add fallback for when driver doesn't provide glDrawRangeElementsBaseVertex * GL: Fix fallback when glDrawRangeElementsBaseVertex is absent
* Implement sensors * Fix memory leak in accel
Implement accurate shader multiplication option
* Implement option to import keys * Fix crashes * Remove redundant code
Rework app icons
Extra icons for use with the hypothetical icon-swapping feature within the app that was mentioned on the discord. These files are based on the rsyn emote from the discord, flipped horizontally and edited in gimp to remove the blobs of colour from the corners. Although they are not visible on the discord emote, these are very noticeable when used as a desktop shortcut. rsyn.png could be used as an image within the app itself in place of rpog.png, which appears in the title bar, as well as for use as a desktop shortcut. windows_alt_icon could be used for a rainbow-coloured version of the existing .exe ico file, though swapping this out would be harder. Perhaps some future Panda3DS installer could swap it in place of the existing ico file during the installation process if desired. Resolution and aspect ratio are identical to the existing rpog.png and windows_icon images.
Add rsyn emote-based png and ico files for future use
Metal backend
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