The latest and greatest code. 30 of the most recent commits, in download form!
NDS: WIP rewrite to manually manage VRAM
NDS: Avoid more gl functions
EGL: Log all configs if choosing config fails
Android: Compile older arm native library to use older runtime library that doesn't use armv8 insstructions
OpenGL: Fix BGRA check being incorrect
Log a runtime address to assist with investigating crashes
SoftGPU: Optimise tex coord calculation
On test machine with -O1 and 28,000 FPS goes from ~48 to ~52
Fix BGRA conversion code being used even when pixel format is already RGBA
Add hidden option for auto pause on focus lost
GLES2: Also support fallback RGBA when BGRA isn't supported
EGL: Always log all attributes
Add option for disabling xinput2 support at runtime
EGL: Try to ensure chosen config has same visual ID as window
Fix EGL visual message printing wrong visual ID
OpenGL: Try to support very old systems without BGRA support
EGL: Use default depth/visual with X11 build
X11: More compatible launcher window creation
Fix backtrace not being used
Linux: Load pthread_setname_np dynamically
X11: Use proper 2D visual instead of glx visual for the launcher
Saves a bit of memory (7 MB private RAM, 50 MB shared RAM on linux mint machine) and should improve startup time a little bit
Windows: Use proper backtrace on ARM/ARM64 platforms, instead of backtrace for current thread
X11: Query actual window depth/visual for 2D framebuffer
32x/GBA: Disable menu UI code altogether
GBA: Now gets in-game for one frame before crashing
GBA: Draw to screen directly