* citra_qt: Check if renderer is null
* core: Fix dynarmic use-after-free error
* bootmanager: Add current context check in DoneCurrent
* Loading a save state would destroy the frame dumper class, which contains a shared context. That context would call DoneCurrent without checking if it was actually bound or not, resulting in crashes when calling opengl functions
* externals: Correct glad readme
* common: Log renderer debug setting
* citra: Make lambda lower case
* Consistency with review comments on the PR
* video_core: Kill more global state
* GetResolutionScaleFactor would be called somewhere in the renderer constructor chain but it relies on the yet unitialized g_renderer, resulting in crashes when the resolution scale is set to auto. Rather than adding a workaround, let's kill this global state to fix this for good
* common: Move settings to common from core.
- Removes a dependency on core and input_common from common.
* code: Wrap settings values
* Port from yuzu to allow per game settings
* citra_qt: Initial per-game settings dialog
* citra_qt: Use new API for read/save of config values
* citra_qt: Per game audio settings
* citra_qt: Per game graphics settings
* citra_qt: Per game system settings
* citra_qt: Per game general settings
* citra_qt: Document and run clang format
* citra_qt: Make icon smaller and centered
* citra_qt: Remove version number
* Not sure how to extract that, can always add it back later
* citra_qt: Wrap UISettings
* citra_qt: Fix unthottled fps setting
* citra_qt: Remove margin in emulation tab
* citra_qt: Implement some suggestions
* Bring back speed switch hotkey
* Allow configuration when game is running
* Rename/adjust UI stuff
* citra_qt: Fix build with separate windows
* citra_qt: Address feedback
* citra_qt: Log per-game settings before launching games
* citra_qt: Add shader cache options
* Also fix android build
* citra_qt: Add DLC menu option
* citra_qt: Run clang-format
* citra_qt: Adjust for time offset
* citra_qt: Implement suggestions
* Run clang-format
Co-authored-by: bunnei <bunneidev@gmail.com>
* The current backend heavily depends on many extensions for shadow
rendering and texture cubes in the fragment shaders. All these
extensions were incorporated to core in 4.3. Support is practically
ubiquitous and requiring support for it makes things a lot easier
* This commit aims to both continue the rasterizer cache cleanup by
separating CachedSurface into a dedicated header and to start weeding
out the raw OpenGL code from the cache.
* The latter is achieved by abstracting most texture operations in a new
class called TextureRuntime. This has many benefits such as making it easier
to port the functionality to other graphics APIs and the removal of the need
to pass (read/draw) framebuffer handles everywhere. The filterer and
reinterpreter get their own sets of FBOs due to this, something that
might be a performance win since it reduces the state switching
overhead on the runtime FBOs.