Commit Graph
1525 Commits
Author SHA1 Message Date
Henrik Rydgård 3aec770b22 Set Auto rotation to default, move more settings around. 2026-10-26 11:36:59 +01:00
Henrik RydgårdandClaude Opus 5.5 3eaae508da Settings: Add a General tab, first
It gets the UI page, Language and "Help the PPSSPP team" from the System tab, and
its General group. Its title and the General headers are looked up in MainSettings.

Translations: Move "General" from System to MainSettings

Done with langtool move-key.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-26 11:36:53 +01:00
Henrik RydgårdandClaude Opus 5.5 827ec470fe Settings: Trim GameSettingsScreen.cpp's includes
Now that all the tabs are built elsewhere, it only needs a fraction of them.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 17:26:38 +01:00
Henrik RydgårdandClaude Opus 5.5 0ed9c8542b Settings: Move the System tab's builder to UI/Settings/SystemPage.cpp
Like the other tabs, except that the screen keeps what the page edits that
isn't a config setting (the compatibility reports flag, which is written
back when the screen closes, and the Windows memstick checkboxes' state) in
a SystemPageState it passes in. The page's handlers move with it, as
functions taking the page host or that state.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 17:23:10 +01:00
Henrik RydgårdandClaude Opus 5.5 b570c96d68 Settings: Remove the unused memstick folder callback
Nothing calls CallbackMemstickFolder or sets pendingMemstickFolder_, which
are left over from an older way of changing the folder on Android.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 17:19:46 +01:00
Henrik RydgårdandClaude Opus 5.5 7fd4029333 DevTools: Rename DeveloperToolsScreen to DeveloperSettingsPages
There's no screen in it any more, only the developer tools' settings pages.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 16:01:35 +01:00
Henrik RydgårdandClaude Opus 5.5 a5b470b2c3 Settings: Move the settings tabs' builders to a file each in UI/Settings
Only moves code. The tabs other than System were built by static functions
in GameSettingsScreen.cpp, in place of the old methods, to keep the previous
change's diff readable. Now each tab has its own file, with just the
includes it needs, and MainSettingsPages.h declares their builders.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 16:01:34 +01:00
Henrik RydgårdandClaude Opus 5.5 b91bd6af86 Settings: Build the settings screen from pages described as data
Each tab is now a SettingsPage: a list of items (headers, settings, buttons,
hints, links to other pages) that a function builds and views are created
from. Settings are added with page->Setting(&g_Config.x), which takes
the label, the kind of view, the range or choices, units, labels for special
values and the default from the config. The pages keep what depends on the
UI (which settings to show and when, enable rules, and behavior that needs the
screen), and reach the screen through the page's SettingsPageHost.

A page can link to other pages, which open on top of it in the same tab,
under a bar showing where you are, like Tools > Developer tools > Graphics,
where the earlier pages can be clicked to go back to them. The bar has back,
search and help buttons, and the back key also goes back a page (or out of a
search) before leaving the screen. Each page remembers its scroll position.
In portrait there's no tab strip: a page links to the tabs, and the bar shows
just the current page's title. Rotating keeps showing the same page. Moving
between pages only focuses an item when navigating with a keyboard or
controller.

The developer tools are now pages linked from the Tools tab, instead of a
screen of their own. The in-game developer menu and
--start-screen=developertools open the settings on that page. The toggles of
live state (the remote debugger and the MIPS tracer) show and change it
through functions, and pretending to be in-game for the notification tests is
a flag on the OSD. The memory map and memstick tests, only reachable from
commented-out code, are removed.

Search lists the matching settings from all tabs and the pages they link to,
grouped by where they are. Each result goes to the setting on its page,
scrolled to and highlighted (outlined, when picked with a mouse or touch), or
for a page, opens it. This replaces the search tab and the old filter that
hid the views that didn't match, and with them ShowSearchControls. Changing
tabs leaves the search.

The pages, the bar and search are in SettingsPagesDialogScreen, between the
tabbed dialog screen and the settings screen, so the other tabbed screens
keep plain tabs.

Other visible changes:
- Reset buttons that went to the wrong value now go to the real default: the
  touch control auto-hide delay (was 20 seconds instead of 8), the mouse
  wheel delay (1 ms, below its own range, instead of 80) and the UI size (0
  instead of -1 on desktop). The alternative speeds get a reset button.
- Units are shown on more sliders (frames, MHz, seconds, Hz), and popups no
  longer spell out what 0 means in the units, since the zero label does.
  Units of up to three characters (%, x, ms, MHz) aren't translated.
- The Android HW scaler hides the scales the display is too small for,
  instead of cutting the list short.
- Choices are translated in the setting's own section.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 15:26:58 +01:00
Henrik RydgårdandClaude Opus 5.5 9e63ff623d Lang: Move and copy strings into the sections of the settings that use them
Settings will translate everything about them (label, choices, units) in one
category, the label's, so:
- "Achievement sound volume" moves from Achievements to Audio, where the other
  volumes are.
- The choice strings of the ad hoc relay mode and chat positions are copied
  from Dialog to Networking, the notification position's to System, and the
  leaderboard tracker position's to Achievements.
- "seconds" is added to Controls and System, for the units of the touch
  control auto-hide delay and the rewind snapshot interval.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 15:12:24 +01:00
Henrik Rydgård 965b07c527 A lot more round corner fixes and layout fixes. 2026-10-25 10:28:40 +01:00
Henrik RydgårdandClaude Opus 5.5 a5c90b61df Android: Use OpenSL ES for audio on TVs, add audio API and MMAP settings
An Android 11 TV played nothing over a Bluetooth headset since the switch
to Oboe, while its speakers worked. Testing on it showed AAudio with MMAP
is silent there and AAudio without MMAP works, as does OpenSL ES (also
when the headset is connected mid-game), whatever the stream usage. MMAP
should never be used for a Bluetooth route, so it's a firmware bug.

Audio settings get an Audio API choice and a Low-latency audio (MMAP)
checkbox, with hints, so other devices with the same kind of bug can be
worked around. The API defaults to OpenSL ES on TVs and before Android
8.1, where the choice isn't offered, and AAudio elsewhere. Changing them
reopens the streams right away. System Information shows the output
stream that got opened (API, MMAP or not, rate, buffers, device) and any
audio error.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 23:58:42 +02:00
Henrik RydgårdandClaude Opus 5.5 b54056685e UI: Space ChoiceGroups from their container instead of their own margins
ChoiceGroups no longer have hardcoded margins. A new ChoiceGroupList holds them,
with padding and spacing that give the same look as before. Settings tabs, developer
tools, the two-pane settings columns, the pause menu and the rest put their groups in
one, and a few screens adjust its padding and spacing to their layout.

Also add the two groups in the remote disc streaming settings that were created but
never added, and make the settings search look inside groups: it only checked a tab's
direct children, so with ChoiceGroups a filter hid everything.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 14:01:58 +02:00
Henrik Rydgård ad132d8f1b Apply rounded corners to all Choices by default, apply proper group rounding in many places. 2026-10-24 11:21:40 +02:00
Henrik RydgårdandClaude Opus 5.5 8012d9dca7 Settings: Use ChoiceGroup on the remaining tabs
Each ItemHeader becomes a ChoiceGroup with that title, and the items
under it are added to the group, as on the audio tab.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 01:52:34 +02:00
Henrik Rydgård c44a12363f Prototype the new ChoiceGroup component 2026-10-24 01:52:34 +02:00
Henrik RydgårdandClaude Opus 5.5 04ae3fea5b External display setting: Show the game, or mirror the screen
Graphics > "External display" on iOS and Android. "Show the game" (the
default) is the TV mode, "Mirror the screen" leaves the TV to the system.
A change applies right away. It's disabled on backends that can't draw to
a second swapchain.

On Android 12 and up, a second screen that's part of the device (like a
dual-screen handheld's) isn't used, so the game doesn't move there by
itself.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 22:31:07 +02:00
Henrik RydgårdandClaude Opus 5.5 71b38e58e6 Config: Store the alternative speeds in percent
The settings screen showed them in percent but they were stored as frame
rates out of 60, so the screen kept converted copies and wrote them back. Now
they're stored in percent under new ini keys (AltSpeedPercent,
AltSpeedPercent2, AnalogAltSpeedPercent), migrated from the old frame rate
keys like the audio volumes were, and converted to a frame rate where the
timing needs one.

Low percentages no longer round to a 0 fps limit, which meant unlimited.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 15:28:18 +02:00
Henrik Rydgård 57dc5bf956 Fix the enabled state of some settings hints 2026-10-22 10:59:44 +02:00
Henrik RydgårdandClaude Opus 5.5 9e6fdb5be7 Settings: Make the two nickname fields behave the same
The Networking copy showed a warning for the default name but didn't fill
in an empty infrastructure username; the System one did the reverse, and
didn't refresh the views. Both now use one helper that does both.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 10:55:31 +02:00
Henrik RydgårdandClaude Opus 5.5 8fc75c0344 Settings: Write the alternative speeds back only when they're changed
The percentages were converted back to frame rates whenever any dialog
closed with OK. That overwrote the values Restore Defaults had just set,
and the integer rounding drifted unchanged values down (100 fps became 99
on any unrelated change). Restoring defaults also had the old reporting
choice written back on exit; it's now re-read too.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 10:55:30 +02:00
Henrik RydgårdandClaude Opus 5.5 9ba1d569e7 Settings: Show the analog alternative speed as a percentage
The format was set on the wrong slider (alternative speed 2, which already
had it).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 10:55:30 +02:00
Henrik RydgårdandClaude Opus 5.5 7139aa6aaf Settings: Remove side effects from building the tabs
Building a settings tab should only create views, so that the tabs can
later be described as data and searched without being shown.

- Don't reset the MSAA level when the device has none. The GPU already
  falls back to no MSAA (UpdateMSAALevel), and the reset overwrote the
  setting, including per-game ones.
- Read the reporting state in the constructor. It was only read when the
  System tab was built, but always written back on exit, so leaving
  settings without opening System turned reporting off.
- Move the Windows memstick location probe (which writes a temp file next
  to the exe) out of the System tab, and keep the checkboxes' enabled
  state in members instead of poking at the views.
- Show the Android/UWP memstick path through a callback instead of a
  copy made at build time, and drop a USB path computation whose result
  was never used.
- Make the reliable-UDP checkbox follow the UDP setting directly instead
  of recreating all views when it changes.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 10:55:30 +02:00
Katharine Chui 880158cfdb initial enet mode for adhocctl & aemu_postoffice relay 2026-10-21 14:19:54 +02:00
Henrik Rydgård 4f71d62c28 Frameskipping is a gross hack, so move it in under "Speed hacks" 2026-10-20 16:32:44 +02:00
Henrik RydgårdandClaude Opus 5.5 b2e6113f21 Metal: Hardware texture scaling
Runs the same compute shaders as the Vulkan backend, translated to MSL,
in the upload command buffer: levels decode unscaled into the push
buffer and get scaled into a view of the level. Push constants go in a
buffer of their own. Multipass shaders (NNEDI3) use scratch textures
that live for the frame.

Shaders with a constant buffer (only the smiley test shader) aren't
supported.

All the texture shaders give the same result as Vulkan's on LocoRoco
and God of War savestates.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 12:02:22 +02:00
Henrik RydgårdandClaude Opus 5.5 8d7ce57fa8 Metal: Hook up the backend on Mac, with the null GPU for now
Selectable with --graphics=metal, the backend choice in settings and the
Mac menu bar. SDL creates a Metal view for it, and headless renders
offscreen. Games run on the null GPU until there's a GPU/Metal.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 12:02:22 +02:00
Henrik RydgårdandClaude Opus 5.5 19e4b77be4 Android: Ask for the local network permission for ad hoc, UPnP and servers
Part of #21585

Android 17 blocks LAN traffic in both directions (TCP and UDP, including
broadcast and multicast) without ACCESS_LOCAL_NETWORK. Ask for it when
networking, the built-in ad hoc server, UPnP, share-on-startup or the
remote debugger gets turned on, when a game initializes ad hoc with
networking enabled, and at startup if a server is set to start then.

A denied ad hoc send fails with EPERM, which the games never see, so show
a message for it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-16 20:44:05 +02:00
Henrik Rydgård 0a9b57371f Delete the spline quality setting 2026-10-16 13:27:26 +02:00
Henrik Rydgård f5255eefaf Move the Hardware Transform setting to developer tools, reset by renaming the key.
This setting should always be on, not having it ruins performance.
2026-10-16 13:27:23 +02:00
Henrik RydgårdandClaude Opus 5.5 78f389bd80 Close the file used to detect a background image's format
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 21:37:20 +02:00
Henrik RydgårdandClaude Opus 5.5 3656fb46e2 Windows: Capture the microphone through WASAPI instead of Media Foundation
Windows now uses the same host interface as SDL and iOS: sceUsbMic sends
startRecording/stopRecording/deviceChanged, and drains buffered input on
the CPU thread with pollRecording. A capture thread asks WASAPI for mono
16-bit at the game's rate (it converts from the mix format, so no more
ffmpeg resampling), and copies packets into a lock-free ring buffer.
It reopens the device when the selection changes, and retries once a
second if the device is missing or gets unplugged.

The device list comes from the active capture endpoints. Their friendly
names are the ones Media Foundation reported, so existing MicDevice
settings still match. An empty setting, now selectable as Auto like on
SDL, means the default capture device.

The Media Foundation audio capture code is removed; the camera still
uses it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 18:28:33 +02:00
Henrik Rydgård 7b716e6f33 Merge pull request #22459 from chriopter/sdl-microphone
SDL: Add microphone capture and device selection
2026-10-10 17:01:04 +02:00
Henrik RydgårdandClaude Opus 5.5 834c3f00ee Android: Replace OpenSL ES audio with Oboe
Oboe uses AAudio on Android 8.1+ and falls back to OpenSL ES on older
devices. Output and microphone input both go through it. The mic now gets
resampled by Oboe from the device's rate to whatever the game asks for.

New: when a stream is disconnected (headphones unplugged, Bluetooth device
going away), it's reopened on the new default device instead of going
silent.

Oboe 1.11.0 is added as a submodule, built through ext/oboe-build for CMake
and as a module in Android.mk.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 12:13:58 +02:00
Chriopter 1670f5d1f9 SDL: Add microphone recording and device selection. 2026-10-09 00:18:31 +02:00
Henrik RydgårdandClaude Opus 5 57e96b2d81 Add a PSP Firmware screen under Settings > Tools
Shows what's actually in PSP/NAND - nothing, a fonts-only partial install, or
a full firmware with its version, build date and region - read from
flash0:/vsh/etc/version.txt, which is present both in a PSAR-unpacked install
and a NAND dumped off hardware.

Also offers to install an updater, erase the NAND, and launch the XMB, the
last one gated on FirmwareVersionSupportsVSH() since the module patches that
get vshmain.prx running are tied to 6.61's offsets.

Installing a firmware now erases flash0/flash1/ipl first - two firmwares can't
be merged, a file the new one doesn't have would linger and still get loaded.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 12:07:28 -06:00
Henrik Rydgård d789696405 Fix the restart-into-a-screen arguments, broken by the cmdline refactor
Centralizing command line parsing replaced the hand-rolled --gamesettings and
--touchscreentest argv checks in NativeInit with a single --start-screen=<name>
option, and made an unrecognized "--" argument a hard parse error. The two
System_RestartApp callers still passed the old flags.

So changing the graphics backend killed PPSSPP for good: the new process starts,
fails to parse --gamesettings, and returns 1 from WinMain before a window ever
exists. The error goes to stderr, which nobody sees in a GUI build, so it just
looks like the app quit instead of restarting.

Restarts that pass no arguments (the memstick screen, and the edit-then-restore
path) were unaffected, since an empty argument string makes ExitAndRestart reuse
the original command line.

Also move the TouchTestScreen push inside the touchscreentest branch - it looks
like a brace that didn't move during the refactor, and it would otherwise push a
touch test screen for every --start-screen value.
2026-09-05 08:28:43 -06:00
Henrik RydgårdandClaude Opus 5 fbdf611fc4 Chat: keep more lines of history, and add timestamps
The log was trimmed to 50 lines, which isn't enough to scroll back
through a conversation - now 250. Chat entries also carry the time they
arrived, shown as a dimmed HH:MM in front of the name, behind a new
"Show timestamps in chat" setting.

The timestamp is kept next to the text rather than baked into it, since
the chat view finds the sender by splitting the line at the first colon.

Fixes #15444

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:10:54 -06:00
Henrik RydgårdandClaude Opus 5 f7548ea7e2 UI: Let PopupMultiChoice mark choices as untranslated
Choices that are just numbers have no translation, so every lookup got
logged as a missing translation - the Graphics settings screen spammed
the log once per frame as long as Frame Skipping was on.

Fixes #21455

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:08:21 -06:00
Henrik RydgårdandClaude Opus 5 2cb0be1bc4 UPnP: fix the exit hang and the CPU spin, and only run the thread when enabled
The two long-standing bug reports had a shared root: the service loop could
end up in a state it never left.

- Exit hang: UPNP_CMD_EXIT was queued alongside port requests and only acted
  on when it reached the front. A request that couldn't complete was never
  popped, so exit sat behind it forever and join() blocked indefinitely.
  Exit is a flag now, checked before anything else.
- CPU spin: wait_for() with a predicate returns immediately when the predicate
  already holds, so a stuck queue head meant a tight loop. sceNetInet's bind()
  queues UPnP_Add regardless of the setting, so this hit whenever UPnP was off
  and a game used sockets. The loop always blocks now, and requests are dropped
  while UPnP is off.
- Failed discovery was retried every 5s forever, each time a full 2s SSDP round
  plus an error toast. Now backs off 5s -> 300s and reports once.

Other things found while in here:

- Every failed Initialize() leaked a UPNPUrls + IGDdatas, so ~every 5 seconds
  for anyone with UPnP on and no router. The manual miniwget/parserootdesc/
  GetUPNPUrls block was also redundant - UPNP_GetValidIGD does all of it and
  memsets over the result, leaking the URLs and costing an extra HTTP round
  trip per attempt.
- UPNP_GetValidIGD's status was never checked, so we could go DONE with no
  usable IGD and hand a NULL controlURL to UPNP_GetConnectionTypeInfo.
- miniupnpc's strncpy into the port-mapping-entry buffers doesn't guarantee a
  terminator; an 80-char description ran std::string off the end of desc[80].
- Add() marked another app's port "taken" only after our own add succeeded, so
  a failed add left their mapping deleted and never restored.
- Clear() walked the router's entire table at exit, one HTTP round trip per
  index. It now deletes only what we know we mapped, and the exit cleanup has
  a time budget so an unreachable router can't stall shutdown.
- The in-flight request stayed in the queue during the router call, so a
  same-port request arriving concurrently could erase it and be dropped
  unexecuted.
- The queue is bounded, and last-write-wins per port collapses the churn from
  games that rebind in a loop.
- The mapping description is built when the request is queued rather than read
  off g_paramSFO from the UPnP thread later.

The thread now only exists while the setting is on - turning it off makes it
remove its mappings and exit, turning it on starts one. That means __UPnPInit()
has to run after the config is actually loaded; g_Config.Init() only builds a
lookup table. QueueRequest() reconciles too, so a per-game config or a libretro
core option enabling UPnP works without a notify at every call site.

The settings checkbox is disabled in-game, since sceNet latches related
settings at boot and a game that already mapped its ports wouldn't cope with
them disappearing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCPmm7FoQUoqrbMdhfqhQ2
2026-08-30 00:37:05 +02:00
Henrik Rydgård 5cffcd34ad Get rid of the confusing old USING_WIN_UI define. Make a more clear system property for headless. 2026-08-16 12:19:41 +02:00
Henrik Rydgård 8cd7e1b2c0 Delete all support for Qt
Our Qt backend has long been left behind and doesn't even support Vulkan
currently. There would be a lot of work to make it viable, and I don't
think anyone is really interested.

ImGui on SDL will soon fulfill the need for a more classic user interface
with a menu bar on Linux, and on Mac we already have a native UI.
2026-08-08 18:18:28 +02:00
Henrik Rydgård cd254c9ec3 Merge branch 'master' into minor-tweaks 2026-08-07 15:14:47 +02:00
Henrik Rydgård 7219cd2f5a Split off ScreenManager from Screen.cpp 2026-08-07 14:30:36 +02:00
Henrik Rydgård c1310ae4a5 Rework UPnP service thread sync
No longer waking up twice per second. Instead a slow 5s poll plus
wakeups if needed.
2026-08-07 11:24:22 +02:00
Henrik RydgårdandClaude Opus 5 8bfc151395 iOS: Hide the status bar when immersive mode is enabled
prefersStatusBarHidden was dead code - it computed an orientation and a
(commented out) user preference, then unconditionally returned false. So the
status bar was only ever hidden on iPhone in landscape, and only because iOS
does that on its own in compact height.

Now it honors bImmersiveMode from the DisplayLayoutConfig matching the current
orientation, so it also applies in portrait and on iPad. Adds the corresponding
checkbox to the iOS system settings, and updates the status bar on rotation and
when the setting is toggled.

Also fixes a missing break in the ROTATE_UPDATED case in System_Notify, and a
static/non-static mismatch on sceKernelLoadModuleBufferUsbWlan that broke the
build (the header intentionally exposes it for sceVshBridge).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JZk5y4Fzw811WJoNWZb8Sc
2026-08-06 20:56:37 +02:00
Henrik Rydgård 993c3a9c67 Avoid accurately computing disk space on iOS and Android (where it can be slow). Add a setting. 2026-07-14 22:22:29 +02:00
Henrik Rydgård 61e1ef8f7a Remove the "Software skinning" option. Now always on. 2026-07-14 17:02:57 +02:00
Henrik Rydgård 5f7281bd8e Remove old vestiges of geometry shader support 2026-07-08 18:25:08 +02:00
Henrik Rydgård 623545bd24 Delete the "Hardware tessellation" feature.
Very hard to maintain and debug, not worth it.
2026-06-16 16:17:14 +02:00
Henrik Rydgård 6d98293be9 Hide orientation controls on large Android 17 devices, since they won't work. 2026-06-15 10:37:58 +02:00