citra: Remove GLFW, Add SDL2
FindSDL2: Do not CACHE SDL2_* variables if library is not found
EmuWindow_SDL2: Set minimal client area at initialisation time
EmuWindow_SDL2: Corrections
EmuWindow_SDL2: Fix no decorations on startup on OS X
cmake: windows_copy_files
This commit:
* Adds a new subproject, audio_core.
* Defines structures that exist in DSP shared memory.
* Hooks up various other parts of the emulator into audio core.
This sets the foundation for a later HLE DSP implementation.
ScanDirectoryTreeAndCallback, before this change, coupled error/return
codes and actual return values (number of entries found). This caused
confusion and difficulty interpreting the precise way the function
worked.
Supersedes, and closes#1255.
Properly hides the game list upon toggling from external
window mode to single window mode. Previously, both the game
list and the render window would have been shown at the same
time upon toggling.
The OS will render the widgets using the system screen DPI (instead of
being locked at @1x resolution).
This has no impact on the existing high-DPI rendering code in Citra,
which means that the resolution of the emulated content is increased
to the real number of pixels, as on other platforms.
Instead of letting CMake re-generate an automatic Info.plist file on
every build, use our own. This allows greater control on the application
bundle settings.
May fix additional texture caching issues. (Though mostly in homebrew, I
haven't seen any commercial software use this to flush anything but
command lists.)
If the first type of breakpoint to be hit wasn't "Vertex Loaded", the
input_vertex would contain garbage, which would be passed to the shader
interpreter and ocasionally cause crashes.
This stops (for some reason sporadic) crashes and OpenGL errors during
shutdown, when the OpenGL renderer tries to clean up objects from the
UI thread, which has no OpenGL context active.