-Add test for raspberry pi’s broadcom bcmhost dir.
-Add test for raspbian packages freetype, zlib and png.
-Remove keyword PRIVATE because there is a „cannot find lPRIVATE“ error.
There is one implementation that supports the get_program_binary
extension, but doesn't provide any actual formats. (it's Mesa)
In any case this is probably a good check to have.
http://www.cplusplus.com/reference/list/list/erase/
cplusplus.com says that std::list::erase takes arguments
of const_iterator, but from build errors the Andriod
runtime says it takes non const iterators. gcc doesn't mind
removing the constness and it's not so important that they're
const, so I'm removing them.
I change the currently used 'map' of textures to a queue (implemented as a
list), and then remove from the end of the queue when textures need removing
from the cache, and adding to the beginning of the queue.
The other operation that is needed is moving the texture to the
front of the list whenever it is used, so that frequently used
textures are not deleted.
In order to make that last operation effecient, I created
a map of the locations of these textures, and keep that
properly updated. This makes the accessing of a texture still O(1).
Then, in order to have the iterators remain valid through insertions
and deletions, I needed to implement the queue as a list.
The map and queue implementation is a standard way to implement
an LRU cache, just FYI. Not something I thought of all on my own.
Fixes issue #744
Adreno drivers for GLES3 GPU have issues with glBufferSubData.
glBufferData works without issues, so we have to use only glBufferData
for Adreno by the cost of reallocating the data store.
Pokemon Stadium can change REG.VI_ORIGIN without call to VI_UpdateScreen(),
at least with Project64. Thus, frame buffer allocation may work with
obsolete VI info, which causes various glitches, e.g #415
The game copies current frame buffer to the area, which initially allocated for depth buffer.
Game read camera data from that area, not from normal frame buffer.
That's why 'copy color buffer to RDRAM' option does not help there.
Special code needed to process that. Looks ugly, but works.
Fix problem with Majora's Mask subscreen after Bomber's Notebook read, #698
The game switches to interlaced mode when it opens Notebook screen and background buffer is removed.
This hack prevents buffers clear on VI change.