* citra_qt: Remove global state usage in GMainWindow
* citra_qt: Add warning when loadings saves for the first time
* citra_qt: Focus window when launching game from cmdline
* citra_qt: Cleanup nullptr checks
* citra_qt: Move setting to UISettings
* renderer_opengl: Remove header
* Enable web services in android
* Fix web services build on android
* clang-format
* Remove unnecessary line
* Set telemetry to be disabled by default on all platforms
* dumping/ffmpeg_backend: Add FPS filter
So that the recorded video can be at 60FPS (which is supported by most encoders) while still maintaining correct speed.
* dumping/ffmpeg_backend: Add HW context support
Required for some HW acceled encoders. Not tested as my devices don't seem to require this.
* CMake: Copy avfilter dll for MSVC
* CMakeLists: Require FFmpeg 4.0
* ffmpeg: Fix dumper compile error on MSVC.
* ffmpeg: Address review comments.
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Co-authored-by: zhupengfei <zhupf321@gmail.com>
* rasterizer_cache: Switch to template
* Eliminates all opengl references in the rasterizer cache headers
thus completing the backend abstraction
* rasterizer_cache: Switch to page table
* Surface storage isn't particularly interval sensitive so we can use a page table to make it faster
* rasterizer_cache: Move sampler management out of rasterizer cache
* rasterizer_cache: Remove shared_ptr usage
* Switches to yuzu's slot vector for improved memory locality.
* rasterizer_cache: Rework reinterpretation lookup
* citra_qt: Per game texture filter
* rasterizer_cache: Log additional settings
* gl_texture_runtime: Resolve shadow map comment
* rasterizer_cache: Don't use float for viewport
* gl_texture_runtime: Fix custom allocation recycling
* rasterizer_cache: Minor cleanups
* Cleanup texture cubes when all the faces have been unregistered from the cache
* custom_tex_manager: Allow multiple hash mappings per texture
* code: Move slot vector to common
* rasterizer_cache: Prevent texture cube crashes
* rasterizer_cache: Improve mipmap validation
* CanSubRect now works properly when validating multi-level surfaces, for example Dark Moon validates a 4 level surface from a 3 level one and it works
* gl_blit_handler: Unbind sampler on reinterpretation
* Add a loading screen for the preloading textures
*The PreloadTextures() function is called from the EmuThread to prevent citra to freezing
*Add a the preloading textures loadingscreen in loading_screen.cpp
*Add custom_tex_manager.reset() in core.cpp to release ram memory after exiting a game
* Add custom textures loading in EmuThread
* Remove useless variable
* Revert "Add custom textures loading in EmuThread"
This reverts commit 45ed46fa09159f782c5d20a4330b4eb7cfcdc253.
* Moved include from bootmanager.h to bootmanager.cpp