* Rename the `MIN_MATCH` defined by xdelta3 to `XD3_MIN_MATCH`
- zlib defines its own macro by that name, but with a different value
* Don't redefine `SIZEOF_ARRAY` in xdelta3 if it already exists
* Don't define ssize_t in xdelta3, rely on libretro's definition instead
* Enable xdelta3 support in MSVC 2015-2019
* Fix some invalid MSBuild condition syntax
* Always build xdelta with XD3_USE_LARGESIZET as 1
* Fix an `#if` in task_patch.c
* Enable `HAVE_XDELTA` in the UWP build
* First crack at fixing Xdelta support for Android
ever implemented for OpenGL2 driver, lots of code debt, best to
instead just keep improving the overlay system instead which is
already available for most video drivers
Repurpose vibrate_on_keypress to enable device's standard keypress feedback on overlay key/button state changes
- Add keypress_vibrate function ptr to input_driver_t (only implemented on Android for now)
- (Android) Remove APP_CMD_VIBRATE_KEYPRESS
- (Android) Add doHapticFeedback, called directly to avoid latency
* Add intrinsic NEON versions for float_to_s16/s16_to_float courtesy
of davidgfnet
* Define -DDONT_WANT_ARM_OPTIMIZATIONS for resampler sinc - this should
default to intrinsic versions
* Default to ARM NEON intrinsic codepath and make the ASM codepaths
optional by defining HAVE_ARM_NEON_ASM_OPTIMIZATIONS
* (Pkg/apple/Android) Take out ASM files being compiled in