* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
Fixes#17014
Even if our depth-testing-equal heuristic believes that the game needs
lower depth resolution.
This removes some depth-fighting artifacts (that are present on the real
PSP, but nice to avoid) in Outrun, Split/Second and Cars: Race-o-Rama -
essentially reverting these to the behavior we had before the heuristic.
(The heuristic is good though - it means less compat.ini hacks going in
the other direction).
In the case of Outrun, this relies on two passes that pass exactly the
same vertex coordinates twice resulting in the exact same final
geometry. This is actually guaranteed by the spec if the vertex math is
exactly the same and "invariant" is set on the position output, though
I guess you never know.. Haven't seen any issues at least.
Also sneak in disabling some validation messages from using extra Vulkan
validation layers other than the default.
Fixes#11442. Or at least should, I haven't tested this, just followed the
discussion in the issue.
According to this issue, this is a game bug that happens on real hardware
too, due to a lousy job porting the game to the PSP, most likely, which has
different ADSR (note envelope) behavior.
It breaks or just makes things look terrible in these games, so no
reason to allow it.
An alternative for this would be to remove the option entirely, and only
use it though the ForceLowerResolutionForEffectsOn flag instead.
Seems the game might not handle the case of confirm button being set to
cross properly, so force it to circle if this game is running.
Fixes#15663 (hopefully..)