diff --git a/Externals/GLES3/GLES3/gl3.h b/Externals/GLES3/GLES3/gl3.h index e5bf8f5bfc..01cbeaacf7 100644 --- a/Externals/GLES3/GLES3/gl3.h +++ b/Externals/GLES3/GLES3/gl3.h @@ -965,7 +965,7 @@ GL_APICALL void GL_APIENTRY glUniformMatrix2x4fv (GLint location, GLsi GL_APICALL void GL_APIENTRY glUniformMatrix4x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); GL_APICALL void GL_APIENTRY glUniformMatrix3x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); GL_APICALL void GL_APIENTRY glUniformMatrix4x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); -GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +//GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glFramebufferTextureLayer (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); GL_APICALL void GL_APIENTRY glFlushMappedBufferRange (GLenum target, GLintptr offset, GLsizeiptr length); GL_APICALL GLboolean GL_APIENTRY glIsVertexArray (GLuint array); diff --git a/Source/Android/res/values/arrays.xml b/Source/Android/res/values/arrays.xml index 2144440a33..8e75554384 100644 --- a/Source/Android/res/values/arrays.xml +++ b/Source/Android/res/values/arrays.xml @@ -108,7 +108,19 @@ 6 7 - + + + + 1x + 2x + 4x + + + 0 + 1 + 2 + + 1x diff --git a/Source/Android/res/values/strings.xml b/Source/Android/res/values/strings.xml index 5c8a1269af..8c99835d1f 100644 --- a/Source/Android/res/values/strings.xml +++ b/Source/Android/res/values/strings.xml @@ -86,6 +86,8 @@ Enhancements Internal Resolution Specifies the resolution used to render at. A high resolution will improve visual quality a lot but is also quite heavy on performance and might cause glitches in certain games. + Fullscreen antialiasing + Reduces the amount of aliasing caused by rasterizing 3D graphics. This makes the rendered picture look less blocky. Heavily decreases emulation speed and sometimes causes issues. Anisotropic Filtering Enhances visual quality of textures that are at oblique viewing angles. Might cause issues in a small number of games. Scaled EFB Copy diff --git a/Source/Android/res/xml/video_prefs.xml b/Source/Android/res/xml/video_prefs.xml index 311c6ce8a9..72a50c4f3a 100644 --- a/Source/Android/res/xml/video_prefs.xml +++ b/Source/Android/res/xml/video_prefs.xml @@ -14,6 +14,13 @@ android:summary="@string/internal_resolution_descrip" android:title="@string/internal_resolution"/> + +