Might as well not obscure the code
Binary-search optimisations and fixes
Correct Lanczos array initialisation
Merge branch 'accurate' into portable
Document some leftover debug-related code
Apply some Windows types to InitBack
Turns out raw unicode *is* UTF32
Optimise a little when using OpenGL3
Flexible OpenGL unpack alignment
Get OpenGL renderers working again
Finally, Windows-accurate font sizing
Get 640x480 and Japanese builds working again
Big scary messy unfinished font overhaul
More-efficient way of determining atlas size
Don't use upscaled framebufer if it's not needed
Add smooth upscaling to the OpenGL backends
Chars aren't guaranteed to overflow at 256
Make software renderer a bit more foolproof
Make GetVertexBufferSlot consistent
Oops, also offload colour-fill vertices as well
Offload vertex transformation to the GPU
Offload texture coord transformation to GPU
Move OpenGL shader stuff to a struct
Use proper OpenGL buffer access specifier
Remove those annoying renderer sanity checks
Flush Wii U vertex buffers when stuff happens
Don't leave dangling OpenGL texture IDs
Merge branch 'accurate' into portable
Bump StartDirectDraw fix to FIX_MAJOR_BUGS
Change software renderer sub-backend API
Remove some now-unneeded struct members
Replace LockSurface with UploadSurface
Merge branch 'accurate' into portable
Only mark render-target textures as lost
Remove RenderBackend_FlushGlyphs
Allow font atlases to be non-square
Disable blending for the framebuffer
Remember to free the upscaled framebuffer
Only use an upscaled framebuffer if we have to
Disable blending for the upscaled framebuffer
Fix incorrect upscaled framebuffer size
Enable window-resizing in the SDLTexture renderer
Fix out-of-bounds font atlas accesses
Hopefully fix font atlas pixel bleeding
Merge branch 'accurate' into portable
Ramble about the broken font sizes
Use PrintError instead of ShowMessageBox
Convert a bunch of ints to size_t
Lock SDL2 software renderer surface properly
Handle the framebuffer failing to lock
Change some variables to size_t
Switch software renderer to lockable framebuffer
Made some message-printing code more consistent