* Add bold text and antialiasing for osc buttons
* Fix osc dpad and button position (widder than taller)
* Set default OSC color to white background with black text
This helps to prevent issues that result from the overlapping of buffer and texture data, by only ever syncing back textures if they are actually used as RTs, which are much less likely to overlap buffers.
`PreferenceSettings` was removed in favor of:
* `AppSettings`: stores general purpose settings mostly used for UI configuration and state
* `EmulationSettings`: stores emulation-related settings, most of these are passed to native emulation code
This commit reverts PR #2037. Passing `NativeSettings` to emulation code through a member reference, instead of a local variable, caused unpredictable crashes when using custom GPU drivers (v615+) on some Qualcomm SoCs.
The exact cause of the issue remains unknown, my best guess is that it was caused by an incorrect optimization performed on the Kotlin bytecode in release mode, which caused an issue when reading memory that had been forked, because of running emulation in a separate process.
Runtime settings modification will be reimplemented in the future via an alternative method.
These are about 100x as expensive on adreno than nvidia due to the lack of a dedicated instruction, since some games work fine without them add a hack to disable them.
This removes the need to concatenate the variable multiple times, recycles the scaled bitmap after it has been stored, addresses the Android Studio complaint about that method name, and generates a preview of the current profile image as the preference icon.
By importing guest memory directly onto the host GPU we can avoid many of the complexities that occur with memory tracking as well as the heavy performance overhead in some situations. Since it's still desired to support the traditional buffer method, as it's faster in some cases and more widely supported, most of the exposed buffer methods have been split into two variants with just a small amount of shared code. While in most cases the code is simpler, one area with more complexity is handling CPU accesses that need to be sequenced, since we don't have any place we can easily apply writes to on the GPFIFO thread that wont also impact the buffer on the GPU, to solve this, when the GPU is actively using a buffer's contents, an interval list is used to keep track of any GPFIO-written regions on the CPU and any CPU reads to them will instead be directed to a shadow of the buffer with just those writes applied. Once the GPU has finished using buffer contents the shadow can then be removed as all writes will have been done by the GPU.
The main caveat of this is that it requires tying host sync to guest sync, this can reduce performance in games which double buffer command buffers as it prevents us from fully saturating the CPU with the GPFIFO thread.
Extends the profile picture stub into a full-fledged implementation with the ability for users to set their profile picture in settings while having the Skyline icon as the default profile picture.
* Close the input and output file streams before moving the output file to the final destination
* Clean up the destination path before moving the new file
* Introduce a `ImportResult` return value to differentiate between the possible causes of import errors
* Display more meaningful error messages in the UI
Capture HAT axes events ourselves instead of relying on the android framework to turn them into KeyCodes. Fixes handling of DPAD button presses on most controllers.
In the case of axis value being zero, polarity would favor one side of the stick resulting in invalid values. Fix that by taking into account axis history when calculating polarity.
Exiting from emulation has always been a big issue for Skyline, with guest and host threads that would keep running in the background unless the app was manually killed. Running emulation in a separate process allows us to kill it when we are done, avoiding the need for complex exiting management code.
* Add a drag indicator at the top
* Fix flex layout wrapping when buttons didn't fit on a single line
* Fix BottomSheetDialog peek height too small on landscape orientation
* General cleanup of the layout
A new `DragIndicatorView` had been introduced, which draws a small drag handle element. When used inside a `BottomSheetDialog`, this view will add a callback for hiding the indicator when the dialog is fully expanded.
Readback can be especially slow on mobile due to the varying load pattern it creates which often prevents the CPU/GPU from clocking up. Since some games perform texture readback but don't actually use it for anything significant implement a hack to skip it and significantly improve performance in such cases.
Needed for games such as AC:NH.
The `Auto` option automatically selects a region based on the currently selected system language.
Co-Authored-By: Timotej Leginus <35149140+timleg002@users.noreply.github.com>
As part of this commit, a new preference category for debug settings is being introduced. All future settings only relevant for debugging purposes will be put there. The category is hidden on release builds.
PR #1758 introduced a bug where the game list would be entirely loaded every time the app was opened. This commit addresses that issue, which was caused by the `version` member of the cached game list being serialized to file (although incorrectly) but never actually read back when deserializing.
The FPS is implicitly bound to the refresh rate due to the timestamp being that of the presentation time, this leads to a misleading FPS figure for disabled frame throttling. It has now been fixed by using the frame submission time rather than the presentation time when frame throttling is disabled and to make this more apparent the color of the OSD FPS has been changed.
This change lets items get the updated position of their view holder in the adapter. Fixes an issue where the position of items was not updated after being removed from a `SelectableGenericAdapter`.
This preference launches `GpuDriverActivity` for managing custom gpu drivers. When the device has an incompatible GPU, the preference will be disabled and greyed out.
The activity adds the following functionalities:
* Lists installed drivers
* Allows the user to install new drivers, or remove installed ones
* Allows the user to select the driver that will be used by the emulator
The previous name was chosen as an afterthought and didn't clearly indicate what the purpose of the class is. We needed a separate, simple class without delegates members (like PreferenceSettings), so that its fields can be easily accessed via JNI to get settings values from native code.
SharedPreferences will be partially swapped out in the future to support per-game settings. In the meantime, make it clear from which class settings are coming from.