Settings are now shared to the native side by passing an instance of the Kotlin's `Settings` class. This way the C++ `Settings` class doesn't need to parse the SharedPreferences xml anymore.
Mali GPU drivers utilize the `ppoll()` syscall inside `waitForFences` which isn't correctly restarted after a signal, which we can receive at any time on a guest thread. This commit fixes that by recursively calling the function on failure till it succeeds or returns an unexpected error.
Co-authored-by: PixelyIon <pixelyion@protonmail.com>
Co-authored-by: Billy Laws <blaws05@gmail.com>
These applets are used by applications to display a custom error message to the user. Both the error message and the detailed error message are printed to the error log.
Co-authored-by: lynxnb <niccolo.betto@gmail.com>
This conforms to the C++ 'Allocator' named requirement allowing it to be used with any STL type and allows drastically reducing allocation times in cases which are suited for linear allocation.
Certain non-indexed quad draws would mistakenly take the indexed quad path because of the assumption that they would not have a bound index buffer. This resulted in a crash for most games using quads due to a faulty exception `Indexed quad conversion is not supported`, when in fact they were not using indexed quads.
Co-authored-by: PixelyIon <pixelyion@protonmail.com>
Co-authored-by: Billy Laws <blaws05@gmail.com>
This commit implements several key optimisations in megabuffering that are all inherently interlinked.
- Megabuffering is moved from per-buffer to per-view copies, this makes megabuffering possible for small views into larger underlying buffers which is often the case with even the simplest of games,
- Megabuffering is no longer the default option, it is only enabled for buffer views that have had inline GPU writes applied to them in the past as that is the only case where they are beneficial. In any other case the cost of copying, even with a 128KiB limit can be significant.
- With both of these changes, there is now possibility for overlapping views where one uses megabuffering and one does not. In order to allow GPU inline writes to work consistently in such cases a system of 'host immutability' has been implemented, when a buffer is marked as host immutable for a given cycle, all writes to the buffer from that point to the point the cycle is signalled will be performed on the GPU, ensuring that the backing contents are correctly sequenced
We don't always have access to CI secrets, such as, when a certain CI action is triggered by a PR from an external repository then it won't have access to secrets and be signed. While we likely will allow for this in the future as all workflows do have to be approved, it is still important to not crash when keys are unavailable and have a graceful fallback for those situations.
Has the same guarantees of pointer stabilty while also being significantly faster in cases where a buffer has thousands of views. This is the case in RE4 and this change leads to an almost 1000% performance improvement in that game.
Uses an API found through RE since none of the AOSP APIs work, additionaly the code for setting RR was consolidated to a single function that can be ran after all display updates.
We currently have a global `MegaBuffer` instance that is shared across all channels, this is very problematic as `MegaBuffer` fundamentally works like a state machine with allocations (especially resetting/freeing) and is thread-specific. Therefore, we now have a pool of several `MegaBuffer`s which is allocated from by the `CommandExecutor` and kept channel specific as a result which also limits its usage to a single thread, this allows for individually resetting or freeing any allocations.
There was a lot of redundant code in the `CommandScheduler` when the same functionality could be achieved with much shorter and cleaner code which this commit fixes. This includes no changes to the user-facing API and does not require any changes on the user side as a result.
Some games remap rendertargets or map them late which would lead to weird graphical bugs or crashes. Drop the caching since VMM lookup is fairly cheap anyway.
The `VkBufferImageCopy` offset calculations were wrong inside `CopyIntoStagingBuffer` as it multiplied the mip level's linear size by `levelCount` rather than `layerCount`. This led to substantial UB in games which called this function as it led to an overflow and resulted in writing to other areas of the buffer which caused major issues such as vertex/index buffer corruption and corresponding graphical glitches alongside likely being the cause of some crashes.
BC7 CPU decoding had the red and blue channels swapped around as it outputted a BGRA image after decoding while we expected an RGBA image to be produced. This should fix the colors of certain textures in titles such as Cuphead or Sonic Forces.