The vulkan guest driver doesn't expect a 0xB return code from SyncptEventWait, even though this is valid when an event is being signalled. Just ignore the intermediate state instead as doing so avoids races without causing any more.
The excessive blocking caused by initial compilation happening async to the guest caused issues in some cases, now we have a Vulkan pipeline cache to speed it up we can wait for a full compile before launch without too many issues.
By only using what we need, and mirroring the descriptor structs to allow for much tighter packing (while keeping the same member names) we can reduce pipeline memory to about 1/3 of what it was before.
Certain titles such as Super Smash Bros Ultimate can use SVC `UnmapPhysicalMemory` to punch holes into physical memory mappings, this wasn't handled correctly as we completely deleted the portion after the hole. It has now been fixed which results in these titles which depend on this behavior to work now.
Since the waitermutex is only ever locked for a short amount of time, spinning in contention-heavy scenarios ends up quite a bit more efficient than a kernel wait.
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.
The implementation for this service function wasn't added to the service function table. Additionally, the type for the output `ScalingMode` was implicitly `int` as it was unspecified in the `enum class` which has now been corrected to `u64` as it should be.
Due to broken drivers, it's possible to find no Vulkan physical devices but this can lead to a cryptic segfault. This explicitly checks for it instead and throws an exception which will be emitted into logcat thus can be easily caught.
Due to the trampoline and save/load context functions, `GetHookSectionSize` returned a non-zero size for when there were no hooked symbols supplied to it. This is problematic as it isn't required and hooking is currently not stable so it can lead to crashes or freezes in certain titles.