`One missing Bitmap to rule them all and one condition to find them.` Also eliminates passing that condition between methods. The data class can simply return the same instance every time it's necessary.
Since this is instantiated in `onCreate` and may be recycled with different settings, relying on the audio to be disabled to determine if a mute action is available seems like a risky gamble.
This should adapt to the package name, despite not actually relying on the value of it to function. Intents are one of the most analyzed items for vulnerabilities and exploits.
* 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.