This is neccessary as e.g. shaders can be updated through a mirror and never hit modification traps. By tracking which addresses have sequenced writes applied, the shader manager can then correctly detect if a given shader has been modified by the GPU.
Due to the way Android Studio reads gradle configuration, a false positive warning for incompatible Java versions is fired when the Kotlin Java version is not specified first.
`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.
Some games, for example PGLE, have heavy contention in code that locks mutexes for only a brief period of time. This heavy contention over multiple threads results in futex latency (often ~20us) impacting performance heavily. Using an adaptive condition variable helps to reduce this latency.
By spin waiting for a small period before falling back to an actual condition variable, some of the overheads inherent to futex's can be avoided. The used constants were tuned for optimal performance on 8G1 on Skyrim and PGLE.
* 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.
* Apply translations in fr
* Apply translations in ru
* Apply translations in b+zh+Hans
* Apply translations in b+zh+Hant
* Apply translations in de
* Apply translations in el
* Apply translations in ja
* Apply translations in ar
* Apply translations in ta
* Apply translations in pl
* Apply translations in ko
* Apply translations in es
* Apply translations in pl
* Apply translations in in
* Apply translations in it
* Apply translations in b+es+419
* Apply translations in hu
`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.
Indirect layers are used by the game to render layer on its own, the game allocates a buffer with the size from `GetIndirectLayerImageRequiredMemoryInfo` and uses `GetIndirectLayerImageMap` to draw the applet contents into the buffer.
As we don't LLE applet implementations nor do our HLE implementations draw equivalent applets, we cannot submit this to the guest. As a result, these functions are stubbed with the framebuffer being cleared to red.
Stubbing these functions allows titles such as Dark Souls to not crash while initializing indirect layers.
Accessing the settings class during the execution of the `OnChangedCallback` results in a deadlock, as accesses to values are protected by a mutex. Instead, we now keep a local copy of the relevant settings and update those with the new value.
I missed that addSubpass was only called once-per-subpass, meaning that if a new barrier req was discovered several draws into the RP it wouldn't be applied. Split out barriers into a seperate function to avoid this.
Full pipeline barriers between every RP can be extremely expensive on HW, by analysing the inputs and outputs of a draw it's possible to construct a much more optimal barrier that only syncs what is neccessary.
Sometimes view pointers may change despite the underlying Vulkan image view not actually changing, so use vk::ImageViews for tracking to keep RP breaks to a minimum.