-Reworked thread waits to never hang the Host thread for more than a really small time
(e.g. when disabling DSU its thread now closes almost immediately)
-Improve robustness when a large amount of devices are connected
-Add devices disconnection detection (they'd stay there forever until manually refreshed)
We also need to ensure the the CPU does not receive stale values
which have been updated by the GPU. Apparently the buffer here
is not coherent on NVIDIA drivers. Not sure if this is a driver
bug/spec violation or not, one would think that
glGetBufferSubData() would invalidate any caches as needed, but
this path is only used on NVIDIA anyway, so it's fine. A point
to note is that according to ARB_debug_report, it's moved from
video to host memory, which would explain why it needs the
cache invalidate.
This fixes rendering issues in Viewtiful Joe (https://bugs.dolphin-emu.org/issues/12525), but it is not entirely hardware accurate, as hardware testing showed other, more complex behavior in this case. However, it should be good enough for our purposes.
Looks like the option was added to the Wx UI at commit 198d3b69, which
was a few months after the advancedWidget was originally ported from
Wx to Qt, but before anyone was actually using Qt.
This reduces the build time for incremental builds from about
2 minutes to about 20 seconds. Most people never run the
unit tests on Android anyway (I'm not aware of anyone other
than me ever having done it).
When determinism is enabled, we either want all CPUs to use FMA or
we want no CPUs to use FMA. Until now, Jit64 has been been doing
the latter. However, this is inaccurate behavior, all CPUs since
Haswell support FMA, and getting JitArm64 to match the exact
inaccurate rounding used by Jit64 would be a bit annoying. This
commit switches us over to using FMA on all CPUs when determinism
is enabled, with older CPUs calling the std::fma function.
Any local references get cleaned up when returning to the JVM,
but some of the functions in AndroidCommon return to C++ rather
than the JVM, and functions with loops risk running into the
limit of how many simultaneous local references are allowed.
MAX_XFB_WIDTH/HEIGHT are the largest XFB sizes seen in practice, but do not make sense to use for the backbuffer size, which should be the size of the window. The old code created screenshots with a size of 720x540 on NTSC games when "Dump Frames at Internal Resolution" is unchecked; now, the window size is used.
Adds a new PlatformID for universal builds. This will allow single architecture
builds to be updated through the single architecture path, and universal builds
to be updated with universal builds.