Keep a shared_ptr to NetKDTimeDevice inside NetKDRequestDevice.
This allows the KDDownload task to finish its work without potentially
trying to dereference nullptr, which can potentially come from either
GetIOS() or GetDeviceByName() if EmulationKernel's destructor has
started running.
Explicitly shut down work queues in NetKDRequestDevice's destructor to
prevent their threads from accessing members after they've been freed.
This crash would occur sporadically if NetKDRequestDevice's periodic
download or mail checks happened to overlap with emulation shutdown in
the wrong way.
An example sequence of events that could cause the crash:
* m_scheduler_timer_thread queues a periodic Download event in
m_scheduler_work_queue, then waits for m_shutdown_event.
* A request to stop emulation results in s_ios being reset by the CPU
thread. This triggers NetKDRequestDevice's destructor which sets
m_shutdown_event and joins m_scheduler_timer_thread.
* m_scheduler_timer_thread wakes from m_shutdown_event and returns from
its thread function, ending the thread.
* The CPU thread resumes execution at the end of NetKDRequestDevice's
destructor and begins destroying NetKDRequestDevice's members in
reverse declaration order.
* m_http is declared after m_scheduler_work_queue and is therefore
destroyed earlier.
* m_scheduler_work_queue's destructor calls its Shutdown function, which
by default finishes the work items in the queue.
* The queued Download event calls KDDownload which calls m_http.Get()
which calls Fetch() which passes garbage data from the freed m_curl
into curl_easy_setopt().
* Curl promptly crashes.
Shutting down the work queues manually in the destructor prevents the
above because m_http and the other members don't get freed until after
the queue threads finish.
"When interacting with DocumentUI or the built-in Android System Internal Files Manager app and performing Create, Rename, and Delete operations, DocumentsUI will not automatically refresh the changes.
Previously, users had to manually pull down from the top to refresh the changes. This commit aims to fix this issue by automatically notifying the system that changes have occurred and triggering a requery."
So somehow I forgot that AArch64 uses three-operand encoding...
Fixes a regression from 6303416201 which manifested in various ways,
such as incorrect rendering of the Wind Waker title screen.
It was reported that some games (Zelda Wind Waker and Zelda Twilight Princess but others may also exhibit the issue) have graphical issues with the max pixel samplers set to 16 on some Android devices (ex: Pixel6); since this was increased for a performance heavy feature (custom shaders) just disable it for now. In the future, this could be handled more elegantly
Given how many member functions make use of the system instance,
it's likely just better to pass the system instance in on construction.
Makes the interface a little less noisy to use.
We can get rid of the global system accessors by requiring passing in
relevant state that the function needs and making callsites do the work.
This *does* add a global accessor to the PPCAnalyzer, however, this already
has global accessors present elsewhere within its code, so they can be removed
all at once in a follow up change.
This specific issue was already addressed by https://github.com/dolphin-emu/dolphin/pull/11635
though I felt like there was something more we could do, and wasn't too happy with the
likelihood of devices update calls being skipped (due to `m_devices_population_mutex` being locked).