Race condition when pausing/resuming is done from a separate thread (android): the renderer gets a result ready status for the previous emu thread, but waits on the newly created one forever.
The data passed to event handlers (achievements in particular) must be
copied if used by an async task. It might be deleted before the async
task runs.
Fixes MINIDUMP-3ZR MINIDUMP-4XJ MINIDUMP-4TB MINIDUMP-4CA MINIDUMP-38H
Avoid crashing in release mode if a merged font is invalid or FontNo
can't be found. The font is simply ignored and the glyph range isn't
loaded.
Fixes MINIDUMP-4TD
Disable import/export home folder buttons when not using SAF file
picker.
Get rid of unused home migration feature when onboarding.
Android TV screenshots and banner.
Android 9 and earlier can use the legacy file browser. This fixes issues
with broken SAF file picker on Android TV 9.
Catch exception when no file picker is installed on the device (Android
TV 12) and instruct the user to install one.
Issue #1657
Pressing dpad up or down moves the selection 2 lines up or down resp.
Regression due to ca613db70d.
Happens on 1920x1080 screen with 213 dpi.
Relax vertically touching items test.
Disables the naomi2 vertex input attribute when emitting non-naomi2 pipelines.
This addresses some validation messages involving unused vertex inputs and optimizes the bandwidth of the input assembler a little bit for non-naomi2 games.
Rather than using `VK_FORMAT_R8G8B8A8_UINT` for these vertex attributes and then dividing by `255.0` in each of the shaders, the `VK_FORMAT_R8G8B8A8_UNORM` format will automatically remap byte components into the `0.0-1.0` range and removes the need to do the extra divisions or castings within the shader.
The full push-constant region is 24 bytes(6 floats), but some of these push-constant writes only wrote 20 bytes of data(5 floats).
Causing 4 bytes at the end to be left undefined.
Resolved by pushing an extra zero.
The sh4 cpu is stopped/restarted during a soft reset, and dynarec code
reset (arm64, arm, x86). If the emulator is stopped concurrently, the
call may hang. Use a mutex-protected method to restart the cpu only if
the emu is still running.
* vk: Add `VK_EXT_provoking_vertex` optimization
The dreamcast uses the last vertex as the provoking vertex, while vulkan uses the first vertex.
This requires an additional call to `setFirstProvokingVertex` to reorder the vertices for all incoming geometry.
With `VK_EXT_provoking_vertex`, the pipeline can designate that the provoking vertex is to be the last vertex, which removes the need to re-order incoming geometry on the CPU.
* vk: Propagate physical device API version to VMA
Allows VMA to make assumptions such as using the `*KHR` or non-`KHR` versions of certain function names.
* vk: Refactor libretro device initialization for `VK_EXT_provoking_vertex`
* vk: Top out at vulkan API version to VMA to 1.1
Despite the physical device possibly being 1.2 or 1.3, we only want up to 1.1. Otherwise we will be responsible for other API functions being resolved and loaded when passing to VMA.
* vk: Enable `VK_EXT_provoking_vertex` usage for ModVol and Final(OIT) pipeline
* vk: Enable `VK_EXT_provoking_vertex` for ModVol(OIT) pipeline
Pretty much anything handling dreamcast-geometry should use this extension when available
* vk: Additional `VK_EXT_provoking_vertex` pipeline fixes
This addresses the `BestPractices-Arm-vkCreateSampler-lod-clamping` message from ARM:
65b79bac61/layers/best_practices/bp_descriptor.cpp (L103-L110)
Rather than clamping the LOD in the samplers, instead rely on the Image-View's `vk::ImageSubresourceRange` to limit the number of sampled LODs.
Currently, only game-textures actually have MipMaps, so this does not introduce any additional mip-map sampling or filtering anywhere. If any code want's to actually limit the number of LODs sampled, then they would allocate an additional ImageView for the range of MipMaps to be sampled.
Co-authored-by: flyinghead <flyinghead@users.noreply.github.com>
This addresses the `BestPractices-Arm-vkCreateSampler-different-wrapping-modes` message from ARM:
65b79bac61/layers/best_practices/bp_descriptor.cpp (L95-L100)
The `W`-axis for these samplers is always unused, it's never the case that these samplers are going to be used for 3D textures.
ARM suggests trying to keep all of the wrapping-modes the same if possible for performance.
`wRepeat` will be set to the same value as `vRepeat` to try and encourage all three wrapping-modes to be the same.
* Uses a utility-lambda for repeated extension-adding logic
* Uses an `std::set` for the list of available extensions for quick queries
* `VK_EXT_DEBUG_REPORT` and `VK_EXT_DEBUG_UTILS` aren't device extensions and don't need to be here. They are instance extensions
* Each extension that is tested to be added has a corresponding log message for if it was enabled or if it was unavailable
```
00:00:162 rend\vulkan\vulkan_context.cpp:427 N[RENDERER]: Device extension enabled: VK_KHR_swapchain
00:00:162 rend\vulkan\vulkan_context.cpp:427 N[RENDERER]: Device extension enabled: VK_KHR_get_memory_requirements2
00:00:162 rend\vulkan\vulkan_context.cpp:427 N[RENDERER]: Device extension enabled: VK_KHR_dedicated_allocation
00:00:162 rend\vulkan\vulkan_context.cpp:430 N[RENDERER]: Device extension unavailable: VK_KHR_portability_subset
00:00:162 rend\vulkan\vulkan_context.cpp:430 N[RENDERER]: Device extension unavailable: VK_EXT_debug_marker
```
Rather than electing the first physical device it finds, and falling back on the first-listed GPU: a series of stable-partitions are done so that the "least compromising" GPU is selected based on a series of criteria.
It will now maximally try to find a GPU that(in order of priority):
* Is a discrete GPU
* Supports `fragmentStoresAndAtomics`
* Supports `R5G5B5`/`R5G6B5A1`/`R4G4B4A4`
In the case that a system has two dGPUs and one of them supports optimal-formats, the optimal-format one is selected
In the case that a system has an iGPU and the dGPU and they both support optimal formats, the dGPU is selected.
In the case that a system has an iGPU and the dGPU and the dGPU doesn't support optimal formats, the dGPU is still selected.
When entering an error or contentpath warning popup, there are two `ImguiStyleVar` on the stack.
Within the pop-up frame, an additional `ImguiStyleVar` is added.
When the popup ends, there is technically one more ImguiStyleVar on the internal stack than when we entered the popup, causing an assert to hit:
```
Program: G:\flycast\out\build\x64-Debug\flycast.exe
File: G:\flycast\core\deps\imgui\imgui.cpp
Line: 10104
Expression: SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"
```
These nested imgui RAII objects need to be scoped such that the stack is preserved both upon entry and exit of these popups to avoid these asserts.
Copy cart dma data in 1K chunks to avoid transferring all in one shot.
Fixes Soul Surfer and Beach Spiker audio glitches when playing a sample
before it's completely transferred.
Issue #1513