* Memory: Rework FCRAM management entirely
Disables a lot of functionality... but I didn't want to commit too much to this commit
Also reworks virtual memory management somewhat (but needs more work)
* Accurately handle MemoryState for virtual memory
Previously all non-free blocks were marked as Reserved
* Memory: Consolidate state and permission changes
Can now use a single function to change either state, permissions, or both
Also merge vmem blocks that have the same state and permissions
* Memory: Fix double reset for FCRAM manager
Fix minor bug with permission tracking
* Memory: Implement Protect operation in ControlMemory
* Memory: Implement Unmap in ControlMemory
Also do a sanity check to make sure the memory region is free for linear allocations
* Memory: Make TLS only 0x200 bytes for each thread
Also move TLS to Base region
* RO: Unmap CROs when unloaded
Thanks @noumidev
* Kernel: Return used app memory for Commit ResourceLimit
Not quite correct, but nothing to be done until process management is improved
Also remove the stack limit for CXIs (thanks amogus)
* Kernel: Report used app memory for GetProcessInfo 2
Not really correct, but it should be accurate for applications at least
* Formatting changes
* Initial fastmem support
* PCSX2 fastmem depression
* Move away from PCSX2 fastmem
* Add enum_flag_ops.hpp
* Finally building on Windows
* Almost got a PoC
* Fix arm64 builds
* This somehow works
* This also works...
* Properly fix fastmem
* Add free region manager
* Update boost
* Add ScopeExit
* Comment out asserts on Linux/Mac/Android
* Comment out ASSERT_MSG asserts too
* Fix derp
* Attempt to fix Android
* Disable fastmem on Android
* Fix Android again maybe pt 2
* android pls
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Update host_memory.cpp
* Properly reset memory arena on reset
* Proper ashmem code for Android
* more
* Add temporary Android buildjet script for faster prototype builds
* Fix fastmem (again)
* Clean up shared memory
* Remove Android BuildJet runner
* a
* Revert "a"
This reverts commit 5443ad6f2a794c19c9b1a1567ca1c7f58eed78cd.
* Re-add ELF support
* Re-add 3DSX support
* GetSystemInfo, GetProcessInfo: Memory sizes should be in bytes
* Update Boost
* Update metal-cpp
* Fix metal renderer compilation
* Fix fastmem mapping
* Clean up fastmem code
* Fix oopsie again
* Emulator: Reorder struct
* Kernel types: Cleanup
* Cleanup
* More cleanup
* Make invalid mprotects warn instead of panicking
* Add setting for toggling fastmem
* More cleanup
* Properly initialize BSS to zeroes
* Remove unused code
* Formatting
* Cleanup
* Memory/CRO: Workaround for Pokemon XY
* NCSD loader: Fix BSS (again)
* NCSD loader: Fix BSS (again) (again)
* More memory fixes
* Memory: Remove unused code
* FS: Warn on unimplemented functions instead of panic
* Update software_keyboard.cpp
* Libretro: Add fastmem option
* FRD: Stub SaveLocalAccountData
---------
Co-authored-by: PSI-Rockin <PSI-Rockin@users.noreply.github.com>
* Qt: Initial support for Metal renderer
* Clean up graphics context code
* Nits
* More nits
* Qt: Move screen-related stuff to own folder
* Qt: Make screen widget polymorphic
* Qt: Re-add Metal
* Add factory for screen widget
* Qt: Support compilation without Metal
* Qt: Fix build without Metal
* Oops
* oops
* Implement audio output
* Semi-proper audio output
* Add audio enable and vsync settings
* Add audio enable and vsync settings
* Optimize audio output a bit
* Make max ring buffer timeout smaller
* Make max ring buffer timeout smaller
* Revert to spinlocking for audio sync
* Sleep emulator thread if too many samples queued
* Fix Teakra submodule breaking
* Don't start audio device too soon
* Fix IWYU errors
* Fix compilation errors on GCC/Clang
* Ignore std::hardware_destructive_interference_size on Android NDK
* Fix more IWYU errors
`config` was being consumed much too early before it has a chance to
call `load`. This caused GPU to read weird uninitialized data, and then
`load` called, and then further initialization to occur based on default
data and the data inside of `config.toml`. `EmulatorConfig` needs to be
loaded in first before any sort of initialization happens, by adding a
new constructor so that it can be initialized sooner.
There are still some initialization errors to work through, such as
config not being initialized properly by the time GPU tries to utilize
it too. Also some life-time issues. But manually forcing it to use the
Null backnd successfully works and allows games to be "played"
headlessly.