Jit64::dcbz's fast path bypasses the dcache, so we shouldn't use it if
accurate dcache is turned on. This fixes the graphical corruption that
would occur in Mario Kart Wii's menu FMVs with accurate dcache.
JitArm64 never had this problem, because it implements dcbz in a
different way. It calls EmitBackpatchRoutine, which already has a check
for accurate dcache.
Rename `AUTO_UPDATE_BETA_INDEX` to `AUTO_UPDATE_RELEASE_INDEX` and
`AUTO_UPDATE_BETA_STRING` to `AUTO_UPDATE_RELEASE_STRING`.
Add a comment explaining that `AUTO_UPDATE_RELEASE_STRING = "beta"` for
backward compatibility reasons.
`OpenModeToAndroid("r")` is conceptually wrong, since we're opening a
binary file. It should be either `OpenModeToAndroid("rb")` or just
`"r"`. But either way it evaluates to `"r"`, so this doesn't affect
behavior.
SAF for save files is a huge can of worms because they're managed in a
more complicated way than asking the user to select an existing file,
so I won't be touching save files for now.
We used to create User/Logs/ as a side effect of creating
User/Logs/Mail/, but the creation of User/Logs/Mail/ was removed in
8cbfee2, so now nothing is creating User/Logs/ anymore. Let's explicitly
create it.
Give MixerFifo a variable sample rate dividend.
Handle byte-swapping and stereo channel construction outside of MixerFifo to better handle the custom layouts of each stream.
- Row height is no longer hardcoded to `24`; instead, the height is
determined by the font height of the currently selected debug font.
- Header height has been reduced (a factor of the font height) as it
only serves as a column resizer.
- A `OnDebugFontChanged()` slot has been connected to properly update
the widget on debug font changes.
| Before | After |
| --- | --- |
| <img alt="Registers widget (before)" title="Registers widget (before)" src="https://github.com/user-attachments/assets/8a6644f9-1081-4ac8-9fff-c79ddb73e103" /> | <img alt="Registers widget (after)" title="Registers widget (after)" src="https://github.com/user-attachments/assets/67f799d0-8afd-4081-bb40-3d7a76ddc705" /> |
After an EFB operation is turned into a texture, if there is a graphics mod action that provides a custom material, update the EFB texture with the material
This expands the interface of 'CustomResourceManager' to get a Material for post processing a frame buffer (currently EFB). The flow is similar to the normal draw material but distinguishes itself by not needing a UID. The full shader is much simpler than the draw shader and is currently put inline with the shader resource.
* Add a 'AfterEFB' function to graphics mod action that can return a Material
* Rename previous EFB graphics mod function to 'BeforeEFB' to differentiate from 'AfterEFB'
* Rename previous XFB graphics mod function to 'BeforeXFB' to mirror EFB