Another error that got pass me and only noticed when I was doing the per-game settings UI rework. This prevents asynchronous GPU emulation from being disabled while multi core is enabled as a result of a poorly put together per-game config.
This is likely an oversight during a rebase. Guards use_multi_core to be only set when the global value is in use. It should not make a difference given the current code base, but makes the code sensible.
Profiling shows that this is a highly contested mutex, causing dimishing
results compared to a OS lock. std::mutex implementations can spin for a
while before falling back to an OS lock.
This avoids wasting precious CPU cycles in a no-op.
When zero byte files are present, the key (offset) for that file is identical to the file right after. A std::map isn't able to fit key-value pairs with identical keys (offsets), therefore, the solution is to use std::multimap which permits multiple entries with the same key.
This most prominently fixes Pokemon Sword and Shield weather with any RomFS mod applied.
In cases where the size is not a known constant when inlining, AlignUp<std::size_t> currently generates two 64-bit div instructions.
This generates one div and a cmov which is significantly cheaper.
Provides the buildbot with one builder that is always tracking the
latest version of the C++ standard, allowing us to progressively rectify
our code and amend any differences between standards over time instead
of waiting for a complete standard change, potentially breaking a lot of
code all at once.
Change GOB sizes from free-functions to constexpr constants.
Add SwizzleSliceToVoxel, a function that swizzles a 2D array of pixels
into a 3D texture and use it for 3D copies.
The file wasn't closed prior to being renamed / moved, throwing an error that states "The process cannot access the file because it is being used by another process." Fix this by closing the file prior to a rename / move operation.
Fixes saving in Luigi's Mansion 3 and KATANA KAMI: A Way of the Samurai Story.