The BPS format allows distributing patches that are smaller and that do
not contain copyrighted content if data is relocated
(unlike non-trivial IPS patches).
This is essential for games such as MM3D that have three barely
different code revisions. Supporting all three versions would
demand an unreasonable amount of work; with BPS patches only one
version has to be supported.
This changes ApplyCodePatch to return a ResultStatus, which makes it
possible to determine whether patch applying has failed. Previously,
only a boolean was returned, and false was returned when no patch
was found OR when a patch was found but applying it failed.
This also changes AppLoader_NCCH to return an error if patching fails
because the executable is likely to be left in an inconsistent state
and we should not proceed booting in that case.
Previously we would first attempt to use any buffer that was free,
meaning whichever buffer has already been displayed. This has poor
interactions when the operating system throttles the update rate of the
window, so if there isn't any free buffers available, just reuse the
oldest frame instead.
Simple cut/paste issue where initialized is only set to true when the
emulation attempts to init the Binary Pipe, but we used it to test if
the FFMPEG decoder was valid and disabled it if it wasn't. Just return
the value of have_ffmpeg_dl instead so when dynamic loading is added
it'll still work.
The text shared memory wasn't supposed to be cleared according to my comparison with the LLE swkbd. This can cause issues in certain games such as Harvest Moon.
A null terminator is added to the text copied to mark the end of the string.
Fixes an issue where the touch point is incorrect in OpenGLWindow when the render
target is initialized for the first time with single window mode disabled.
While QOpenGLWidget sounds like a good idea, it has issues which are
harder to debug due to how Qt manages the context behind the scenes. We
could probably work around any of these issues over time, but its
probably easier to do it ourselves with a QWindow directly.
Plus using QWindow + createWindowContainer is the easiest to use
configuration for Qt + Vulkan so this is probably much better in the
long run.