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.
This significantly reduces unnecessary disk writes and space usage
when building Citra.
libcore.a is now only ~1MB rather than several hundred megabytes.
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.
HACK
In Luigi's Mansion Dark Moon in HLE audio, the game mysteriously passes
in an extremely large value for length, which without any checks, causes
HLE audio to allocate an extremely large buffer.
This value seemingly is caused by some other HLE audio feature is missing,
and Luigi's Mansion subtracts two values to get a length, without
checking for overflow first. This appears to be caused by an incorrect
HLE audio emulation, as its fixed entirely by only changing to LLE. As
such, further investigation is required, but in the meantime, completely
eating up our users RAM is unacceptable.
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.