It returned at once. Go!Edit reads frames in a loop on a high-priority
thread (bhCameraGetJpeg) that only yields to its own priority level, so
after the "Loading complete" dialog it spun and starved the rest of the
game. Return at the camera's next frame tick, at the rate from the setup
params.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
__DmacDoState and __UsbCamDoState existed but weren't in the module list,
so the memcpy deadline and camera state carried over from before a load.
The NpDrm licensee key wasn't saved or reset at all, so EDATA opened after
a load in a fresh session couldn't be decrypted.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
The list belongs to the sceGe call still in progress, whose end would have
run on the loaded CPU state. Also stop the camera and GPS when a state has
them off, don't restart capture when saving, and fix a double free of the
pmp frame queue (it only holds the media engine's own frame).
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Our Qt backend has long been left behind and doesn't even support Vulkan
currently. There would be a lot of work to make it viable, and I don't
think anyone is really interested.
ImGui on SDL will soon fulfill the need for a more classic user interface
with a menu bar on Linux, and on Mac we already have a native UI.
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
Also move colorutil.cpp/h
linking build fix experiment
Delete a bunch of unused CMakeLists.txt files
CMakeLists.txt linking fix
Don't include NativeApp.h from any headers.
Android.mk buildfix
Half of the UWP fix
Buildfix
Minor project file cleanup
Buildfixes
Guess what? More buildfixes!
-rotate camera frames to follow display orientation
-release camera resources when a game is closed
-release camera resources when the activity is paused