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Sdl backend (#670)
* [audio] added sdl audio backend and in-tree atrac9 decoder * [input] replaced per-platform pad readers with sdl gamepad input * [video] added sdl window and host display plumbing * [gui] added host display options and per-game render settings * [bink] synced host movie playback to the guest audio clock * [cpu] hooked windows write faults into guest image tracking * [perf] added guest and render profiling, reserved host cpu lanes * [kernel] fixed stale pthread mutex handle alias * [host] wired the sdl session, save-data paths and project references * [audio] hoisted ajm trace stackalloc out of its loop * [video] Add guest image sync setting * [build] Strip native symbols * reuse
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@@ -87,17 +87,14 @@ public static unsafe class GuestImageWriteTracker
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private static RangeSnapshot _rangeSnapshot = RangeSnapshot.Empty;
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// Windows defaults off: VirtualProtect fault sync still regresses titles
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// like Dead Cells / Demon's Souls. Opt in with SHARPEMU_GUEST_IMAGE_CPU_SYNC=1
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// when a title needs CPU-written guest planes (e.g. GTA intro). Linux/macOS
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// keep the historical opt-out (=0 disables).
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// CPU-written guest image synchronization is the compatible default. A few
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// titles (currently GTA V) require the lower-overhead watch-only path and
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// opt out explicitly with SHARPEMU_GUEST_IMAGE_CPU_SYNC=0.
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private static readonly bool _enabled =
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OperatingSystem.IsWindows()
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? string.Equals(
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Environment.GetEnvironmentVariable("SHARPEMU_GUEST_IMAGE_CPU_SYNC"),
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"1",
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StringComparison.Ordinal)
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: Environment.GetEnvironmentVariable("SHARPEMU_GUEST_IMAGE_CPU_SYNC") != "0";
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!string.Equals(
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Environment.GetEnvironmentVariable("SHARPEMU_GUEST_IMAGE_CPU_SYNC"),
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"0",
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StringComparison.Ordinal);
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private static readonly (bool Wildcard, ulong[] Addresses) _lifetimeTraceFilter =
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ParseAddressList(Environment.GetEnvironmentVariable("SHARPEMU_TRACE_GUEST_IMAGE_ADDRS"));
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private static readonly (bool Wildcard, string[] Sources) _lifetimeSourceTraceFilter =
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