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Gpu runtime stalls (#410)
* [runtime] restore default GC mode * [cpu] add string leaf stubs * [ampr] allow concurrent reads * [bink] keep guest decode path * [kernel] streamline host memory access * [shader] add scalar memory fallback * [gpu] bound guest data pool * [gpu] reduce queue stalls * [video] stabilize guest resources * revert lock file
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@@ -14,9 +14,9 @@ available, presents its decoded BGRA frames at the normal guest-flip boundary.
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This preserves the game's own timing and lets the host Vulkan presenter display
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the movie without trying to execute the PS5-specific Bink GPU decode path.
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Without an adapter, Bink movies are skipped by default: their open call returns
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not-found so games that mark cinematics as optional progress to their next
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state instead of waiting on an empty Bink GPU texture.
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Without an adapter, Bink files remain visible to the guest and the game's
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statically linked decoder runs normally. Set SHARPEMU_BINK_MODE=skip only when
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explicitly testing a title whose cinematics are optional.
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Set SHARPEMU_BINK_MODE=dummy to retain the open and show a built-in,
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non-decoded placeholder frame. This requires no SDK, but is a visual diagnostic
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