Android 2.6.5: Adreno Vulkan default, low-latency default, UI sounds, RA client hardening, GameDB

Rendering
- Auto renderer now resolves to Vulkan HW on Adreno (OpenGL elsewhere).
- Mobile hardware ROV (Phase 0): tile-native depth feedback behind the ROV toggle.

Performance & input
- Low Latency frame pacing is the default on capable devices, with a one-time
  migration for existing installs; low-end devices keep the queued pacing.
- Reduce Android input latency and improve input handling (PR #403, Splaser).
- Experimental CPU clock hint (ADPF) toggle in Performance settings (default off).

Audio & UI
- Pop-up open/close sound cues (info, hardcore confirm, patches & cheats).
- Alternating controller navigation / slider tick sounds.

RetroAchievements
- Inject the RA client version from a build-time secret kept out of public source,
  with a stock-PCSX2 fallback (no hardcore) for secret-less builds. Applies to the
  iOS client token too. Prevents third parties from copying our User-Agent.

Game compatibility
- Delta Force: Black Hawk Down (SLUS-21124 / SLES-53299) GameDB fixes
  (PR #401, XDarkFallenX).
This commit is contained in:
jpolo1224
2026-07-24 02:40:17 -04:00
parent 6e5569a794
commit 8e23439b26
37 changed files with 1026 additions and 126 deletions
+2
View File
@@ -493,6 +493,8 @@ static __fi void VSyncStart(u64 sCycle)
// Don't bother throttling if we're going to pause.
if (!VMManager::Internal::IsExecutionInterrupted())
VMManager::Internal::Throttle();
else
PerformanceMetrics::AdpfPauseFrameWork(); // interrupted → no Throttle → drop the ADPF period so the resume report excludes the pause
gsPostVsyncStart(); // MUST be after framelimit; doing so before causes funk with frame times!