* Local Amiibo.json should be used if connection failed
Currently Ryujinx is not loading any Amiibo if connection fails, even if the Amiibo.json exists.
This fix will use the local file and show a Dialog if connection fails.
* using local Amiibo.json & fixed Amiibo.json date comparison
Using local Amiibo.json when connection fails and comparison without milliseconds for LastModified that comes from https://amiibo.ryujinx.org/ and the local one (The JSON file has milliseconds on it, those will cause an error when comparing the date from the header because the header one doesn't has milliseconds on it). Both changes made for Avalonia UI.
* Fixed date comparison
Same date comparison fix, but made for normal UI (Not for AvaloniaUI).
This error can be prevented if the file in https://amiibo.ryujinx.org/ did not have the date with milliseconds.
* Securely trying to get a list of Amiibo (For normal UI)
* Securely trying to get a list of Amiibo (Change for AvaloniaUI)
* Date comparison reverted
* Apply suggestions from code review
* Use fallback amiibo.json if remote file is not valid (Normal UI)
* Use fallback amiibo.json if remote file is not valid (Avalonia UI)
* Code styles corrected.
* Code styles corrected in AmiiboWindowViewModel.
* Readded Ryujinx.Common.Logging using.
* Fixed using order.
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Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Pass MultiRange to BufferManager
* Implement support for multi-range buffers using Vulkan sparse mappings
* Use multi-range for remaining buffers, delete old methods
* Assume that more buffers are contiguous
* Dispose multi-range buffers after they are removed from the list
* Properly init BufferBounds for constant and storage buffers
* Do not try reading zero bytes data from an unmapped address on the shader cache + PR feedback
* Fix misaligned sparse buffer offsets
* Null check can be simplified
* PR feedback
* Improve indication of emulation being paused by the User
* Use localised for Paused
* Backup original title - PR comments fix
* Add common helper method to assemble App title
* feat: add nanosleep for linux and macos
* Add Windows 0.5ms sleep
- Imprecise waits for longer waits with clock alignment
- 1/4 the spin time on vsync timer
* Remove old experiment
* Fix event leak
* Tweaking for MacOS
* Linux tweaks, nanosleep vsync improvement
* Fix overbias
* Cleanup
* Fix realignment
* Add some docs and some cleanup
NanosleepPool needs more, Nanosleep has some benchmark code that needs removed.
* Rename "Microsleep" to "PreciseSleep"
Might have been confused with "microseconds", which no measurement is performed in.
* Remove nanosleep measurement
* Remove unused debug logging
* Nanosleep Pool Documentation
* More cleanup
* Whitespace
* Formatting
* Address Feedback
* Allow SleepUntilTimePoint to take EventWaitHandle
* Remove `_chrono` stopwatch in SurfaceFlinger
* Move spinwaiting logic to PreciseSleepHelper
Technically, these achieve different things, but having them here makes them easier to reuse or tune.
* Enable copy dependency between RGBA8 and RGBA32 formats
* Take packed flag into account for texture formats
* Account for widths not being a multiple of each other
* Don't try to alias depth textures as color, fix log condition
* PR feedback