Android Vulkan: fix 9-screen tiling, flashing textures, and low FPS on Samsung One UI / Adreno 740 - #294
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…One UI / Adreno 740) Root cause: Window.SetSustainedPerformanceMode(true) triggered a Samsung One UI display-mode transition that recreated the SurfaceView as RGB565. The reactive SurfaceChanged guard called SetFormat(RGBA8888) causing a second teardown. During that teardown, the ANativeWindow transiently reported scaled (dp) dimensions (1029×480 on a 3088×1440 3×-density panel). Veldrid baked those as the permanent swapchain size → 3×3 tiling, blurry textures, and ~40fps. Fixes: - Remove SetSustainedPerformanceMode(true) entirely; ADPF is covered by Oboe's setPerformanceHintEnabled and GC latency by AndroidHighPerformanceSessionManager - Add proactive Window.SetFormat(RGBA8888) before base.OnCreate() so SDL's SurfaceView is born with RGBA8888, eliminating the startup teardown - Upgrade reactive SurfaceChanged guard to also log to Runtime (not just Performance) so any future mid-session RGB565 resets are immediately visible - Update all stale comments that referenced SustainedPerformanceMode Agent-Logs-Url: https://github.com/winnerspiros/osu/sessions/3c1fa36e-ab75-466a-9437-b218eeb9fa8e Co-authored-by: winnerspiros <1675249+winnerspiros@users.noreply.github.com>
…cate Logger.Log calls Agent-Logs-Url: https://github.com/winnerspiros/osu/sessions/3c1fa36e-ab75-466a-9437-b218eeb9fa8e Co-authored-by: winnerspiros <1675249+winnerspiros@users.noreply.github.com>
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winnerspiros
May 3, 2026 02:31
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…matrix ResultsScreen.cs: GetBeatmapAsync can return null when the online ID is unknown (e.g. in the TestMissingScores test which returns empty scores). Replace the null-forgiving ! with a proper ??= placeholder matching the SubScreenBeatmapSelect pattern. Fixes the Linux test-results reporter failure. ci.yml: Split the test matrix into two parallel groups per OS (game: osu.Game.Tests + Tournament + Templates; rulesets: 4 ruleset DLLs). Each group runs in ~half the total time, so Windows runners (~2-3× slower than Linux) complete each group in ~60 min instead of exceeding the 120 min wall-clock budget for the full suite. Per-job timeout reduced from 120 → 90 min (right-sized for a single group). Agent-Logs-Url: https://github.com/winnerspiros/osu/sessions/4f0e240e-6ec5-4f03-abaf-c0a6e6e7a448 Co-authored-by: winnerspiros <1675249+winnerspiros@users.noreply.github.com>
Agent-Logs-Url: https://github.com/winnerspiros/osu/sessions/4f0e240e-6ec5-4f03-abaf-c0a6e6e7a448 Co-authored-by: winnerspiros <1675249+winnerspiros@users.noreply.github.com>
winnerspiros
approved these changes
May 3, 2026
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TestMissingScoresNullReferenceException —GetBeatmapAsyncreturns null in test,CardContentBeatmapcrashes onbeatmap.BeatmapSet!ResultsScreen.csline 128: replace null-forgiving!with??=placeholder — fixesTestMissingScoresgame: osu.Game.Tests + Tournament + Templates;rulesets: all 4 ruleset DLLs) — 4 jobs run concurrently, Windows finishes each in ~60 mintimeout-minutesfrom 120 → 90