- This has the side-effect of having the Windows port’s display window
start up with a white screen and HUD showing (if enabled) just like
before, rather than a black screen and HUD possibly hidden.
- GPU Color Depth (from 24-bit to 18-bit), Advanced SPU Logic (from Disabled to Enabled), SPU Interpolation (from Linear to Cosine), Synchronization Mode (from Dual SPU Sync/Async to Synchronous)
- Just like the previous change to the default JIT block size, let the users themselves disable these settings so that they are more aware that they are sacrificing compatibility for speed.
- Also remove TCommonSettings.GFX3D_PrescaleHD. It is a useless setting in core because the internal resolution is not limited to integer-multiplied scaling.
- Also fix spelling on the "Maintain Aspect Ratio" menu option.
- There is only a negligible performance difference between 100 and 12.
- It is better for users to change the JIT block size from 12 to 100
themselves, since it might make them more aware that they are
sacrificing compatibility in favor of speed.
- Also remove the usage of _rwlockFrame and change it to a simple
pthread_mutex_t, since CocoaDSDisplay objects no longer have a need for
a full pthread_rwlock_t.
- Build artifacts are now created in the source code directory itself
instead of in DerivedData, just like how Xcode 3 does it.
- Making Profile builds using the “OS X App” build scheme now
automatically appends the git commit number to the .app bundle name.
- Of special note, Metal display views aren't allowed to run on macOS High Sierra because of an assert bug in [id<MTLDevice> newBufferWithBytesNoCopy:length:options:deallocator:] in this particular version of macOS. Note that Metal display views will continue to work with macOS El Capitan and macOS Sierra.
- Of note, initialization of the 3D rendering engine is also staged, where the pending engine is initialized prior to applying the 3D rendering settings. However, only ports that support this behavior will do this. Ports that do not support this behavior will work the same way as before (initialize the 3D engine immediately).
- Also endian swap the BGnX and BGnY values on big-endian systems. This is a non-functional change, and is only meant to show that the endian swaps are indeed the correct choice for big-endian.
- Changing the display video source now updates the display window properly while the emulator is paused.
- Fix bug in the Screenshot Capture Tool where screenshots would have incorrect colors if taken on a PowerPC Mac.
- Fix bug in the Screenshot Capture Tool where screenshots would be completely black if a CPU-based pixel scaler on OpenGL was used.
- The OpenGL presenter's GPU tiering system has been changed to be more strict. This effectively pushes many older GPUs into lower tiers.
- The following pixel scalers now require at least a Low-Tier GPU (previously only required Bottom-Tier): 2xSaI, Super2xSaI, SuperEagle, HQ3x, HQ3xS, HQ4x, HQ4xS
- The following pixel scalers now require at least a Mid-Tier GPU (previously only required Low-Tier): 2xBRZ, 3xBRZ
- Due to the new changes to the GPU tiering system and allowed pixel scalers per tier, the Screenshot Capture Tool running OpenGL now allows pixel upscaling on the GPU instead of disabling it completely.
- Fix potential crashing bug that may occur if the target directory
isn’t found when clicking the Take Screenshot button.
- In the Display Layout dropdown panel, reposition the Display
Separation menu to be in the center section instead of in the leftmost
section.