Commit Graph

5851 Commits

Author SHA1 Message Date
zeromus 9c128460c4 winport - make it so you can only open one of each disassembler views at a time (reportedly theyre crashy if theres more than one of them open.. seems likely to be the case for any of our tool windows) 2018-04-18 13:14:01 -05:00
zeromus deffcaa075 added /LARGEADDRESSAWARE so we can get more than 6x or 7x scaling in 32bit builds 2018-04-12 21:48:22 -05:00
rogerman 24d941d02e Colorspace Handler: Fix some bugs in AVX2. (Regression from commit 858b05d. Fixes #131.) 2018-03-11 14:13:26 -07:00
rogerman ab3c221bf6 Windows Port: In Sound Settings, under the Interpolation menu, remove the obsolete performance notes, as these options do not actually affect performance. Instead, provide a better description of the effects caused by these options as experienced by the end-user. 2018-03-05 12:06:10 -08:00
rogerman 92924db136 Windows Port: Related to commit 8d011f8 -- check the flag first to try to avoid the more expensive system calls. 2018-03-04 17:39:27 -08:00
rogerman 42c0379cbb OpenGL Renderer: Fix one more possible crash that may occur if the 3D framebuffer is read before the 3D renderer has a chance to render at least once. (Related to commit f8bbbec.) 2018-03-04 17:20:21 -08:00
rogerman 8d011f8344 Windows Port: Optimize input handling, reducing CPU usage when the emulator is idle. (Related to commit 8fb0d6d.) 2018-03-04 17:17:26 -08:00
rogerman 8fb0d6ddc5 Windows Port: Reduce CPU usage while the emulator is idle. 2018-03-03 20:41:23 -08:00
rogerman e825cddbe5 Windows Port: Fix a rare and intermittent bug that could cause the AVI recording to accidentally stop in between AVI segments. (Regression from commit db1a19a.) 2018-03-02 15:59:37 -08:00
rogerman b8c006b0b5 Windows Port: Do some minor code cleanup related to commit 8763a61. 2018-03-02 14:00:52 -08:00
rogerman 8763a6169a Windows Port: AVI recording now maintains many more frames in memory. Also, the framebuffer color conversion threads and file writing thread are more free running threads.
- These changes help to stabilize the performance of AVI recording, making it less sensitive to sudden changes in disk writing speed.
- The maximum amount of frames maintained in memory will either be 1.5 GB worth or 180 frames (or 3 seconds) worth, whichever is less.
2018-03-02 13:09:39 -08:00
rogerman db1a19ad86 Windows Port: Do a complete code cleanup and refactor of aviout.cpp to use proper C++ objects.
- aviout.cpp now uses Windows-style line-endings instead of Unix-style line-endings.
- AVI segments now fill up much closer to the 2 GB file limit than before.
- Error handling in the file writing thread is much more robust.
2018-03-01 08:47:24 -08:00
rogerman cbe4717d2f Windows Port: When recording AVIs, video framebuffer conversions and file write operations are performed asynchronously with the main thread. This should greatly increase AVI recording performance. 2018-02-25 16:00:31 -08:00
rogerman c7ca122d95 Windows Port: Fix building on Windows. (Regression from commit c7bb41e.) 2018-02-19 12:46:41 -08:00
rogerman c7bb41e4b1 matrix.cpp: Rework all matrix function parameters for explicit array sizing in order to aid compiler optimization and (hopefully) aid in code readability. Also add SSE4.1 versions for the main matrix functions. 2018-02-19 11:43:55 -08:00
rogerman 5a61a08727 matrix.cpp: Do some more code cleanup. 2018-02-16 20:11:36 -08:00
rogerman 249afccfca matrix.cpp: Do a bunch of code cleanup. 2018-02-16 11:59:19 -08:00
rogerman c41a006b2a GPU: Add additional basic SIMD-accelerated functions for memset_u16(), memset_u16_fast(), memset_u32(), and memset_u32_fast() for AVX2 and Altivec. 2018-02-13 14:45:17 -08:00
rogerman 5fbaa53b46 GPU: If a custom-sized layer is to be rendered first, GPUEngineBase::_TransitionLineNativeToCustom() will do a line clear instead of an upscaled line copy.
- Since this is a very common occurrence in many games, and since doing a clear is faster than doing an upscaled copy, this should give a small performance improvement for the larger framebuffer sizes.
2018-02-13 13:54:10 -08:00
rogerman 43d3883986 SoftRasterizer: Framebuffer clears are now accelerated using AVX2 and Altivec. 2018-02-12 18:03:52 -08:00
rogerman ab18de05ef SoftRasterizer: Oops! Fix a performance regression in SoftRasterizerRenderer_SSE2::ClearUsingValues() where the framebuffer was accidentally being cleared twice. (Regression from commit 7509d46.) 2018-02-12 13:42:42 -08:00
rogerman 7509d469b9 SoftRasterizer: Do some multithreading improvements, and also clean up and refactor RasterizerUnit.
- Completely encapsulate all stray global variables into the SoftRasterizer class where they belong.
- Framebuffer clears are now fully multithreaded, significantly improving clearing performance.
- Doing multithreaded texture loads and vertex calculations now requires a minimum of 2 threads, down from 4 threads.
- The maximum amount of SoftRasterizer threads has been increased from 16 to 32.
2018-02-12 11:35:21 -08:00
rogerman 9e3b694ace Cocoa Port: Do some minor code cleanup. 2018-02-05 20:29:09 -08:00
rogerman d1dcbb8218 Cocoa Port: Fix a potential deadlock that may occur on emulation reset. 2018-02-04 13:07:59 -08:00
rogerman 9ee7cd8ec0 NDSSystem.cpp: Check for the GPU struct before calling GPUSubsystem::ForceFrameStop() in GameInfo::closeROM(). 2018-02-03 21:59:00 -08:00
rogerman 23be799a67 Cocoa Port: Metal display views no longer lose visible frames when running multiple display views. 2018-02-03 21:21:54 -08:00
rogerman 01c508f93a Cocoa Port: Remove and replace the high-overhead NSThread with the lower-overhead pthread_t. Improves video display performance when the frame rate is very high (greater than 600 FPS). 2018-02-03 11:31:41 -08:00
rogerman f9c32c9e79 Cocoa Port: Rework triple buffering for Metal display views yet again. This should fix the performance regression introduced in commit a65ceae9 for the larger custom framebuffer sizes. 2018-01-30 16:26:05 -08:00
zeromus 2a58246eb5
Merge pull request #123 from keelimeguy/master
Windows Port: Adding Pen and Touch support for touch screen devices
2018-01-08 16:04:11 -06:00
Keelin Wheeler b11bde4be4 Windows Port: Adding Pen and Touch support for touch screen devices 2018-01-08 16:37:20 -05:00
rogerman f2f3680a7c Cocoa Port: Fix a bug where Metal display view backing textures weren't updating their custom framebuffer sizes. (Regression from commit 4c01e66.) 2017-12-19 15:35:20 -08:00
rogerman 4c01e66a8a GPU: Instead of using fixed double-buffered output framebuffers, allow clients to request any number of framebuffer pages between 1 and 8.
- For all non-Cocoa ports, reduce the number of framebuffer pages from 2 to 1, reducing the memory usage for those ports.
- For the Cocoa port, increase the number of framebuffer pages from 2 to 3 in preparation for a new triple-buffered display scheme.
2017-12-19 14:33:48 -08:00
rogerman d3b628af47 Cocoa Port: Rework synchronization for Metal display views yet again. It should be a lot better now. 2017-12-17 20:35:00 -08:00
rogerman a65ceae98f Cocoa Port: For Metal display views, be much smarter about how we do synchronization. Should fix the performance issues introduced with commit 26ac91ed. 2017-12-11 16:28:42 -08:00
rogerman 1ea95cdde4 Cocoa Port: Do some minor code cleanup. 2017-12-11 16:17:02 -08:00
rogerman cd2f75e43a Cocoa Port: Replace all POSIX named semaphores with Mach semaphores and GCD semaphores, which are both faster than POSIX named semaphores. 2017-12-08 11:49:49 -08:00
rogerman 1e36b36bef Cocoa Port: Remove now obsolete locks from sound functions, since we now call SPU_Emulate_user() in the emulation thread again. 2017-12-07 23:00:28 -08:00
rogerman cee6867bd8 Cocoa Port: In RunCoreThread(), don’t use a potentially more expensive wait method before doing a cheaper time comparison first. 2017-12-07 21:01:59 -08:00
rogerman bac10c7618 Cocoa Port: OpenGL display views no longer use glFlush() when rendering for final flush, since glFlush() has been found to not actually be necessary. 2017-12-05 17:13:24 -08:00
rogerman 26ac91edd0 Cocoa Port: For Metal display views, replace all locks with semaphores, which are the correct synchronization primitive to use here.
- Also change the CocoaDSOutput list lock from a mutex to a rwlock, since testing has shown that there is more thread contention here than I previously thought.
2017-12-05 13:43:30 -08:00
rogerman f9109568b8 Cocoa Port: Improve stability of Metal display views when running CPU-based pixel scalers.
- Also fix a bug where restoring multiple display windows on startup would only have the last display window shown to work properly.
2017-12-03 00:18:30 -08:00
rogerman 39039f2396 Cocoa Port: Have the HUD Settings panel title show the number of the display window that is currently in focus, just like all the other panels. 2017-12-02 19:33:08 -08:00
rogerman b48666ea9c Cocoa Port: Add new HUD item, “Show Execution Speed”, which displays the emulator’s execution speed as a percentage. 2017-12-02 15:35:51 -08:00
zeromus 87335dd57a
Merge pull request #121 from spiveeworks/master
Update README.LIN (autogen.sh, dependencies)
2017-12-01 01:11:48 -06:00
Spivee 93d01f7bf5
Update README.LIN (autogen.sh, dependencies)
I found these dependencies harder to figure out than usual, 
since I'm used to installing packages with pregenerated `configure` scripts.
In particular if `glib` is missing then `configure` will generate with unexpanded macros, which is confusing.
This extra paragraph should be helpful for others. 

Thanks for a great program :)
2017-12-01 18:07:11 +11:00
rogerman 66e8a95657 Cocoa Port: Stability improvements for Metal display views. 2017-11-29 21:31:39 -08:00
rogerman 02a3b58edd Cocoa Port: Fix memory leaks with Metal display views.
- Also fix a bug where Metal display views fail on macOS High Sierra if a CPU-based pixel scaler was used.
2017-11-29 20:02:39 -08:00
rogerman c81df97a92 Cocoa Port: Restore the ability to use Metal display views on macOS High Sierra.
- Also rework the way the HQnx LUTs are loaded in Metal.
2017-11-28 14:06:34 -08:00
rogerman cd6fbcd5ea Cocoa Port: In the Metal framebuffer fetcher, further optimize 18-bit to 32-bit color conversions whenever the master brightness does not need to be applied, which is the most typical use case. 2017-11-28 00:53:50 -08:00
rogerman f0564cc4ac Cocoa Port: Fix a couple of rare edge-case bugs with Metal display views. 2017-11-27 22:53:18 -08:00