The GC/Wii GPU rasterizes in 2x2 pixel groups, so bounding box values
will be rounded to the extents of these groups, rather than the exact
pixel. To account for this, we'll round the top/left down to even and
the bottom/right up to odd. I have verified that the values resulting
from this change exactly match a real Wii.
The STL has everything we need nowadays.
I have tried to not alter any behavior or semantics with this
change wherever possible. In particular, WriteLow and WriteHigh
in CommandProcessor retain the ability to accidentally undo
another thread's write to the upper half or lower half
respectively. If that should be fixed, it should be done in a
separate commit for clarity. One thing did change: The places
where we were using += on a volatile variable (not an atomic
operation) are now using fetch_add (actually an atomic operation).
Tested with single core and dual core on x86-64 and AArch64.
-Add pause state to FPSCounter.
-Add ability to have more than one "OnStateChanged" callback in core.
-Add GetActualEmulationSpeed() to Core. Returns 1 by default. It's used by my input PRs.
Additional changes:
- For TevStageCombiner's ColorCombiner and AlphaCombiner, op/comparison and scale/compare_mode have been split as there are different meanings and enums if bias is set to compare. (Shift has also been renamed to scale)
- In TexMode0, min_filter has been split into min_mip and min_filter.
- In TexImage1, image_type is now cache_manually_managed.
- The unused bit in GenMode is now exposed.
- LPSize's lineaspect is now named adjust_for_aspect_ratio.
This is now unused. Seems like it was an improper fix
(there would be a race if saving the screenshot took longer
than 2 seconds) back when it was used too.
Currently, we do not display every second frame in 25fps/30fps games
which run to vsync. This improves performance as there's less rendering
for the GPU to perform, but when combined with vsync, could cause frame
pacing issues.
This commit adds an option to force every frame generated by the console
to be displayed to the host, which may improve pacing for these games.
Migrates most of VideoCommon over to using fmt, with the exception being
the shader generator code. The shader generators are quite large and
have more corner cases to deal with in terms of conversion (shaders have
braces in them, so we need to make sure to escape them).
Because of the large amount of code that would need to be converted, the
conversion of VideoCommon will be in two parts:
- This change (which converts over the general case string formatting),
- A follow up change that will specifically deal with converting over
the shader generators.
This header doesn't actually make use of MathUtil.h within itself, so
this can be removed. Many other source files used VideoCommon.h as an
indirect include to include MathUtil.h, so these includes can also be
adjusted.
While we're at it, we can also migrate valid inclusions of VideoCommon.h
into cpp files where it can feasibly be done to minimize propagating it
via other headers.
Makes the global variable follow our convention of prefixing g_ on
global variables to make it obvious in surrounding code that it's not a
local variable.
Rather than making Statistics' member functions operate on the global
variable instance of itself, we can make these functions member
functions and operate on a by-instance state, removing the direct
dependency on the global variable itself.
This also makes for less reading, as there's no need to repeat "stats."
for all variable accesses.
Normalizes all variables related to statistics so that they follow our
coding style.
These are relatively low traffic areas, so this modification isn't too
noisy.