Disable full framebuffer emulation with ggpo if threaded rendering is
enabled. Would require thread synchronization on VRAM page map.
memwatch: do single lookup on page map in hit()
* Enabled GDB server, compile fix for MSVC, added GDB option to config
* GDB - 'vMustReplyEmpty' should not be explicitly handled, it is a test for how the target responds to unknown vpackets (which was incorrect)
* GDB wait for debugger option to allow debugging from bootstrap, and Event::Resume moved after renderer init so agent.interrupt() can pause the renderer
* Draw "Waiting for debugger", and fixed UI not rendering last frame before a state change
* Fixed GDB regs/mem endianness
* Open external console for serial output on Windows
(cherry picked from commit e41a1410b9)
* Compile fix for _UNICODE
(cherry picked from commit 4e6927bd27)
Sort triangles during ta_parse. Use the same index as other polys. Store
results in rend_context.
Use primitive restart if available to avoid too many degenerate
triangles.
Update renderers.
Widescreen cheats for initd, initdv2, gunsur2, spawn, cspike, jambo,
soulsurf.
Courtesy of Goddamn Superhero
Disable ws chear for House of the Dead 2 (wrong gun coordinates)
ggpo: Optimize memwatch and load/save state. Unprotect memory before restoring a state. Smaller timesync wait. Missing error handling.
pvr: call ggpo::endOfFrame() on vblank in only
ssa: fix warning
Part of PalSelect was used as cache key for palette textures
PrintTexture fix
egl,wgl,xgl: No need for depth/stencil surface
gl: non-functional refactoring
Do not attempt to reserve 4GM of virtual space on 64-bit hosts. Use
512MB everywhere.
Don't map elan RAM if not needed and dont protect/unprotect it in
memwatch.
Take jitter into account when calculating current scanline
Scheduler would miss the next int if it's on the next scanline
Support for Hblank interrupt mode 2 (every scanline)
Merging polygons in per-triangle can produces a large number of
degenerate triangles (up to x3), which must then be sorted, resulting in
a performance hit. This is useless since the sorted triangles are merged
after being sorted. (Regression introduced by
20d25059bf)
Issue #818
In per-strip mode, polygons are now sorted before creating the index and
merging. So it doesn't have to be done in the renderer anymore.