there was already code for this, but it was broken due to:
- the message is WM_SYSCOMMAND and wParam is SC_SCREENSAVE etc.
- GSPanel doesn't get WM_SYSCOMMAND - GSFrame does.
- also disabled screen saver while paused if not set to hide the GS window.
- it's an ugly hack where windows keeps trying to activate the screen saver
every few seconds but such code prevents it (Lilypad has the same hack).
the new code uses windows API which was designed for this.
the screen saver is now disabled while the window is focused and the emulation
is running. it's on by defauly and without GUI - the same as with normal games.
this patch addresses Windows only, but adds a placeholder for future
implementations for other platforms.
Performance is not important here. I'm not sure Windows could handle VLA
* new/delete can still be used otherwise.
* Put an assert(0) because debugger surely don't use string bigger than
128 bytes.
code is much more compact 20 lines vs 700 lines ...
builds an Utilies_NO_TLS.a archive of the common Utilities code. It replaces native TLS by a slower reimplementation
Rational: number of TLS slot is very limited by the GLIBc on linux. I hope it doesn't impact performance.
* Zzogl don't requires TLS AFAIK
* spu2x will likely use it for assertions only.
TLS exhaustion creates issue to dlopen plugins
issue #384 : https://github.com/PCSX2/pcsx2/issues/384
But also for profiled build (-fprofile-generate)
http://forums.pcsx2.net/Thread-WORKAROUND-build-with-fprofile-generate
If someone have a better idea, please raise your hand!
* Manually cast WxGetTranslation
* Accept string as format parameter of pxWindowTextWriter
* Manually convert wxString to wide string
Note: Wx setup.h is not the same between Debian and Arch. Unfortunately it
generated various compilations errors on wx code.
Close issue #172
Fixed clang build.
Note from Gregory:
C++ requests that at least 1 parameters is a class, an enumeration, or a
reference to those objects. Probably to avoid to screw basic type operation.
For example: *p += 4;
The realy buggy code was this one because T could be an int!
template T
f(*ptr, T)
To avoid any issue in the future the Team decide to drop all overload that use pointers.
* Use c++11 static assert
* Properly cast to parameter template to u32 (help clang)
* Remove lots of useless ASM. Memset it only used with a size of 4096.
* check pthread_mutex_init status
The class already supports hashing 64bit values, just break it out to support it in this particular case.
From the 64bit version of the hash, this hash favours values that aren't on the extreme end.
Consdering that hashing is only really used by the class itself it isn't too big of an issue.
* remove unused variable
* move static function from h into cpp
* Initialized hw_by_page to 0xFFFFFFFF instead of -1 (number must be a positive integer)
* Use a s32 fore m_current_lsn instead of u32 (use -1 as error code)
Bonus: a couple of fix for clang compiler (doesn't mean that it fully compile with clang)
* remove useless __debugbreak on linux
* use short for 16bits atomic function
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5695 96395faa-99c1-11dd-bbfe-3dabce05a288
NOTE: The 'glew' project does NOT build yet, but it will have to be decided how to approach the problem (String literal too long in glew.rc)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5382 96395faa-99c1-11dd-bbfe-3dabce05a288
All UI percentage values (framerates, zoom) are saved incorrectly when the number ends with 0n (e.g. 105 is saved as 150, 307 is saved as 370, etc). The problem becomes apparent when these values are loaded from the ini file after restarting pcsx2.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5369 96395faa-99c1-11dd-bbfe-3dabce05a288
Translators note: I save previous translation but a careful review is mandatory
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5366 96395faa-99c1-11dd-bbfe-3dabce05a288
Threading VU1 took a lot of rewrites and new code to make possible (MTGS, microVU, gifUnit...), but we finally got to the point where it was feasible, and now we've done it! (so now everyone can stop complaining that pcsx2 only takes advantages of 2 cores :p).
The speedups in the games that benefit from it are great if you have a cpu with 3+ cores (generally a 10~45% speedup), however games that are GS limited can be a slowdown (especially on dual core cpu's).
The option can be found in the speedhacks section as "MTVU (Multi-Threaded microVU1)". And when enabled it should should show the VU thread-time percentage on the title bar window (Like we currently do for EE/GS/UI threads).
It is listed as a speedhack because in order for threading VU1 to have been a speedup, we need to assume that games will not send gif packets containing Signal/Finish/Label commands from path 1 (vu1's xgkick). The good news is very-few games ever do this, so the compatibility of MTVU is very high (a game that does do this will likely hang).
Note: vs2010 builds and Linux builds need to be updated to include "MTVU.h" and "MTVU.cpp".
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4865 96395faa-99c1-11dd-bbfe-3dabce05a288
Pcsx2 now has a gifUnit class which acts like the ps2's gif and executes a single gif transfer at a time (and performs path arbitration according to priority and path3 slicing).
This new code is generally a speedup for most games. Particularly VU heavy games like GoW.
This revision breaks old saved state compatibility so don't update if you wish to keep playing with your old saved states.
Leave comments if this revision fixes or breaks anything...
Message to GS Plugin authors:
This new code now uses only 1 gif callback to transfer data to the gs plugin (GSgifTransfer).
pcsx2 also is garaunteed to send full GS primitives to the plugin. So you don't have to account for partial-transfers anymore.
Thanks goes out to shadowlady who tested around 500 games for me :D
Note 1: The old gif code is still in this revision, and can be enabled by the USE_OLD_GIF macro. The old code will be deleted soon.
Note 2: This revision also enables assertion dialogs in devel builds, and changed a lot of assume cases into assertions.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4821 96395faa-99c1-11dd-bbfe-3dabce05a288
Details:
The major differences between install and portable modes should now be:
1. Portable mode doesn't use the registry at all.
2. Portable mode uses the folders inside pcsx2 folder as default (install mode has some default at "my documents").
3. Portable mode tries to save relative paths at the ini file where possible*.
Specifically, portable mode now allows to select custom folders for plugins, bios, etc via the standard UI, which allows using several portable pcsx2 folder sharing the same resources (bios, iso, memcards, etc).
* Relative paths where possible = the following sequence (thanks to pseudonym for the brilliant idea):
1. If the file/folder is inside pcsx2 folder, it's saved as completely relative (to pcsx2.exe)
2. Else, if the file/folder is at the same drive as pcsx2.exe, it's saved as absolute path without the drive letter (e.g. /ISO/...)
3. Else, saved as absolute path, including the drive letter (for linux, without drive letter naturally).
This allows to create a removable drive with (one or more) pcsx2 folder on it, configure all the files/folders to point to the same drive (ISOs, save states, etc), and then take this drive, plug it into another computer (where it will be assigned with a different drive letter), and everything will continue working.
Please test it if you can. Bugs here can be inconvenient...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4507 96395faa-99c1-11dd-bbfe-3dabce05a288
* PCSX2 now splits settings into two files: pcsx2-ui.ini and pcsx2-vm.ini. The former is user interface clutter (window positions, confirmation dialogs, etc). The latter is virtual machine settings, speed hacks, game fixes, etc.
* Added support for PORTABLE INSTALLS!! Portable install is currently manually enabled by adding an empty "pcsx2-portable.ini" to the install location of PCSX2. Portable installs should run seamlessly from any flash drive, etc. (and will usually need Admin rights)
* PCSX2 install location and plugins folders are stored in the registry now (unless portable install is enabled, in which case no registry is used).
Notes:
* A button to enable portable installs from within PCSX2 is planned.
* NSIS installer will hopefully be upgraded to allow for a portable install option as well.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4198 96395faa-99c1-11dd-bbfe-3dabce05a288