memory overhead by thead is only 256KB
However it will reduce the probability to block the push thread to nearly 0
I tested a couple of dumps and only manage 4000 element with 1 extrathread.
Add a factor 2 on the VRAM to get the quantity of available memory for the textures.
The driver is allowed to put some textures in RAM. Of course it is bad for performance
but it won't crash.
Due to the 4GB by process limit, I keep a (reasonable) maximum of 3.8GB.
In order to avoid a crash when memory is too low an exception will be risen
with no guarantee on rendering and big performance impact. In this situation
you ought to reduce upscaling/disable large framebuffer.
* Fixes a bug where NTSC VideoMode was automatically used when videomode is uninitialized. the bug was only temporary till the SMODE register was written.
Technically there's no term called "RegionMode" and the values obtained through the SMODE1 register is actually used for identifying the video mode of the game not any region modes.
* Convert "GS_VideoMode" into an enum class
* Does the first vsync (start counter) after the sleep
* Dump data after the rendering, avoid to count extra destructor,sleep time
* Dump data into a basic csv file (if people want nice graph)
There is only a single event queue, so you need to detect the pad based
on the configuration
Mouse/Wiimote is limited to first pad
Related to issue #1441
In file included from GSRenderer.cpp:23:0:
GSRenderer.h: In constructor ‘GSRenderer::GSRenderer()’:
GSRenderer.h:58:12: warning: ‘GSRenderer::m_dev’ will be initialized after [-Wreorder]
GSDevice* m_dev;
^
GSRenderer.h:52:13: warning: ‘GSVector2i GSRenderer::m_real_size’ [-Wreorder]
GSVector2i m_real_size;
^
GSRenderer.cpp:32:1: warning: when initialized here [-Wreorder]
Grouping bytes in debugger memory window, following pointers and history
Goto in register view
Printing strings in pointer registers
Memory view can be resized correctly by ctrl+wheel
Improvement in function 5900DebugInterface::isValidAddress
usb-kbd: Remove unused variable.
usb-ohci: Add proper casts for the variables.
vl: Add proper casts for the variables.
USB: Add proper casts for the variables.
GLLoader: cast passed parameters to required type.
GSDeviceOGL: cast variables to required type and silence warnings.
GSRendererOGL: cast variables to required type and silence warnings.
x86emitter : Convert variable type from u8 to bool.
recVTLB: Cast "sign" to bool to prevent a warning.
R5900OpcodeImpl: Cast all the values in array to u64 instead of s64.
It creates some slowdowns for unknown reason. My best hypothesis is
that stencil will be cleared too which is slow.
Let's keep the code for the future when stencil will be dropped.
Fix#1420
If baseline and display rectangle offsets differ by small values then consider the status of frame memory offsets, prevents blurring on Tenchu: Fatal Shadows, Worms 3D, ProStroke Golf, Vexx
* Improve frame buffer height management on custom resolution. Width seems to be fine with the same size as scaled image output.
* Prevent offset issues on Persona 3 based on the data from merge circuit.
Note: Fixes custom resolution upscaling on ICO 50Hz/60Hz mode when large frame buffer is enabled. previously 60Hz mode only displayed half of the screen and 50Hz mode only worked due to the scissor hack.
The TLS buffers used by the FastFormatUnicode and FastFormatAscii
classes seem to be responsible for PCSX2 not terminating properly on
Windows under certain conditions (using MTVU before commit
1111e03901, using CDVDgigaherz without a
disc, possibly other conditions).
When PCSX2 shut downs and the FastFormatBuffers are being cleaned up,
the call to pthread_key_delete() would end up calling
WaitForSingleObject(e, INFINITE) and waiting indefinitely for an event
to trigger. It never does get triggered (for reasons unknown) and
therefore PCSX2 doesn't terminate properly.
Remove the usage of TLS buffers in the FastFormatString classes - it
fixes the termination issue on Windows and doesn't seem to have much
effect on performance.
* Ignore Frame memory offsets for calculating dimensions value of display rectangle.
* Remove hack which limited scaling size based on the scissor value.
Note: With the following commit, SilentHill 2 now properly outputs the desired resolution by the users on custom resolution. Previously if we set 1024 x 1024 , it'll output a lower height value which was caused by the hack removed on this commit.
Force VU round mode set to Extra+preserve sign in The Lord of the Rings: The Two Towers : Shiny weapons will no more show as white texture in-game. For all PAL/NTSC/NTSC-J releases of the game. Fix the name of a japanese release and add the chinese release of the game to the database.
Fixes regression introduced by the pop'n music controller support PR.
When modifying the axis direction combo box in the Configure Binding
group, the modified binding's info would get deleted and replaced by the
next binding's info. This results in incorrect info being passed to
BindCommand().
This commit reverts the incorrect code so the binding info is backed up
before deletion takes place, therefore ensuring the correct info is
passed to BindCommand().