vector push_back causes a SIGILL signal on a Nehalem (SSE4.2) QEMU VM
when compiled with GCC 6.1.1.
However, an empty constructor causes illegal instruction exceptions to be
generated on a Windows VM.
So here's an inbetween that looks stupid but works on what I've tested.
Combine all the different configurations together so the project files
are more generic and maintainable.
Also standardise the layout so all the project files will be similar and
all have the same standard elements (even if empty).
Add 64-bit configurations.
Additional specifics:
spu2-x: FLOAT_SAMPLES preprocessor definition removed since it's unused.
Use a relaxed atomic to read the exit variable in the hot path
Wait that exit is deasserted in the destructor, so we are sure the
thread will "soon" return
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.
* 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)
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]
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.
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
It ought to be the same in performance but code will be easier this way
v2: print the sync status
v3: use a performance print so it doesn't spam the console
* Support Mesa Nouveau IR (free driver for Nvidia's GPU)
=> Print intermediate representation + final shader
=> Dump GPR usage
* Move dumped shader in /tmp/GSdx_Shader/<sub_dir>
=> Avoid the landing of 3 thousands of files in $PWD ^^
* Use function instead of macro