Mapping the full buffer is killer on Vtune (either crash or requires a huge processing time).
Instead keep the same ID for code in the same buffers.
I think all buffers are correctly mapped now but I still miss the frame pointer
for VU code.
Cons:
* requires ~180MB of physical memory (virtual memory is the same so it
doesn't impact the 4GB limit)
From steam: 98.81% got at least 2GB of RAM. 83.62% got at least 4GB of RAM.
That being said, it might not really increase RAM requirements as OS could put the
new allocation in the swap.
Pro:
* code is much easier
* remove at least half of the signal listener
* last but not least, it is way easier for profiler/debugger
Doesn't fully work yet
* Unknown stack frame
* Outside any known module
Potential root cause:
* Nvidia driver
* VU code as ebp is required for emulation so likely no frame
GetBestWrappedSize (hence the BestSize) computes the size of
the wrapped text based on box side minus padding.
So the width of the widget is already the good size for text wrapping
Templace is nicer but give a hard time to compiler.
New version compile in both gcc&clang without hack
v2: add an uptr cast too for VS2013 sigh...
v3: use an ugly function pointer cast to please VS2013
The solution files are unused and for ancient Visual Studio versions -
GSDumpGUI has its own solution file, and bin2cpp is included in the main
solution file.
The property sheets have either fallen out of use or were never used in
the first place.
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.
Don't use "-dbg" target suffix - both Devel and Debug builds use the
property sheet, so it's incorrect.
Also don't set optimise references to false - it's incompatible with
incremental linking and causes compile failures.
* Avoid the generation of memory barrier (mfence)
* Based on the fact that it used to work on previous code without any
barrier
v2:
* keep basic code in reset path
* use relaxed access for isBusy. The variable doesn't carry load/store
dependency but is instead an hint to optimize semaphore post
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.
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.
Adding shortcuts to all the menu options, that only some of the options
in the Config tab already had.
Also update translations so menus are still localised (well, mostly).
Using __declspec(dllexport) causes duplicate export warnings to be
generated when compiling 64-bit builds. Name mangling also occurs on
functions that are exported this way, so it doesn't actually work with
the plugin system, which uses unmangled names.
The module definition file exports the functions without name mangling
and is sufficient on its own.
find . -name *.vcxproj -exec sed -i -e '/user.props/d' {} \;
Microsoft recommends against using .user files. From
https://msdn.microsoft.com/en-us/library/669zx6zc.aspx :
"The best practice is to delete the reference to them in Property
Manager to ensure that your projects operate independently of any
per-user, per-computer settings. This is important to ensure correct
behaviour in a SCC (source code control) environment."
If you cannot compile SPU2-X after this commit (since that still relies
on the old DirectX SDK), you'll need to fix your build environment.
This prevents desync between what is assumed to be the active filter and
what is actually the active filter, fixing errors like #1179 where the
memory cards are closed and reopened for whatever reason.
Basically I ran
find . -name "*.vcxproj" -exec sed -i -e 's/_xp//' {} \;
This will likely break XP, but it paves the way on Windows for a PCSX2
that does not require the DirectX redistributables to be installed for
Windows 8, 8.1 and 10 users. Windows Vista and 7 users will still require
the DirectX redistributable files for XInput and XAudio, though PCSX2
should still be capable of running if a user does not actually use either
of them.
So let's not specify it as a build dependency.
Also remove some unnecessary manual library linkage and remove the
wsWidgets GUI property sheet, which does nothing useful.
Buttons done, configuration initialization done.
Still need to add Gamepad and Joysticks configuration frames.
Require png file for the moment (the embedded picture will be fixed after).
New Onepad GUI based on wxWidget (Main frame almost finish)
Background picture is now embedded
Button binding works
Loading and saving works
Need to add feedback and gamepad, joysticks configuration frame
Modification of the onepad CMakeList.txt
Automatic generation of images headers using perl script
Modification of the test feedback function
Code needs to work with xAddressReg however the x32 inheritance doesn't
exits anymore on 64 bits.
Note: it might be possible to uses some kind of autoconversion with
xRegister32or64. Could be a future improvement.
Note: displacement are never 8B. The max is 4B which is sign extended to 8B.
So we can't store a pointer into it anymore.
Add xRegisterLong that will be x64 on 64 bits and x32 on 32 bits
V2:
* Add various option to handle the different frame
* Basic x86-64 port (untested so likely completely broken)
v3:
Create an templated xImpl_FastCall object
v4:
clang compilation fix
Basically it creates a /tmp/perf-`pid`.map file which will contains
a mapping of the x86 code with the EE/IOP/VU code
* You need to enable the profiler with a define
* You can split the profiling by block (inside a recomp buffer)
v2: add new file to VS xml files
v3: remove useless include