This fixes a semi-consistent regression introduced by #3056, where on_process_exit would execute before other destructors relying on pthreads.
Now on_process_init has been moved to an earlier section of static initializers, ensuring it will be initialized first. Previously, this initializer was placed in the same section as any other initializer, making their order of execution non-deterministic across compilations - for example, I was unable to reproduce this issue as soon as I forced pthreads4w.c to recompile last!
Fixes eyes rendering in Jak games both ingame and in cutscenes.
Previous method yielded no eyes in Jak 2/3/X cutscenes.
- Generalized offset search logic with caching system (works for BW > 1
and any PSM, limited to PSMCT32 for now)
- CRC Flags mechanism for default behavior enabling in Jak games
Fixes eyes blinking in Jak games with tex in rt search
enabled.
- Target TEX0 in Source is Source TEX0 if the Source is
not build from Target, otherwise it is the Target TEX0,
allowing improved Source invalidation
This commit add a FPU negative div hack to Crazy Frog Racer 2 to fix black fade effects and some overlays texts in the menus.
It also add EETimingHack on some missing Alone in the Dark revisions which fixes game hanging at boot.
Tested by Forum member:
- LoStraniero1991
This PR modifies a third party module - I realize normally those should be fixed upstream, but I really doubt pthreads4w would a) consider it a valid bug and b) fix it. To make all my changes easily visible, I wrap them all in #if PCSX2_FIX.
This PR fixes a process exit routine in pthreads. This third party module exploits CRT initialization order to inject their initializer/deinitializer earlier than the others by putting their functions in .CRT$XCU and .CRT$XPU pseudo regions. The problem comes when a module gets build with dynamic CRT (/MD or /MDd), like most of PCSX2 plugins, it doesn't actually use .CRT$XPx regions as terminators, and instead lets dynamic CRT handle them.
This PR corrects this issue by registering the terminator via atexit, so it works with both static and dynamic CRT. This resolves an issue where SPU2-X plugin (and potentially more) leaks TLS handles when unloaded.
Setting the toggle variable is now at the vsync point. FMV toggle should still work as usual, but the F9 toggle should have to wait the full period of around 32 frames. This seems short enough while also depends on how fast those frames can rendered, avoiding having to set a timer in ms.
Add XgKickHack gamefix for Dog of Bay., fixes corrupt textures. Issue
#3041
Add some crc ids. Big Mutha JP version(Bakusou Convoy Densetsu - Otoko
Hanamichi America Roman),
Jak X Public Beta v.1 US, Sly 3 EU Prototype.
This commit add an emotion engine rounding fix for Super Monkey Ball Deluxe to fix object balls never stoping in the Monkey Billiards DX minigame.
Tested by atomic83github
Fixes the noise generator outputting a 4.8 kHz tone instead of white noise. The random number generator used in GetNoiseValues currently repeats every 10 samples, which is really really awful for a random number generator.
New code based on http://problemkaputt.de/psx-spx.htm#spunoisegenerator