* Savestate mega-fix! Removed all the old direct pointer types from decoder_t, which should fix the oddball random savestate crashes when IPU is active.
* Moved iq/niq into decoder_t.
* Moved all macroblocks into decoder_t (mb8, mb16, rgb16, rgb32).
* Turned decoder.stride into a constant, since IPU can only decode in strides of 16 bytes only.
* Added sanity checking to the ipu0_fifo stuff (was formerly g_nIPU0Data, etc).
* Added some SSE moves to the Idct (very minor optimization). There's a completely SSE from-ground-up implementation provided by newer versions of libmpeg2 that we should probably look into later, rather than rolling our own.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3587 96395faa-99c1-11dd-bbfe-3dabce05a288
Move the dx11 check to GSInit, didn't like it only getting called on renderer changes in the middle of emulation.
PCSX2:
Report the savestate version as hex if loading an incompatible state. Looks better than -19793434481 :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3579 96395faa-99c1-11dd-bbfe-3dabce05a288
This will be needed until we've figured out how this thing is supposed to work.
Enabling this hack should fix, among others, Growlanser games, Bleach and Wizardry.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3574 96395faa-99c1-11dd-bbfe-3dabce05a288
Note: the function can be moved into a .h ;)
Note2: %= is replaced by a number so it is a bad idea to put it after a digit (reason why I put underscore before)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3563 96395faa-99c1-11dd-bbfe-3dabce05a288
Actually there is no impact for the moment because the optimization is not activate by default.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3562 96395faa-99c1-11dd-bbfe-3dabce05a288
Apply hackfix for Wild Arms 4. Thanks Lana and 89CamaroIROCZ :)
We're still missing the PAL and JAP CRCs though. Issue 185 collects them.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3557 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixes Quake III Revolution and the homebrew "Simple Media System".
It's probably all wrong still but hey, better than nothing :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3556 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fixed a bug that caused all but the first stackframe walk to fail with an error.
* Improved thread safety of stack walking.
DevNotes: When walking stackframes multiple times from the same process, only the first stackframe walk would work and all others would fail with an error because of calling SymInitialize multiple times. So now SymInitialize is only called once and SymRefreshModuleList is used prior to walking, if available. (only available in winDbgHlp.dll v6.5 or later)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3546 96395faa-99c1-11dd-bbfe-3dabce05a288
* Implemented support for legacy GS plugins (considered anything prior to the Reordering merge).
* Added a lot of 'const' qualifiers to the GSgifTransfer functions in both GSdx and zzogl.
DevNote: GS plugins shouldn't be modifying the data provided to them from PCSX2 -- zzogl wasn't, GSdx was. I had to do a little bit of juggling to remove the mem modifications from GSdx's TEX0/TEX2 handlers. With luck, nothing's broken. ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3536 96395faa-99c1-11dd-bbfe-3dabce05a288
* Fix a bug in my merge of the new MTGS code that caused crashes on some games (PATH1 queue bug).
* Added assertion checks to hwMFIFOWrite for qwc alignment and a SPR_LOG for null ringbuffer addresses (if a game specifies an invalid physical address).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3533 96395faa-99c1-11dd-bbfe-3dabce05a288