Stenzek
d9abe10308
Misc: Remove explicit PCH include, switch to SPDX
2023-12-24 14:03:14 +10:00
refractionpcsx2
85670dd4a1
VIF: Correct DMA stall for VIF1 MFIFO
2023-09-17 14:52:47 +01:00
Stenzek
512d24cea6
Misc: More build system cleanups
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Set UTF-8 source file format globally.
Set permissive/compliance mode globally.
Get rid of include of base 3rdparty directory, be explicit.
Get rid of duplicated properties.
Get rid of leftover plugin property files.
2023-05-16 12:58:19 +01:00
refractionpcsx2
f26031cada
Vif: Fix up Instant DMA behaviour
2023-04-16 21:15:26 +01:00
TellowKrinkle
738c8cb630
Core: Remove trailing whitespace from all files
2022-09-16 00:52:28 -05:00
Connor McLaughlin
d535331b4b
Misc: Remove __fastcall, __fc, __concall and friends
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These have no meaning in x64 (apart from throwing compiler warnings),
and we don't do 32-bit anymore. Also saves needing to include
`Pcsx2Defs.h` in files which don't otherwise need it.
2022-05-12 14:58:03 +01:00
arcum42@gmail.com
33e0ac729e
Core: Remove memcmp_mmx.
2022-03-20 12:54:58 +00:00
TellowKrinkle
f7476dfb63
Core: Replace alignment macros with alignas
2021-11-14 13:52:20 -06:00
refractionpcsx2
3f56414824
VIF/VU: Cleaned up VIF Stall behaviour, sync XGKick with Unpacks.
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Also cleaned up a bunch of bad/old code
Fixed branches on E-Bit and M-Bit (VU0)
Fixed up VU Int behaviour with VU Instant on/off
Savestate bump
2021-09-12 16:12:31 +01:00
refractionpcsx2
7966c27246
GIF: Handle PATH2 ending when VIF not running
2021-09-12 16:12:31 +01:00
refractionpcsx2
88a53f013e
Clang: Format Gif.cpp, Vif_Codes.cpp, Vif.cpp
2021-07-29 14:58:36 +01:00
refractionpcsx2
fd1305e4da
GIF: Reimplement GIF FIFO to kick in only when it is needed.
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Need to adjust GameDB entries for to remove ones no longer required, added EE Timing fix for SOCOM as that seems to fix it up like its sequel.
Some misc changes too which are inconsequential (mostly formatting)
2021-07-29 14:58:36 +01:00
refractionpcsx2
ddffd9acd6
VIF: Fix MPG VU Address wrapping, fixes Boogie (works for the first time)
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Thanks to deus-libri for spotting that one!
2021-01-03 21:47:55 +00:00
refractionpcsx2
c9a5443539
VIF: Slightly optimise when Row/Col are written to MTVU
2020-12-28 19:01:17 +00:00
refractionpcsx2
839b243bf1
VIF: Always update MTVU thread with Row/Col Changes
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Fixes graphical issues in Fatal Frame 2 when swapping to MTVU
2020-12-25 00:57:37 +00:00
refractionpcsx2
97b74fa6ea
VIF: MSCNT address is -1, so don't mask it.
2020-12-22 14:55:03 +00:00
refractionpcsx2
843650e79e
VIF: Mask VU program address on MSCAL/MSCNT instructions
2020-12-22 14:12:27 +00:00
refractionpcsx2
7b7278bc85
VIF: Fix MPG bug incrementing addresses properly when using MTVU
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Also handle wrapping
2020-12-16 14:04:54 +00:00
refractionpcsx2
7138769182
VU: Synchronise VU1, added speedhack for old behaviour
2020-12-13 22:02:37 +00:00
refractionpcsx2
16d33f8960
VIF/MTVU: Correctly increment tag addr on VIF when using MTVU
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Fixes Def Jam Fight for NY when using MTVU
2020-12-06 07:06:51 +00:00
lightningterror
9140f071f6
misc: Replace Fall through comments with c++17 attribute.
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Silences warnings about not having breaks on switch cases.
Added a few missing ones too.
2020-11-02 17:39:02 +01:00
refractionpcsx2
b5e3fc97dc
VIF: Set decoding status on VIF stall ( #3683 )
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* VIF: Set decoding status on VIF stall
* VIF/GIF: Remove VIF Reset hack, Let GIF Unit reset queued path data (Except MTVU)
2020-09-14 23:28:55 +01:00
kozarovv
df79a17baa
VU: Improve VU0/EE sync, Implement better M-Bit Handling, Fix VU program handing on VIF
2020-08-29 21:56:26 +01:00
refractionpcsx2
184f0df2c5
Modify VU PC addressing so it only multiplies by 8 before entering the p… ( #3362 )
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* Modify VU addressing so it only multiplies by 8 before entering the program
Fixes issues with VU1 TPC being read multiplied by 8 (bad)
* Removed assert on SuperVU which no longer makes sense
2020-05-12 23:59:42 +01:00
Shanoah Alkire
64ab2d53e1
Add comments to prevent various warnings about falling through on case statements.
2019-02-23 22:08:57 -08:00
Jonathan Li
29eed182c2
pcsx2: Remove unnecessary aMax/aMin macros
2017-04-30 23:41:19 +01:00
refractionpcsx2
744d07b8a1
Vif: Fix MSCNT for MK: Shaolin Monks.
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-Tested Baldurs Gate, Twisted Metal, Warship Gunner 2 and Downhill Domination, all seem to be fine still.
2016-10-02 15:35:06 +01:00
refractionpcsx2
2734f53a79
GIF: Implement GIF FIFO on GIF MFIFO mode.
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-Removed some obsolete code
-Tiny optimisation for the gifUnit
-Fixed a tiny bug on GIF MFIFO
2016-09-23 17:48:13 +02:00
refractionpcsx2
0b83b849e7
GIF: Implement GIF FIFO - Enabled as hack as it is slow
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-Fixes DJ Hero, Wallace & Gromit (properly), Hot Wheels (closer)
2016-09-23 17:41:48 +02:00
Gregory Hainaut
4796803c33
pcsx2: Remove == true/false for boolean logic ( #1556 )
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As discussed in #1553
Clang Tidy reports goes from 156 to 9.
Remain some macro in spu2x + a deadcode line
2016-09-10 20:08:14 +02:00
Gregory Hainaut
4ebe739b44
pcsx2: remove various unused variable
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Warning can be reenabled on GCC
A warning isn't fixed as potentially the code is wrong
../pcsx2/gui/MemoryCardFolder.cpp: In member function ‘void FolderMemoryCard::FlushFileEntries(u32, u32, const wxString&, MemoryCardFileMetadataReference*)’:
../pcsx2/gui/MemoryCardFolder.cpp:1027:10: warning: unused variable ‘filenameCleaned’ [-Wunused-variable]
bool filenameCleaned = FileAccessHelper::CleanMemcardFilename( cleanName );
2016-09-10 00:09:05 +02:00
Gregory Hainaut
6f64fc9f84
pcsx2: don't compare pointer with 0
2016-08-12 19:30:14 +02:00
refractionpcsx2
6649f43069
VIF: Only delay MSCAL - Fixes #1218 Downhill Domination and Twisted Metal Head-On. Snowblind games still fine
2016-03-20 17:18:17 +00:00
refractionpcsx2
dfd52282a7
Vif: Fix for Warship Gunner 2 geometry holes. Fixes Issue 665
2015-11-08 18:42:55 +00:00
refractionpcsx2
b63590152a
Vif: Fixed logically dead code (not that it mattered)
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-Coverity CID 146826: In vifExecQueue(int): Code can never be reached because of a logical contradiction (CWE-561)
2015-09-26 13:55:50 +01:00
refractionpcsx2
a89307c5ba
Vif: Fix logically dead code with something slightly quicker. Coverity CID 146827: In _vifCode_MPG(int, unsigned int, unsigned int const*, int): Code can never be reached because of a logical contradiction (CWE-561)
2015-09-26 13:00:28 +01:00
refractionpcsx2
a346ce7640
Vif: Assume weird numbers with interrupts in NOPs are okay in when transferring the DMA tag. Stops Tarzan hanging without killing Onimuisha Blade Warriors
2015-07-31 01:09:11 +01:00
Sacha
ad3b76c4d8
Remove all custom memcpy usage from core pcsx2 and remove memcpy_fast from plugins.
2014-08-27 13:45:23 +10:00
archshift
fb9c24b900
Removed `using std::min/max` from PCH
2014-08-14 14:55:52 -07:00
refraction
fb5b7a34e3
VIF: Modification to illegal IRQ's on NOP's Fixes #162 . Some games like Looney Tunes Back In Action use the lower 16 bits for special codes, so we only check the command info area (not the command itself of course, that would be silly).
2014-07-24 18:22:00 +01:00
refraction
0ddb77c048
VIF: Ignore interrupts caused by obviously bogus NOP and NULL codes. Fixes Onimusha Blade Warriors.
2014-06-30 18:56:10 +01:00
refraction@gmail.com
fc4be4f2cc
VIF: Fix for Warship Gunner 2 Issue 1079 . On VU executes immediately followed by an unpack we will execute it immediately. I didn't look too deeply in to this but the game doesn't like the delays. Baldurs Gate still happy though.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5745 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-10-18 13:03:22 +00:00
ramapcsx2.code
a73e1b294a
Silence a mVU bad opcode error log that would spam in Shadow Hearts 1 battles and likely in Dawn of Mana 2nd level, too.
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Also renamed a widescreen string and added a compiler warning fix.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5730 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-09-12 19:34:01 +00:00
refraction@gmail.com
a1bc42fa92
VIF: Put in a check to make sure VIF doesn't break during a FIFO write.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5565 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-18 21:17:35 +00:00
refraction@gmail.com
8c86009a27
microVU: Found another bug with double branches, when there is a conditional in a JR/JALR delay slot it may have ended up in the wrong place. Unknown what it fixes, if anything.
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VIF/Path3 Masking: Put a timing break in on Path2 transfers, this gives it chance to stop being busy incase it is closely followed by a path3 mask, which caused it to go out of time. Fixes Sensible Soccer.
VIF: Fixed up a couple of typo's, which may or may not have done anything, one which was not setting an offset if it stalled on 1/4 of a quadword, which could have been disasterous if done by the wrong game.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5564 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-18 20:42:27 +00:00
refraction@gmail.com
a7c8da7578
Path3 Masking: Fix up some timing issues (now we have some lol) which made puzzle quest look even worse than it already did. also as a test i have enabled Intermittent transfer modes on GIF, however it's only very loosely working as it should, just enough so Puzzle Quest looks right.
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If it slows things down too much (initial testing is showing minimal slowdowns), then we can always disable it again.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5560 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-13 21:49:54 +00:00
refraction@gmail.com
e8d865d01d
Gif Unit/VIF: Fix up some bits from r5551. Fixes SSX 3 and Charlie and the Chocolate Factory.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5552 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-10 15:06:10 +00:00
refraction@gmail.com
0e80111499
VIF/VU: Removed all the everblue crap, found another way of doing it. As the savestate bummp wasn't needed anymore, i've put it back again. savestate users rejoyce?
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5546 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-05 23:30:25 +00:00
refraction@gmail.com
c30f67b767
VIF/VU: Fixes for Everblue and Hitman 2 from r5404, details below. Savestate bump needed, sorry. Also fixed a copy/paste bug i noticed along the way in vif0FBRST.
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Everblue: Slightly messy fix, not as nice as id hope, but it seems to work, we need to remember VU programs written to the VU so we can check if an unpack is modifying it. This retains the behaviour of the Snowblind engines whilst fixing everblue.
Hitman 2: Our vif0/1VUFinish() routing which works in conjunction with the delays wasn't paying attention to if the VIF was stalled or not and reran it before the game wanted it to, now fixed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5544 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-02-05 00:42:44 +00:00
sudonim1@gmail.com
ad3720c107
VIF: EXPERIMENTAL, NOT SANITY CHECKED: Delayed VU execution until the next flush, mpg, microprogram call or (as a fallback) end of dma packet to deal with cases like MSCAL, UNPACK, MSCAL (expects the first program to receive the unpack data).
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Fixes Snowblind's games (BG Dark Alliance etc.), Mortal Kombat Shaolin Monks. May break things, needs extensive testing.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5404 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-05 20:13:50 +00:00