The "L3 Toggles Turbo" hack has been removed and been replaced by a
bindable Turbo button on the Pad tabs. The Turbo function in the input
configuration has been renamed Rapid Fire.
Removes Ignore Key(hasn't functioned since LilyPad 0.9.9 (PCSX2 0.9.6)),
and "Send escape on window close" hack (unnecessary for PCSX2 and caused
issues with other emulators).
This new option on the pad tabs disables an input so it will be ignored
when trying to bind another input. This is helpful when binding controls
for a device with an input that's difficult to center like an
accelerator, or just always active like a faulty button or analog stick.
I didn't fix all the warnings (purpose was to realign code with "recent" update)
Linux note: only miss 2 major items
* res/tfx.cl loading
* device descriptor
* And various bug fixes ;)
Previously, when F8 was triggered multiple times in a single second, the latest captured image would replace the previous captured one as it has the same name as the previous image.
The following patch detects such cases and adds a number along with the filename when new image capture is requested under the same time as the previous capture.
The ring buffer is composed of severals read/write by transaction.
Atomic operations are only required at the start/end of the full
transaction. In the middle, you can use normal variable (optimization
opportunity for the compiler)
Use acquire/release semantics on isBusy and vuCycles to remain 100% safe
(relaxed might be doable but better be safe than sorry)
Use dedicated cache line for atomic variable to avoid any conflict between CPU
The struct is copied in various ring buffer (hot path)
We only need the return status of the function so use a reference instead of
a state variable
Side note: if we align the struct to 16B maybe the compiler can use SSE to copy it.
Warning: it breaks save state compatibility
This reverts commit
d6383e6c21
It created a regression in Everybody's Golf 4/Hot Shots Golf 4, breaking the renderering when depth emulation is disabled/when using a Direct3D Hardware renderer.
The code is now a mirror of the ::add. So 1 insert == 1 erase
This way it won't crash on future update. And it will support future GS
memory wrapping improvement.