builds an Utilies_NO_TLS.a archive of the common Utilities code. It replaces native TLS by a slower reimplementation
Rational: number of TLS slot is very limited by the GLIBc on linux. I hope it doesn't impact performance.
* Zzogl don't requires TLS AFAIK
* spu2x will likely use it for assertions only.
TLS exhaustion creates issue to dlopen plugins
issue #384 : https://github.com/PCSX2/pcsx2/issues/384
But also for profiled build (-fprofile-generate)
http://forums.pcsx2.net/Thread-WORKAROUND-build-with-fprofile-generate
If someone have a better idea, please raise your hand!
Description: Building with SDL2_API=TRUE is incomplete
SDL_FOUND does not imply SDL2_FOUND
Use check_libs for detection
Only include ${SDL_INCLUDE_DIR} when needed
Use SDL2_LIBRARIES
Author: Miguel A. Colón Vélez
Gregory: add back SDL_BUILDING_LIBRARY
* link common with c lib (required for gold linker)
* fix the macro to properly set the library variable
=> use the variable instead to hardcoded value
Fixes RPMLINT warning:
pcsx2.i586: W: file-contains-date-and-time /usr/bin/pcsx2
Your file uses __DATE and __TIME__ this causes the package to rebuild when not needed
* Manually cast WxGetTranslation
* Accept string as format parameter of pxWindowTextWriter
* Manually convert wxString to wide string
Note: Wx setup.h is not the same between Debian and Arch. Unfortunately it
generated various compilations errors on wx code.
Close issue #172
Other instances of "svn" in filenames and such remain, but they are not high priority and I didn't want to mess with updating all the project systems.
Closes#19.
WinXP should be exempted from Portaudio as the default for now.
It has a large latency with DirectSound compared to direct use and XA2 isn't available at all.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5823 96395faa-99c1-11dd-bbfe-3dabce05a288
The preferred audio output module is PortAudio, so making it the default under Windows now (it is already on Linux).
It will use wasapi mode with the default sound device by default, both are configurable though.
This setup gives us better latency and a higher time stretch polling frequency, resulting in better quality overall.
With this we can also lower the main latency default from 150ms to now 100ms.
There is no error checking for the wasapi mode selection yet, as I don't know how this should be done.
Help would be appreciated (gigaherz!) :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5821 96395faa-99c1-11dd-bbfe-3dabce05a288
Removed some missing headers from the vs2010 and vs2012 project files that were causing vs to always claim the projects were out of date.
Also removed some other entries for c/cpp files that were disabled but also missing (I did not search exhaustively).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5763 96395faa-99c1-11dd-bbfe-3dabce05a288
* new option SDL2_API
* drop GLSL_SHADER_DIR. Useless, shaders are embedded in .h file
* use some hardening flags (for the moment only basic one)
onepad:
* port the code to SDL2 (Note only SDL1 is supported for the moment)
* improve detection of button vs axis (long-standing issue)
* avoid potential overflow on mouse mouvement detection
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5756 96395faa-99c1-11dd-bbfe-3dabce05a288
Next commit will include some cleanups, and I'll probably also remove the dynamic-tunning and related support code (not a lot of code though, but.. it's currently unused). I'm also considering completely removing the old stretcher from the code, such that both dynamic-tunning and the old stretcher will only live in SVN history.
Meanwhile, you can test this patch and report back here if you notice a difference. BTW, on my system I use the portaudio output since IIRC it offers the lowest latency.
As before, to display stretcher messages at the console, enable underrun/overrun messages at the SPU2X debug UI (which is also available on normal builds).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5729 96395faa-99c1-11dd-bbfe-3dabce05a288
Performance note, it might be faster to replace the MODULO with an AND. Not sure on the impact
for the new time stretcher algo.
GSdx: fixed use-after-free (linux)
PCSX2:
* add a define to support address sanitizer (both rely on 0x20000000-0x3fffffff memory ranges..)
* sio_buffer out of bond (-1). Maybe we can move the flush in the 2 if previous branch. It would
avoid the extra test.
* wxGetEnv (linux) generates double free (maybe not thread safe). Cache the result so it doesn't crash
anymore when switching renderer
Comment/Review/Improvement are welcome :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5727 96395faa-99c1-11dd-bbfe-3dabce05a288
* remove unused variable
* move static function from h into cpp
* Initialized hw_by_page to 0xFFFFFFFF instead of -1 (number must be a positive integer)
* Use a s32 fore m_current_lsn instead of u32 (use -1 as error code)
Bonus: a couple of fix for clang compiler (doesn't mean that it fully compile with clang)
* remove useless __debugbreak on linux
* use short for 16bits atomic function
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5695 96395faa-99c1-11dd-bbfe-3dabce05a288
* remove iconvert.cpp not used anymore
* change copyrigh header from GPL to LGPL. Those 2 files are only basic .h. 1 licence by plugin is enough ;)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5691 96395faa-99c1-11dd-bbfe-3dabce05a288
* fix shader compilation on Nvidia (broken on r5682)
* fix various memory leak thanks to Valgrind
Cmake: fix a minor typo
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5688 96395faa-99c1-11dd-bbfe-3dabce05a288
* use svnrev.h on linux too
* replace sprintf_s with snprintf (hope it still compile on Windows)
* init integer with 0 instead of NULL
* various int -> u32/uint32/uint on for loop index
* remove a couple of unused variable
* init few variable
* disable unused warning results
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5683 96395faa-99c1-11dd-bbfe-3dabce05a288
Should fix the VS2012 project files for when only VS2012 (and not VS2010) is installed.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5557 96395faa-99c1-11dd-bbfe-3dabce05a288
Just adding a log to devel builds. This is a curious case we want to be notified about.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5478 96395faa-99c1-11dd-bbfe-3dabce05a288
We need to figure out what real hardware does with it but for now let's disable the effect engine in that case.
Affected games: Summer Beach Volleyball and 18 Wheeler.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5445 96395faa-99c1-11dd-bbfe-3dabce05a288
Also, check both cores rather than the current core, that was a mistake.
Speed-- again.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5425 96395faa-99c1-11dd-bbfe-3dabce05a288
various:
* rename the man page as requested by arch users.
* Delete pcsx2/* symlink. Was only useful for autotool removed few years ago.
* commit the top metadata of my previous branch merge.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5172 96395faa-99c1-11dd-bbfe-3dabce05a288
cmake: keep all library for the linking of plugins
hex2h.pl: add svn:executable
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5157 96395faa-99c1-11dd-bbfe-3dabce05a288
* update missing copyright on
+ plugins/GSdx/config.h
+ pcsx2/MTVU.h
+ plugins/zzogl-pg/opengl/ZZHacks.h
+ plugins/spu2-x/src/DplIIdecoder.cpp
* put a copyright for trivial script file
+ pcsx2/gui/Resources/rebuild.sh
+ tools/bin2app.sh
+ plugins/zzogl-pg/opengl/shaders.sh
* remove autotool from zzogl
* apply the patch for issue 1257. Thanks very much Micove for the hard work.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5154 96395faa-99c1-11dd-bbfe-3dabce05a288
Some games use volume slides combined with reversed phase.
Gigaherz tweaked the code to handle this nicer (fixes Mashed Drive to Survive noises).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5139 96395faa-99c1-11dd-bbfe-3dabce05a288