Gregory Hainaut
a2887d1536
Merge pull request #986 from ssakash/SPU2-X_dlgchanges
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SPU2-X: Minor changes to dialog and stuffs
2015-11-21 17:07:11 +01:00
Gregory Hainaut
df87b64ca5
gsdx-linux: left align label
2015-11-20 17:36:03 +01:00
Gregory Hainaut
a41308e8c3
gsdx-linux: add a gui option for the tv shaders
2015-11-20 17:36:03 +01:00
Gregory Hainaut
19c9a0b441
gsdx: remove aggressive threading
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http://wiki.pcsx2.net/index.php/PCSX2_Documentation/Threading_Basics
2015-11-20 17:36:03 +01:00
Gregory Hainaut
a46204ef9e
cmake: add a USE_LTO option
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Note: nothing work so don't use it.
2015-11-20 17:36:03 +01:00
Akash
004ef3d451
SPU2-X: prevent signed/unsigned comparisons
2015-11-20 21:17:05 +05:30
Akash
f90eeb7861
SPU2-X: handling text during restore defautls
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Previously the sound touch configure caption box will still have the outdated value of the sliders when using the restore defaults function, update the caption text also during restore defaults. ( use the first slider value for caption since that lies closer to the restore default box )
2015-11-20 21:17:04 +05:30
refractionpcsx2
1437640bc5
Merge pull request #979 from TheLastRar/master
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Dev9ghz: Fix crash on close when ethernet adapter fails to load in winPcap
2015-11-18 09:53:43 +00:00
TheLastRar
63acc148dc
Act like dev9null when fully disabled.
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original code for dealing with disabled Ethernet support would cause
some games to freeze when they tried to use the adapter.
2015-11-17 19:22:10 +00:00
TheLastRar
4a24b434ce
Disable Ethernet support if loading adapter fails.
2015-11-17 18:30:42 +00:00
Gregory Hainaut
7a69812b17
Merge pull request #927 from PCSX2/preload-rt
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gsdx-tc: extend preload frame hack to load target too
2015-11-16 09:36:31 +01:00
Jonathan Li
96c921c776
gsdx: Update DirectX end user runtimes URL
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The old one isn't working. I don't think there's a URL that redirects to
whatever language the user is using (unless my browser settings are
wrong), so I've just used the English US URL.
2015-11-15 22:10:00 +00:00
Jonathan Li
e347ad7723
gui: Fix theme directory path
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wxDirName doesn't seem to work (and it should probably be called
pxDirName). Use plain old wxFileName instead.
2015-11-15 22:05:41 +00:00
Gregory Hainaut
21857ec12d
Merge pull request #967 from PCSX2/remove-lazy-allocation
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Reduce lazy allocation
2015-11-15 00:12:07 +01:00
TheLastRar
11e67c9db0
Check if WinPcap initialised correctly
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Don't start the RX thread if it hasn't.
Also additional null checks to prevent crashes.
2015-11-14 14:25:34 +00:00
Gregory Hainaut
91b2fd3c4a
ee: create a dedicated _DynGen_DispatcherEvent function
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for consistency of my doc
2015-11-14 10:29:03 +01:00
Gregory Hainaut
837b62d5e8
cmake: add an option to control PGO
2015-11-14 09:48:53 +01:00
Gregory Hainaut
07ec92175f
Merge pull request #966 from PCSX2/game-starting-too-late-i627-v2
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pcsx2: apply patch when first block is compiled
2015-11-13 18:50:44 +01:00
Gregory Hainaut
2a0cd77eef
spu2x: avoid 64 bits compilation issue
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Reported by 3kinox
Solution given by unknownbrackets
2015-11-13 18:48:03 +01:00
Gregory Hainaut
67551f31fd
gsdx: use constant expression in offsetof
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Well previous expression was a constant already but
compiler failed miserably.
2015-11-13 18:38:48 +01:00
Gregory Hainaut
7eb0f3564b
gsdx: AVX is M_SSE == 0x500
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0x501 is for AVX2
2015-11-13 18:29:34 +01:00
Gregory Hainaut
967cc0b37b
gsdx: align variable 'offsetof' of x64.avx with x86
2015-11-13 18:25:23 +01:00
Gregory Hainaut
3fea5779df
gsdx: align sprite test of x64.avx with x86.avx
2015-11-13 18:25:23 +01:00
Gregory Hainaut
736656f7d6
gsdx: properly defined type for xbyak
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Compatible 64 bits and avoid local modification
2015-11-13 09:30:48 +01:00
Johannes Obermayr
f4a76c48c2
Use GLsizeiptr on Mesa >= 20150122.
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Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com>
2015-11-12 21:21:13 +01:00
Gregory Hainaut
9b2b024721
gsdx-linux: add the preload gs hack option
2015-11-12 21:00:10 +01:00
Gregory Hainaut
ef3aa17025
gsdx-ogl: disable useless Nvidia driver message
2015-11-12 17:04:54 +01:00
Gregory Hainaut
d67ba015c5
Merge pull request #962 from ssakash/GSDX_sizechecks
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GSDX: Improve FB size handling
2015-11-12 12:17:31 +01:00
Gregory Hainaut
dfba17c7dc
Merge pull request #957 from PCSX2/mvu-custom-search
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Mvu custom search
2015-11-12 12:12:11 +01:00
Gregory Hainaut
a658609ae3
Merge pull request #956 from PCSX2/gcc-warning
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Gcc warning
2015-11-12 12:11:59 +01:00
Gregory Hainaut
d68d378a48
pcsx2: sign compare
2015-11-12 12:11:44 +01:00
Gregory Hainaut
f2f28d1794
pcsx2: add missing case in switch
2015-11-12 12:11:44 +01:00
Gregory Hainaut
b53be72c6e
lilypad: sign compare
2015-11-12 12:11:44 +01:00
Gregory Hainaut
c12958bf10
gsdx: sign-compare
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Need review
2015-11-12 12:11:44 +01:00
Gregory Hainaut
abb4cb4810
plugin API: use const char* insead of char*
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I hope it doesn't change the ABI
v2: fix GSnull/zzogl/zerogs
v3: duplicated code on windows...
2015-11-12 12:11:42 +01:00
Gregory Hainaut
6180515212
spu2x: sign compare
2015-11-12 12:10:49 +01:00
Gregory Hainaut
4bfb60865c
common: ifdef x64 specific code
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gcc warning: set but unused
2015-11-12 12:10:49 +01:00
Gregory Hainaut
50ee00cfe5
ee: always handle manually page that contain thread context
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There are 2 pages that contains a register context to handle Syscall/Interrupt.
Write protection is useless here.
The only purpose is to reduce the number of useless SIGSEGV at the start of a game
2015-11-12 10:48:30 +01:00
Gregory Hainaut
2a850cd5ad
debian: update create tarball script
2015-11-12 10:37:12 +01:00
Gregory Hainaut
e4f407ae7c
ee: use enum for mmap_GetRamPageInfo returned value
2015-11-12 10:35:10 +01:00
Gregory Hainaut
ef063b07b4
ee: move EE memory write protection into a function
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recRecompile is already complex enough
2015-11-12 10:35:10 +01:00
Gregory Hainaut
26774a2fe0
recompilers: always allocate the first block
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Avoid several annoying SIGSEGV at startup
2015-11-12 10:35:10 +01:00
Gregory Hainaut
a4a0b42f8f
recompilers: handle the memory by big block (instead of 4KB)
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VIF recompilers: full size
EE/MVU/IOP: 1/4th of the size
Lazy allocation is still enabled but it will less triggered.
Next step is to always commit the first block
2015-11-12 10:35:10 +01:00
Gregory Hainaut
7565bcc789
ee: drop SpatialArrayReserve allocator
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Let's the kernel manage the memory either with builtin lazy allocation or
swapped memory.
Avoid to handle SIGSEGV manually (nicer for debug) and removes 250 lines of code.
2015-11-12 10:35:10 +01:00
Gregory Hainaut
330704a5e9
pcsx2: apply patch when first block is compiled
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Previous behavior apply the patch when first block is executed (it is
already too late)
V2: First tentative crash some games :(
Fix #627
2015-11-12 10:20:24 +01:00
Gregory Hainaut
71c8adcfb2
Revert "pcsx2: apply patch when first block is compiled"
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This reverts commit fa1199ac24
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Got a crash on Gran Turismo 4 (devil may cry 3 too)
2015-11-12 10:05:51 +01:00
Jonathan Li
4eb57cde0e
gsdx: Adjust current renderer message
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The leading space was really annoying me. Also make the variable local
instead of static.
And fix a bad indentation.
2015-11-11 18:52:52 +00:00
Jonathan Li
d952811ec8
debugger: fix help text typo
2015-11-11 18:48:04 +00:00
Gregory Hainaut
916c80d53f
Merge pull request #963 from PCSX2/game-starting-too-late-i627
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Call eeGameStarting sooner
2015-11-11 10:46:06 +01:00
refractionpcsx2
52802371e4
GSdx D3D11: Workaround for Gust games, must enable sprite hack (which these games need anyway) and it will fix the squares caused by the Nvidia fix. Not a perfect solution but we can't have it both ways :(
2015-11-10 22:58:53 +00:00