- Fixed a bug from r1630 (it was breaking SO3 and probably some other games)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1632 96395faa-99c1-11dd-bbfe-3dabce05a288
The game still looks ugly, I'm not sure if its problems are gsdx or pcsx2. zeroGS just renders a black screen which it no help xD
Note: I still need to optimize this fix.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1630 96395faa-99c1-11dd-bbfe-3dabce05a288
* Major cleanups and improvements to the Threading namespace.
* Created CoreEmuThread class framework, which currently runs the EEcore, IOP, and VUs with threadsafe suspension, reset, and resume features.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/wxgui@1624 96395faa-99c1-11dd-bbfe-3dabce05a288
DirectInput devices corresponding XInput devices should be listed as "[Detached]" when XInput is enabled. No idea if this works, as it requires an XBox 360 controller to fully test.
FF Axes now sorted, rather than being displayed in the order MS returns them.
Small motor DirectInput binding now correctly displays "Square" effect type in list when first created.
Attempt to more accurately model "soft" vs "hard" presses. Don't have a game where this matters, so no idea if it works.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1607 96395faa-99c1-11dd-bbfe-3dabce05a288
Its still there in debug/devel builds, so we can easily tell if a game is hanging on VU1.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1606 96395faa-99c1-11dd-bbfe-3dabce05a288
- Normal Clamp Mode clamps a few more stuff (Fixes Ice Age 3 falling through floor bug)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1599 96395faa-99c1-11dd-bbfe-3dabce05a288
* finished most of the new plugin system (branch is buildable and runnable again, but no significant functionality has been added yet).
* Removed STGS code from the branch since I planned to kill it off anyway and it was more work to code proper support for it in wx than to remove it.
git-svn-id: http://pcsx2.googlecode.com/svn/branches/wxgui@1595 96395faa-99c1-11dd-bbfe-3dabce05a288
The way it works now is:
- Base mode: 0=normal (cdvd plugin), 1=load elf, 2=use iso loader, 3=emulate no disc
- Bios flag: 65536+base = mode startup through bios boot process. Default is to skip bios.
So for example to load X.iso using the internal iso loader, and executing through the bios, you would now do: pcsx2.exe -bootmode 65538 X.iso
This needs implementing in linux side, and maybe changing it so it's nicer user-wise (for example, reading the number as HEX would make it 10002 instead of 65538).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1593 96395faa-99c1-11dd-bbfe-3dabce05a288
microVU: minor fixes.
The ps2's VUs (and FPU) pretty much always do sqrt(abs(x)) whenever doing sqrt's.
SSE's sqrt will give you a NaN if x is negative instead, so force abs(x) before doing sqrt (unless the value is known to be positive).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1592 96395faa-99c1-11dd-bbfe-3dabce05a288
Saw that SSE4.1 has ptest, and I wanted to try it out xD
untested though cuz I don't have an SSE4.1 cpu :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1585 96395faa-99c1-11dd-bbfe-3dabce05a288
- Trippled the number of cached textures, many games constantly recreated them
- Don't clear some shaders at each drawcall (in dx10) , which is a nice speedup (but could potentially be bad, please check..)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1584 96395faa-99c1-11dd-bbfe-3dabce05a288