Work on support for Wasapi's exclusive mode. Not enabled yet.
Also lower (/8) sound out packet size. Helps the timestretcher
responsiveness and quality.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2755 96395faa-99c1-11dd-bbfe-3dabce05a288
GSdx: Removed OpenGL "support". Nobody showed any interest in getting this working.
GSdx: Removed PS1 GPU support. pcsx2 does not use this and it is unmaintained, likely broken, and frequently confuses intellisense.
GSDumpGUI: Use the correct export for the library name, was using the PS1 version.
If any of the above code is needed in the future, we have this wonderful technology called version control.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2754 96395faa-99c1-11dd-bbfe-3dabce05a288
- A small optimization from my r2732 fix.
- Enabled some code for some questionable vifcode MARK behavior. Prints to console if the case happens since unsure if its correct.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2736 96395faa-99c1-11dd-bbfe-3dabce05a288
It works fine and without further modifications in Windows, for SPU2-X and ZeroSPU2.
Linux is untested, but hopefully also fine :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2734 96395faa-99c1-11dd-bbfe-3dabce05a288
(was some optimization i had, but only was working correctly for skipping writes...)
Fixes half-life...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2732 96395faa-99c1-11dd-bbfe-3dabce05a288
Details: Properly initialize SCurrent in V_Core::Reset so that it need not be checked during Dummy processing, and add some asserts to test for SCurrent validity.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2727 96395faa-99c1-11dd-bbfe-3dabce05a288
Also fixed small timing error in dead voices, probably doesn't affect any game.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2726 96395faa-99c1-11dd-bbfe-3dabce05a288
- Altered interpolation descriptions based on testing. Also fixed slight issue with Hermite interpolation.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2725 96395faa-99c1-11dd-bbfe-3dabce05a288
The file was only available as a compiled .obj, with no sourcecode, and wasn't used in any platform or configuration, so me & pseudonym decided it was best not to even have it.
Left a comment in the idct.cpp file explaining it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2719 96395faa-99c1-11dd-bbfe-3dabce05a288
- Moved the offset hack to CreateSource(), it can work a bit more selectively there.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2714 96395faa-99c1-11dd-bbfe-3dabce05a288
GSDx: Removed discards from partial colclamp support as it wasn't doing much good and definitely won't be necessary with the next stage of support. No significant functional change probably.
As before, please do a full rebuild of gsdx. I hate it as much as you but don't know how to make VS smarter about this.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2712 96395faa-99c1-11dd-bbfe-3dabce05a288
Removed Release (no SSE specification) target for solution because I spent half an hour trying to work out why GSDx was failing to build because of it.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2708 96395faa-99c1-11dd-bbfe-3dabce05a288
Fixes Fatal Frame 1 missing geometry.
The game should be fully working again, even without the gamefix :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2707 96395faa-99c1-11dd-bbfe-3dabce05a288
I was only able to test Ar Tonelico which worked with this fix, comment if this breaks fatal frame (or a gust game or anything else...)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2706 96395faa-99c1-11dd-bbfe-3dabce05a288