Updates the UI by reducing the height of the plugin window. This has
been achieved by removing some buttons below the diagnostics and
bindings list and incorporating those functions into the
lists(accessible by right-clicking in the list). The binding
configurations on the Pad tabs have been moved to a separate page, like
the Forcefeedback bindings, to separate the configuration from the
bindings.
Adds a skip deadzone option to the Pad tabs.
With the normal deadzone, if the control input value is below the
deadzone threshold, the input is ignored.
However, some controllers also benefit from shortening the input range
by skipping a deadzone.
JMMT uses a bigger display height on NTSC progressive scan mode, which is not really unusual hence adjust the saturation hack to only take effect on interlaced NTSC mode.
However, the whole double screen issue on FMV still exists. As a bit of information, this game has the second output disabled but seems to have some valid data inside of it, maybe the second output data is leaked into the first one? most likely a bug in the frambuffer data management rather than a CRTC issue (needs to be investigated)
in the top-level source directory. The build folder should NOT be
transferred between computers when PGO is used, though I don't
see why anyone would be doing so anyway.
Also adds support for PGO and LTO to the build.sh script.
The purpose is to stop vtune profiling in a predictable way. It allows
to compare multiple runs.
ERET is called every syscall/interrupt return so it is proportional to
the EE program execution.
Mapping the full buffer is killer on Vtune (either crash or requires a huge processing time).
Instead keep the same ID for code in the same buffers.
I think all buffers are correctly mapped now but I still miss the frame pointer
for VU code.
Cons:
* requires ~180MB of physical memory (virtual memory is the same so it
doesn't impact the 4GB limit)
From steam: 98.81% got at least 2GB of RAM. 83.62% got at least 4GB of RAM.
That being said, it might not really increase RAM requirements as OS could put the
new allocation in the swap.
Pro:
* code is much easier
* remove at least half of the signal listener
* last but not least, it is way easier for profiler/debugger
Previously, the height of the frame offset was also considered for the total height of the texture which was obviously wrong as the portion before the offset value isn't part of the frame memory.
In the previous code, the threads were created and destroyed in the base
class constructor and destructor, so the threads could potentially be
active while the object is in a partially constructed or destroyed state.
The thread however, relies on a virtual function to process the queue
items, and the vtable might not be in the desired state when the object
is partially constructed or destroyed.
This probably only matters during object destruction - no items are in
the queue during object construction so the virtual function won't be
called, but items may still be queued up when the destructor is called,
so the virtual function can be called. It wasn't an issue because all
uses of the thread explicitly waited for the queues to be empty before
invoking the destructor.
Adjust the constructor to take a std::function parameter, which the
thread will use instead to process queue items, and avoid inheriting
from the GSJobQueue class. This will also eliminate the need to
explicitly wait for all jobs to finish (unless there are other external
factors, of course), which would probably make future code safer.
Upstream commit 713c3f9d1b10ac25fb3c4a1ff115e23c035851dba from the wx
master branch (3.1.x).
Fixes the crash when the current language is Korean and the Change
Language dialog is accessed.
Previously, the code used a lot of "bitwise AND" to get specific bitfields of the interrupt mask control register, which makes the code look a bit hacky, also it's even more hard for normal people to calculate the value when hexadecimal values are used for the bitwise operations where the register is totally binary. Instead of dealing with all those mess, let's just get the bitfield values from the already implemented nice union of the IMR register. FWIW it also makes the code more readable.
The previous implementation of HPO adds an offset on vertex position. It
doesn't always work beside it moves the rendering window.
The new implementation will add a texture offset so that instead to sample
the middle of the GS texel, we will sample the middle of the real texture texel.
It must be manually enabled with
* UserHacks_HalfPixelOffset_New = 1 (keep a small offset as intended by GS effect)
* UserHacks_HalfPixelOffset_New = 2 (no offset)
v2: always apply a 0.5 offset in case of float coordinates (Tales of Abyss)
Might break other games but few of them uses float coordinates to read
back the target
Doesn't fully work yet
* Unknown stack frame
* Outside any known module
Potential root cause:
* Nvidia driver
* VU code as ebp is required for emulation so likely no frame
Fixes missing geometry in EA Sports team games.
All NTSC-J and the Madden NFL PAL versions unconfirmed, but extremely
unlikely to act any different.
And adds The Simpsons: Hit & Run lens flar fix (see issue
https://github.com/PCSX2/pcsx2/issues/1670)
Fixed title for NCAA College Football 2K3, game is not in compatibility
list.
* Use POD type to avoid SSE/AVX compilation dependency
* global object to reduce cache miss
* dynamically object so give a chance to allocate below 2GB (allow x64
optimization)
A FreeBSD 10.3 user (meowthink) reported to me that games were not
working properly on their system. After some investigation, it was
discovered that aio was buggy on their setup. There's also bug reports
for other applications that involve aio too.
Workaround the issue by using a normal read and disabling the use of aio
on FreeBSD 10.3 and earlier. It'll remain enabled on FreeBSD 11.0 in the
hope that the aio issue has since been fixed.