There is already a dedicated bind event to handle the gray out of the menu item, so let's just gray it out initially and let the bind event handler do it's thing.
The previous behavior would only gray out the menu item when all the plugins are in a non-active state which didn't seem ideal as the plugins were shutdown only when closing PCSX2 (or) switching plugins.
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.
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 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.
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
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.
Static size is better aligned but it consumes too much space on the GUI
Besides, if a string (translation) is bigger that the static size it will be cut off.
VU/EE min sized are the same to keep a proper alignment
../pcsx2/gui/MessageBoxes.cpp:62:1: warning: base class ‘class pxActionEvent’ should be explicitly initialized in the copy constructor [-Wextra]
BaseMessageBoxEvent::BaseMessageBoxEvent( const BaseMessageBoxEvent& event )
Previously the video mode was initialized using the info fetched from SetGsCrt Syscall though unfortunately, it doesn't seem to work with PSX games as they don't use the SetGsCrt syscall. At such cases, we get the video mode info from the SMODE2 colorburst to properly maintain the timing as per the video mode. Might help some cases on PSX games where PAL/NTSC video mode was improperly set to a wrong limit instead of it's actual vertical frequency limit.