* Added support for indentation, as a replacement for using \t (options include methods SetIndent and Indent, and a ConsoleIndentScope class for scoped indentation of a block of WriteLns.)
* Use of Indent() as a modifier (the abstraction optionally allows use of indentation methods besides \t, if ever needed).
* Minor header file cleanups: wxWidgets standard headers are now always first in PrecompiledHeader.h files (is recommended due to cross platform setup code by wx).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2198 96395faa-99c1-11dd-bbfe-3dabce05a288
Gave up on the smart m_width / m_height adjustments for now. This just won't work the way I imagined it :/
Using a "common" size of 640*512 instead. This means some odd games might use a wrong output surface again (they always did this on the normal upscaler).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2190 96395faa-99c1-11dd-bbfe-3dabce05a288
Since it's late, I will leave it to the world to figure out of it really makes a difference.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2183 96395faa-99c1-11dd-bbfe-3dabce05a288
This is a significant speedup in Suikoden 3 menu's.
And any other obscure game that might do that a lot :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2177 96395faa-99c1-11dd-bbfe-3dabce05a288
- Reduced the overhead of the new scaler. Instead of just using 1024*1024 blindly, it tries to adapt to games native resolutions.
- Yet another change to IncAge(), since it seems to be (mis)used to do texture invalidation. (Fixes Disgaea 2 when booting through the BIOS)
- Added some comments
Note:
Before working on the texture cache GetDisplayRect(),GetFrameRect() and GetDeviceSize() really need fixing. It's useless to try and find surfaces when not knowing the real size of things.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2174 96395faa-99c1-11dd-bbfe-3dabce05a288
Dev note: kinda reached a point where I'd like to make some revamps of the wxHelper classes based on better understanding of wx-in-practice. So I'm going to work on a significant refactoring of most pcsx2 panel constructors starting now. :)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2171 96395faa-99c1-11dd-bbfe-3dabce05a288
- Added some sad attempt to fix small upscale annoyances. It's very hackish but better than nothing :p
- Small cleanups
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2169 96395faa-99c1-11dd-bbfe-3dabce05a288
* Converted new code to use PCSX2/wxWidgets types and utility/helpers.
* use u32 where appropriate (as defined by ISO 9660), and removed s64 stuff since it's not supported by the file format anyway.
* general fixups to conform better to general C++ style error and object handling.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2165 96395faa-99c1-11dd-bbfe-3dabce05a288
- Fixed sVU COP2 to compile correctly (when disabling mVU Macro)
- Fixed minor mVU debug/logging bugs
- Made mVU0 exit execution every ~768 cycles which fixes Rachet and Clank hanging (mVU0 already did this before when the m-bit was set, but now it does it all the time even when the m-bit isn't set; other games might be effected by this change...)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2158 96395faa-99c1-11dd-bbfe-3dabce05a288
* Minor cleanups to iFPU roundmode recompilation.
* Changed AsciiFile from wxFile (slow!) to wxFFile (fast!)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2156 96395faa-99c1-11dd-bbfe-3dabce05a288
This means cdvdGigaherz builds will no longer work on older versions of pcsx2 from before I integrated the detection code into the emu.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2155 96395faa-99c1-11dd-bbfe-3dabce05a288