This pull request is for the pending reorganization of the folder structure on GSdx,
making it better organized and easier to work with.
Also remove unused GSTextureFX.cpp file.
This reverts
93d5b52df3f3e78b826755155ca7f1.
Unfortunately wxString stuff is a PITA to deal with. Breaks FreeBSD
compile, but there are probably more issues that just haven't been
reported yet...
__try is used in pthread_cleanup_push when CLEANUP_SEH is used as the
pthread cleanup model. That can't be used in functions with objects
that have destructors, so move it into a separate function.
Fixes a non-release build compile error on Windows. Regression was
introduced in 93d5b52df3.
Avoid some function overloads that can accept char*, wxChar* and
wxString as a parameter. wxString can be constructed with either of
those parameters, so the function overloads may actually result in
ambiguity errors. Keep the wxString parameter versions and remove the
rest.
Fixes some compile errors on FreeBSD.
Fixes a compile error (C2666) on VS2017 15.8 caused by ambiguity issues.
The sstream header uses
constexpr auto _both = ios_base::in | ios_base::out;
Without the extra type restrictions the compiler cannot tell whether to
use the template or the built-in | operator (the const wxSizerFlags &
parameter will accept ints).
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
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
* Avoid the generation of memory barrier (mfence)
* Based on the fact that it used to work on previous code without any
barrier
v2:
* keep basic code in reset path
* use relaxed access for isBusy. The variable doesn't carry load/store
dependency but is instead an hint to optimize semaphore post
The TLS buffers used by the FastFormatUnicode and FastFormatAscii
classes seem to be responsible for PCSX2 not terminating properly on
Windows under certain conditions (using MTVU before commit
1111e03901, using CDVDgigaherz without a
disc, possibly other conditions).
When PCSX2 shut downs and the FastFormatBuffers are being cleaned up,
the call to pthread_key_delete() would end up calling
WaitForSingleObject(e, INFINITE) and waiting indefinitely for an event
to trigger. It never does get triggered (for reasons unknown) and
therefore PCSX2 doesn't terminate properly.
Remove the usage of TLS buffers in the FastFormatString classes - it
fixes the termination issue on Windows and doesn't seem to have much
effect on performance.
Buttons done, configuration initialization done.
Still need to add Gamepad and Joysticks configuration frames.
Require png file for the moment (the embedded picture will be fixed after).
New Onepad GUI based on wxWidget (Main frame almost finish)
Background picture is now embedded
Button binding works
Loading and saving works
Need to add feedback and gamepad, joysticks configuration frame
Modification of the onepad CMakeList.txt
Automatic generation of images headers using perl script
Modification of the test feedback function