|a83042d||ssakash||6 minutes,1 second ago|
PCSX2-WX: Update strings in Language dialog
|83eb79c||ssakash||6 minutes,1 second ago|
PCSX2-WX: Proper source medium on menuitem
Previously the boot menu items always displayed "Boot CDVD" regardless of the current source medium, this behavior has been fixed to properly adjust the text when source medium is changed. Now it'll display Boot CDVD/ISO/BIOS with respect to the current source medium.
v2: Some instances of "Iso" have been changed to "ISO" for consistency.
v3: Remove the unnecessary "Reboot" on menu item labels, saves some string translations.
v4: Add a new shortcut key for the primary boot menu item.
|b86518e||ssakash||6 minutes,1 second ago|
CDVD: Convert CDVD_SourceType into enum class
* Add a template function for underlying type conversions of enumerations
|f367fa5||ssakash||6 minutes,1 second ago|
PCSX2-WX: Fix Shutdown menu item behavior
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.
|259b813||ssakash||6 minutes,1 second ago|
PCSX2-WX: Disable HostFs for release builds
|947b6b5||FlatOutPS2||25 minutes,14 seconds ago|
LilyPad: Add Device Select option
Adds a device select option that hides bindings and disables binding new
inputs from all non-selected devices on the bindings list. This also
avoids input conflict issues when one controller is recognized as
several devices through different APIs.
|872ab9d||FlatOutPS2||25 minutes,14 seconds ago|
LilyPad: Add Configure on bind option
Part of the GUI update, this function switches to the configuration page
immediately after binding an input instead of staying on the bindings
|1f8608f||FlatOutPS2||25 minutes,14 seconds ago|
LilyPad: GUI update
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
|deaceb6||FlatOutPS2||25 minutes,14 seconds ago|
LilyPad: Add skip deadzone option
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.
|61a6fe9||ssakash||2 hours,12 minutes ago|
GSDX: Apply saturation only to interlaced video mode
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)
|b9d5784||np511||2 hours,15 minutes ago|
Adds PGO support. Profile data is stored in a folder called profile
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.
|40ac87c||gregory38||2 hours,16 minutes ago|
Merge pull request #1690 from PCSX2/greg/vtune
|7f64f39||gregory38||2 hours,34 minutes ago|
vtune: count the number of ERET to trigger a quick exit
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.
|031b6e6||gregory38||1 day,4 hours ago|
common: improve vtune merge support
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.
|b9369e7||gregory38||1 day,4 hours ago|
pcsx2: remove the reserve feature of recompiler memory
* 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.
* code is much easier
* remove at least half of the signal listener
* last but not least, it is way easier for profiler/debugger
|903d359||gregory38||1 day,4 hours ago|
pcsx2: add a --profiling cli option
Disable Framelimiter and Vsync
So you can profile real data instead of the idle time between vsync
|0453e5c||gregory38||1 day,4 hours ago|
cmake: improve vtune integration
Year is included in the path so search in order 2018/2017/2016
Not ideal but at least all logic is inside the FindVtune module
|07d7905||ssakash||1 day,15 hours ago|
GSDX: Fix output texture height calculation
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.
|4d39bbe||gregory38||1 day,15 hours ago|
Merge pull request #1688 from turtleli/gsdx-thread
gsdx: Use std::thread and std::function for GSJobQueue
|ac78688||turtleli||2 days,11 hours ago|
gsdx: Make GSJobQueue non-inheritable
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.