It didn't make sense. The math was nonsensical. Calibration data was somehow applied twice. I don't even.
This reverts commit 4dad640d5f58c226c0e6fd757edd13fe23099856.
Fixed issue 6702.
SSE do support non-vector instructions, but they _all_ overwrite the dest register
if the src location isn't a register. (wtf?)
So we have to load the src into a temporay register :(
and the fixes afterwards
This reverts commit ff917897731d400a8e71c1480425733e651126ee.
This reverts commit bcefa880e4d062121df9ab8b831170ec3a689a50.
This reverts commit 710a0ff435c8593914c6eb074b6bc4d1985ae8c5.
This reverts commit ddaf29e039d1736be1ca48c1c0b6af1c8d4ec47d.
Parsing Gecko codes (in any manner) is much like parsing HTML with regex
- that w̷a̶y̸ l̵i̷e̴s̵ m̴̲a̵͈d̵̝n̵̙ę̵͎̞̼̙̼͔̞͖͎̝s̵̨̬̱͍͓͉̠̯̤͙̝s̷͍̲̲̭̼͍͎͖̤̭̘. Luckily, with the embedded codehandler.bin,
the monstrosity may remain at only one implementation. Anyway, removing
the inserted_asm_codes thing probably speeds up the interpreter a bit.
MemArena mmaps the emulated memory from a file in order to get the same
mapping at multiple addresses. A file which, formerly, was located at a
static filename: it was unlinked after creation, but the open did not
use O_EXCL, so if two instances started up on the same system at just
the right time, they would get the same memory. Naturally, this caused
extremely mysterious crashes, but only in Netplay, where the game is
automatically started when the client receives a broadcast from the
server, so races are actually quite likely.
And switch to shm_open, because it fits the bill better and avoids any
issues with using /tmp.
This flag wasn't cleared at all, so we set our constants dirty every time...
This could fix some performance regressions because of revision 6798a4763e9c
Real xfb didn't provide any read_stride, so there is a division by zero.
This commit calculates the correct read_stride for real_xfb, so there is also no hack for texture vs xfb needed.
This removes the redundant code and also implements this feature for OSX and Wayland.
But so it's dropped for non-wx builds...
imo DolphinWX still isn't the best place for this, but now it's in the same file as all other hotkeys. Maybe they'll be moved to InputCommon sometimes at once ...
This is done with a pixel buffer object. We still have to stall the GPU, but
we only do it once per efb2ram call.
As the cpu can't access the vram, it has to queue a memcpy for the gpu and
wait for the gpu to finish this copy. We did this for every cache line which
is just stupid. Now we copy the complete texture into a pbo and readback this
at once. So we don't have to wait for lots of round-trip-times.