Age | Commit message (Collapse) | Author |
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- move input query into separate functions
- move internal fps display to separate function
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- Apply style nits
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- This adds a core option to hide some input options like multitaps, player ports 3-8 and analog-related fine-tuning options.
- also combine dynarec-only options in one #define directive
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- This PR fixes core options and moves them to the related dynarec modes where they are implemented.
LIGHTREC = relates to platforms that supports the new Lightrec mode
NEW_DYNAREC = relates to previous dynarec implementation that is still used for some 32bit devices
- Dynarec Recompiler core option, both dynarec implementation can be enabled or disabled
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- This should stop unnecessary RETRO_ENVIRONMENT_GET_VARIABLE callback and log spamming
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- Core sometime freeze while loading content during the loading of the core options. Moving update_variables() from retro_init to retro_load_game() fixes the problem, on my case at least.
- Also apply fix as suggested in this issue page: https://github.com/libretro/pcsx_rearmed/issues/373
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Make sure to only do it with lightrec and not ARM dynarec.
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This reverts commit cf98d473a9ddaa6a77bed1cb5af706a4cd50b8b0.
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Automatically disable lightrec when no bios is present
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Fixes https://github.com/libretro/pcsx_rearmed/issues/404
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added documentation.
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Have dithering disabled by default on 3DS.
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Fix dynarec crashes on 3DS
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This reverts commit dfcd7153048c2f6d479dfcd328ee2c0e1e0784ed.
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After the dynarec writes new instructions, it has to flush the
instruction and data caches. Some of these flush operations are
privileged on the 3DS, so the clear cache functions have to run
through svcBackdoor. The Nintendo implementation (and CFW
reimplementation) of svcBackdoor has a problem where interrupts and
context switches will cause crashes.
Even though we can disable interrupts in the flush function, there's
still a window of time between svcBackdoor being called and the
function being run where an interrupt will corrupt the stack.
Luma3DS implemements a svcCustomBackdoor call we can use that also
runs a function in supervisor mode, but uses an implementation that
avoids this problem.
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Merge upstream changes
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Reported by @wwhheerree, closes #152.
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Add core option to change axis saturation. Square bounds allow controllers that struggle to fully register diagonal deflections . Very helpful with switch joycons and some android controllers.
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Update
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Access psx main memory using retro_memory_map
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Basic Guncon support
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svcCreateThread doesn't fully set up thread vars, which causes
svcBreaks / crashes when calling certain functions -- reentrant ones,
for example. threadCreate, etc. are higher-level functions that do all
the correct setup and cleanup.
Since we're treating the thread structure as opaque, calling it an
int_32t seems OK.
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When creating a thread, pcsx was scheduling threads on core 1, which
is the system core. This is usually prevented by the system. Instead,
it should schedule threads on the default core, as suggested by
3dbrew: https://www.3dbrew.org/wiki/Multi-threading
> Games usually create threads using -2.
In the future, we may be able to schedule threads on core 2 on New 3DS
only, if we find it gives better performance.
This was preventing the CDDA thread from starting, which was
preventing CD Audio from playing.
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With iTempo turned on, we generate a frame and a half of sound data
each frame, which causes dropped sound frames and noise.
It looks like GPH hacks are disabled for 3ds in other places, so
disabling it here too seemed like the correct fix.
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- backports gpu unai plugin from PCSX4ALL
- sync necessary files with notaz/master to allow building standalone app
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Sanitize gpu adv options and close plugins upon exiting core
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PSX Main RAM should only by 2048KB
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- silence a few more truncated warnings
- change "disable" to "disabled" in core options
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- Increasing the maximum size of destination char array to x2 to silence this warning.
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