


INISettingsInterface: Write changes atomically Qt: Changing Cheevos URL color At the moment it uses a dark blue color which looks fine on light themes but hurts my eyes on the darker themes, reminds me of the old 1.6 console dark mode Making it currently a bit lighter blue which should fit all the themes, in the future we could make it follow the link color. GS: Add flush reason to draw call vertex dumps GS:HW: Rename FloatColor to HDRColor It will soon be not a float GS: Only TEXFLUSH if it's an Auto Flush draw. GameDB: 'Gitaroo Man' patches and fixes (#7184)įullscreenUI: Deadlock fix and add reset confirm for HC enable Gamedb : add upscaling fixed to Call of duty 3īuild: Fix build with wx 3.1 on FreeBSD (#7178)ĬommonHotkeys: Fix target speed going below zero Also clamps to 100% for challenge mode. X86emitter: Add some AVX/AVX2 instructions and YMM registers X86/microVU: Use 64-bit comparisons for quick lookup
PCSX2 THREAD CREATION FAILURE FULL
X86/microVU: Use AVX2 for full block comparisons X86/microVU: Add a reference list for quick block lookups This way, we can pack 8 entries in a single cache line, instead of one. Qt: Add dialog for memory card conversion X86emitter: Fix missing W REX bit for movq reg, xmm LDL/LDR/SDL/SDR now use 64-bit GPRs instead of SSE. 64-bit and 128-bit arguments are passed by register/value instead of by reference/address. System: Revamp memory allocation Guest memory is now mapped into a shared memory/file mapping, for use with fastmem. System: Remove/move out a bunch more leftover stuff from wx The exceptions are particularly nasty, because there's nothing which catches them. Better accurately render ground textures, makes it match sw renderer.
PCSX2 THREAD CREATION FAILURE PS2
GameDB: Add Full mipmap + Trilinear ps2 on GT4. ImGuiOverlays: Add hardware download mode to settings OSD Also cleans up HostDisplay a bit, removing redundant parameters. GS: Set vsync based on host decision Fixes bug where after changing settings in the big picture UI, if you didn't have a game running, it would turn off vsync, making GPU go brr. This way, you only have to bump the version in one location, instead of four. GS: Unify shader cache versions across renderers It's not often that we make a change unique to one API. PAD/Qt: Compute deadzone as circular instead of square GS/Vulkan: Ensure we don't leave a bound texture in copy state Causes the validation layer to get angry, even though it's not used.
