Increase untouched buffer timeout when some of the buffers have been
touched. Might improve audio quality on games that suffered from
miniscule popping even when buffering was enabled (such as DeS).
In addition, made time stretching algorithm slightly more aggressive.
Includes some other tiny tweaks as well.
Also renames "AudioThread" to "AudioBackend". The new name is more
descriptive of what the class really is responsible for, since the
backends are not responsible for managing the audio thread.
NOTE: Right now only XAudio2 is supported
- Avoid tagging and rely on read/write barriers and the dirty flag mechanism. Testing is done with a weak 8-byte memory test
- Introducing new data when tagging breaks applications with race conditions where tags can overwrite flushed data
- D24S8 targets have 2 aspects that are dealt with separately; Forcefully initialize the remaining data if a partial init is done. Its 'free' anyway
- It seems that the stencil mask matters when clearing unlike the depth mask and color mask
- gl: Include an execution state wrapper to ensure state changes are consistent. Also removes a lot of required 'cleanup' for helper methods
- texture_cache: Make execition context a mandatory field as it is required for all operations. Also removes a lot of situations where duplicate argument is added in for both fixed and vararg fields
- Explicit read/write barrier for framebuffer resources depending on
usage. Allows for operations like optional memory initialization before
reading
- Remove the required_xxx_pitch constraint as it makes no sense. The pitch controls what can be written per line.
- It is possible to have a huge surface width but only render to a small region at the beginning and have a smaller pitch than can fit the surface (NFS carbon)
- If draw call resources consume memory that intersects with NA parts of the texture cache, we get a framebuffer test mismatch.
This mismatch is false and happens because the thread has not yet reached the point of relocking the pages
- Implicitly invoke a memory barrier if actively reading from an unsynchronized texture
- Simplify memory transfer operations
- Should allow more games to work without strict mode