ISB isn't an exact match for pause, but it does slow down execution at least a litle.
Unfortunately, yield does nothing on machines without SMT (99% of aarch64 machines)
This change adds a hardcoded mouse-based motion sensor emulation
feature, inspired by how Cemu handles mouse-driven gyro input.
While the game window is focused, holding the right mouse button enables
gyro emulation:
- Mouse X movement feeds Motion X
- Mouse Y movement feeds Motion Z
- Mouse Wheel feeds Motion Y
The axis mapping and behavior were tested with the "Spark Runner"
minigame in _Sly Cooper: Thieves in Time_ and _Bentley's Hackpack_.
In accordance with this minigame, a top-down view motion control scheme
relies on the X/Z axes.
While the right mouse button is being held, mouse deltas are captured
via the Qt native event filter and accumulated in the frontend, then
consumed by the pad thread.
On right mouse button release, motion values are reset to the neutral
center to avoid residual drift.
This input path is intentionally independent of pad configuration and
works even when a keyboard-only profile is selected.
This implementation thus resolves issue #13883 by allowing motion-only
gameplay without requiring a physical motion-capable controller.
- This one has been around for a really long time.
- The frame-based structure was due to translating the original vulkan tutorial to working code.
- While it is not feasible to throw the arch away, we don't need a rigid 2-frame set for acquire-submit semaphores.
These are all the codecs that the PS3 can handle. There are some numbers
skipped on the codecs enum, but this is intentional: there isn't a codec
assigned to those.
The names are based from the maximum resolution that the PS3 supports
and the levels that are listed on the MPEG-4 Part 2 Wikipedia.
The PS3 uses a separate decoder for MPEG4 instead of DivX, so the
handling on cellVdecGetPicItem should probably be separate too. However,
research needs to be done on that side and things seem to be working
with what we currently have.