Ctrl+R no longer means Resume emulation, this functionality has been transferred to Ctrl+P which is also capable of pausing the emulation. (so it's now a toggle)
* Update asmjit dependency (aarch64 branch)
* Disable USE_DISCORD_RPC by default
* Dump some JIT objects in rpcs3 cache dir
* Add SIGILL handler for all platforms
* Fix resetting zeroing denormals in thread pool
* Refactor most v128:: utils into global gv_** functions
* Refactor PPU interpreter (incomplete), remove "precise"
* - Instruction specializations with multiple accuracy flags
* - Adjust calling convention for speed
* - Removed precise/fast setting, replaced with static
* - Started refactoring interpreters for building at runtime JIT
* (I got tired of poor compiler optimizations)
* - Expose some accuracy settings (SAT, NJ, VNAN, FPCC)
* - Add exec_bytes PPU thread variable (akin to cycle count)
* PPU LLVM: fix VCTUXS+VCTSXS instruction NaN results
* SPU interpreter: remove "precise" for now (extremely non-portable)
* - As with PPU, settings changed to static/dynamic for interpreters.
* - Precise options will be implemented later
* Fix termination after fatal error dialog
* Make WolfSSL build support multi-config generator.
Fix a build error in Windows when using QT's moc.
Disable vulkan in Windows build when HAVE_VULKAN is off.
* add WIN32_LEAN_AND_MEAN definition to VS project.
add HAVE_VULKAN definition to VS project.
Define NTSTATUS in main.cpp.
* Implement manual selection of config file.
* Implement default config option.
* Fix bug which led to 'force global config' to not work in some games. (any game using process relaunch such most game collections, RDR, MGS4 etc)
* Relax CLI config purpose - instead the emulator forever ignoring any other config except for the one provided in arg, use it only for the CLI-booted game.
Arguments should be provided via fmt::tie() due to some limitations.
Allow to specify simple message (non-formatting) for plain ::ensure().
Remove redundant function for narrow error.
Add dummy persistent timer with 10ms period.
Replace QTimer invocation with Emu.CallAfter().
This way, headless and no-gui modes should be affected by it.
* If thread is unnamed, keep log name empty for main thread, otherwise print thread id. In fatal dialog, main thread can be handled differently (with special remark that it's main thread).
* Always print thread id in fatal dialog, regardless of thread type.
Co-authored-by: Nekotekina <nekotekina@gmail.com>