* bin2hex.h is removed
* vptest/vpblendvb YMM support integrated upsteam
* better support of rip for 64 bits
* AVX512 support (only miss the CPU now)
Local change: add BSD3 clause
Combine all the different configurations together so the project files
are more generic and maintainable.
Also standardise the layout so all the project files will be similar and
all have the same standard elements (even if empty).
Add 64-bit configurations.
Additional specifics:
spu2-x: FLOAT_SAMPLES preprocessor definition removed since it's unused.
find . -name *.vcxproj -exec sed -i -e '/user.props/d' {} \;
Microsoft recommends against using .user files. From
https://msdn.microsoft.com/en-us/library/669zx6zc.aspx :
"The best practice is to delete the reference to them in Property
Manager to ensure that your projects operate independently of any
per-user, per-computer settings. This is important to ensure correct
behaviour in a SCC (source code control) environment."
If you cannot compile SPU2-X after this commit (since that still relies
on the old DirectX SDK), you'll need to fix your build environment.
GSDX: Improvements to the config interface.
- GSDX: Add new logos to dialog
- GSDX: Remove all the extra null renderers
- GSDX: Changes to renderer combobox
- Sort all the renderers in ascending order. (the fact that D3D11 was
above D3D9 really annoyed me >_<)
- Properly display usage of D3D10/D3D11 on the combobox.
- Use highest available version of DX by default.
- GSDX: gray out upscaling hacks at native resolution
- GSDX-PSX: Modifications to the dialog
- Add new logos
- Remove SDL renderer from combobox since it was removed long ago.
Basically I ran
find . -name "*.vcxproj" -exec sed -i -e 's/_xp//' {} \;
This will likely break XP, but it paves the way on Windows for a PCSX2
that does not require the DirectX redistributables to be installed for
Windows 8, 8.1 and 10 users. Windows Vista and 7 users will still require
the DirectX redistributable files for XInput and XAudio, though PCSX2
should still be capable of running if a user does not actually use either
of them.
* move most of gl states into a separate namespace. Extend it to depth/stencil/blend micro state
=> save 10,000 opengl call by frame for colin mcrae 3
* Only setup blend state of first drawbuffer
* Don't request anymore a debug context on dev/release build
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5713 96395faa-99c1-11dd-bbfe-3dabce05a288
* remove the possibility to compile shader from file. Some people loads older shaders...
The feature might be readded later
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5697 96395faa-99c1-11dd-bbfe-3dabce05a288
* move GL loading function into its own namespace
* Use manual GL loading on linux too and mostly drop glew dependency. (Not 100% clean we are still depends on some glew define, it will be fixed later)
Note: shaders still need to be copied manually from GSdx/res to bin/plugins
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5510 96395faa-99c1-11dd-bbfe-3dabce05a288
* Update project files
* basic compilation fix: include stdafx, s/uint/uint32/
* add selection of the opengl renderer/device in gsopen
Remain to fix opengl function declaration/initialization
git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5505 96395faa-99c1-11dd-bbfe-3dabce05a288
cmake: take the opportunity to drop the support of 3rdparty compilation. Distributions have got a more recent version of zlib/soundtouch anyway.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5376 96395faa-99c1-11dd-bbfe-3dabce05a288
- GSWnd is not implemented, no config dialogs either
- no output, just the null device
- threading classes were not tested (my first experience with pthread)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4315 96395faa-99c1-11dd-bbfe-3dabce05a288