Miguel A. Colón Vélez
|
6462393aaf
|
Introduce end-of-line normalization
Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com>
|
2015-08-04 23:52:48 +02:00 |
gabest11
|
d631030608
|
gsdx: fixed some of the renames where it made no sense, also added a commend about lupin 3rd.
|
2015-08-04 03:36:42 +02:00 |
gabest11
|
a1a842b07f
|
gsdx: date/datm fix for 16-bit frame buffer in sw rendering mode
|
2015-08-02 20:21:49 +02:00 |
Gregory Hainaut
|
d870188d21
|
gsdx: sed/o/off/
|
2015-05-15 20:40:09 +02:00 |
gabest11@gmail.com
|
4dd898c754
|
GSdx: Found some 16-bit integer overflow in GSState::VertexKick, some triangles could have been removed by the scissor test.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5680 96395faa-99c1-11dd-bbfe-3dabce05a288
|
2013-06-24 01:11:00 +00:00 |
gabest11@gmail.com
|
20d99ae9fc
|
GSdx: vs2010 fix and minor changes
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5678 96395faa-99c1-11dd-bbfe-3dabce05a288
|
2013-06-23 10:46:24 +00:00 |
gabest11@gmail.com
|
d20bd4f86a
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5677 96395faa-99c1-11dd-bbfe-3dabce05a288
|
2013-06-20 05:07:52 +00:00 |