pcsx2/plugins/GSdx
ramapcsx2 0933ee2fd5 A couple minor changes, including a bad looking block manager bug that wasn't really all that bad :p
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5109 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-28 20:57:07 +00:00
..
baseclasses gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
res GSdx: 2012-02-22 19:53:59 +00:00
vsprops GSdx: vs2008 fix 2011-12-28 14:41:07 +00:00
xbyak GSdx: the x64 ABI on windows is not so nice after all. 2011-02-28 11:08:52 +00:00
CMakeLists.txt gsdx: linux compilation fix. Gcc don't support same name for variable and template parameter 2012-02-06 18:16:49 +00:00
GPU.cpp GSdx: Renamed the sw thread setting to "extra threads". 2011-12-20 14:33:28 +00:00
GPU.h gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
GPUDrawScanline.cpp GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too 2012-01-09 08:41:33 +00:00
GPUDrawScanline.h GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too 2012-01-09 08:41:33 +00:00
GPUDrawScanlineCodeGenerator.cpp GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual. 2011-12-18 08:13:20 +00:00
GPUDrawScanlineCodeGenerator.h GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967) 2011-12-01 17:08:10 +00:00
GPUDrawingEnvironment.h GSdx: Another psx bug-fix for chrono cross. Not fully sure about it, have to be tested. It is about not drawing larger than 1024x512 polygons. Peops also skips them, but only when one of the coordinates is negative, not explained why. 2011-10-24 21:34:38 +00:00
GPULocalMemory.cpp GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset). 2012-01-18 11:47:31 +00:00
GPULocalMemory.h GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later. 2011-02-20 18:59:02 +00:00
GPURenderer.cpp GSdx: Saving the conditional var update (vista or better) before I try a new idea again. That Sync() call is wasting too much time, if there was only one queue then the main thread could also grab and process elements instead of just waiting for the workers. 2011-12-22 01:48:16 +00:00
GPURenderer.h GSdx: FXAA 3.10, page up key activates it 2011-07-25 11:16:01 +00:00
GPURendererSW.cpp GSdx: sps fixed, some code clean up and optimization, ps2 logo still broken in hw mode, I'll check it later 2012-01-08 17:10:00 +00:00
GPURendererSW.h GSdx: sps fixed, some code clean up and optimization, ps2 logo still broken in hw mode, I'll check it later 2012-01-08 17:10:00 +00:00
GPUScanlineEnvironment.h GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual. 2011-12-18 08:13:20 +00:00
GPUSettingsDlg.cpp GSdx: Renamed the sw thread setting to "extra threads". 2011-12-20 14:33:28 +00:00
GPUSettingsDlg.h gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
GPUSetupPrimCodeGenerator.cpp GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too 2012-01-09 08:41:33 +00:00
GPUSetupPrimCodeGenerator.h GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967) 2011-12-01 17:08:10 +00:00
GPUState.cpp GSdx: Saving the conditional var update (vista or better) before I try a new idea again. That Sync() call is wasting too much time, if there was only one queue then the main thread could also grab and process elements instead of just waiting for the workers. 2011-12-22 01:48:16 +00:00
GPUState.h gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
GPUVertex.h gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
GS.cpp GSdx: more fun with shaders but nothing works yet. 2012-01-27 11:56:49 +00:00
GS.h GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami). 2012-01-29 10:12:20 +00:00
GSAlignedClass.cpp The core of GSdx is now compatible with intel's compiler on linux. 2011-02-19 03:36:30 +00:00
GSAlignedClass.h Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSBlock.cpp The core of GSdx is now compatible with intel's compiler on linux. 2011-02-19 03:36:30 +00:00
GSBlock.h GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. 2012-02-08 16:57:14 +00:00
GSCapture.cpp GSDX: 2011-10-08 13:05:15 +00:00
GSCapture.h GSDX: 2011-10-08 13:05:15 +00:00
GSCaptureDlg.cpp Patch to GSdx capture that offers RGB mode. By patrickdinh. 2011-05-02 21:04:33 +00:00
GSCaptureDlg.h Patch to GSdx capture that offers RGB mode. By patrickdinh. 2011-05-02 21:04:33 +00:00
GSClut.cpp GSdx: more fun with shaders but nothing works yet. 2012-01-27 11:56:49 +00:00
GSClut.h Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative. 2011-02-18 01:56:05 +00:00
GSCodeBuffer.cpp Implemented virtual alloc functions and changed the event class to use semaphores. 2011-02-19 10:27:10 +00:00
GSCodeBuffer.h Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSCrc.cpp GSdx: Improved Genji CRC hack. 2011-12-27 08:28:32 +00:00
GSCrc.h GSdx fixes: 2011-10-05 09:19:32 +00:00
GSDevice.cpp GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions. 2012-01-05 02:40:24 +00:00
GSDevice.h GSdx: more fun with shaders but nothing works yet. 2012-01-27 11:56:49 +00:00
GSDevice9.cpp GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. 2012-01-19 04:53:36 +00:00
GSDevice9.h GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. 2012-01-19 04:53:36 +00:00
GSDevice11.cpp GSdx: more fun with shaders but nothing works yet. 2012-01-27 11:56:49 +00:00
GSDevice11.h GSdx: more fun with shaders but nothing works yet. 2012-01-27 11:56:49 +00:00
GSDeviceDX.cpp GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P 2012-01-13 18:10:05 +00:00
GSDeviceDX.h Small mistake fixed. 2012-02-22 20:05:41 +00:00
GSDeviceNull.cpp GSdx: working on linux port again, almost ready to run. 2011-02-22 23:39:02 +00:00
GSDeviceNull.h GSdx: working on linux port again, almost ready to run. 2011-02-22 23:39:02 +00:00
GSDeviceSDL.cpp pcsx2: zzogl:onepad: gsdx: merge linux-gsopen2 branch (4730) into trunk 2011-06-12 14:48:36 +00:00
GSDeviceSDL.h GSdx: window management should be redone next. 2011-02-25 01:01:00 +00:00
GSDeviceSW.cpp GSdx: just saving minor changes. 2011-12-16 19:13:58 +00:00
GSDeviceSW.h GSdx: working on linux port again, almost ready to run. 2011-02-22 23:39:02 +00:00
GSDialog.cpp GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later. 2011-02-20 18:59:02 +00:00
GSDialog.h GSdx: just saving minor changes. 2011-12-16 19:13:58 +00:00
GSDirtyRect.cpp GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux. 2011-03-12 22:10:58 +00:00
GSDirtyRect.h Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSDrawScanline.cpp GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSDrawScanline.h GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too 2012-01-09 08:41:33 +00:00
GSDrawScanlineCodeGenerator.cpp GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSDrawScanlineCodeGenerator.h GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSDrawScanlineCodeGenerator.x64.avx.cpp GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging. 2011-11-25 23:48:59 +00:00
GSDrawScanlineCodeGenerator.x64.cpp GSdx: ... and codeblocks. 2011-03-02 08:44:16 +00:00
GSDrawScanlineCodeGenerator.x86.avx.cpp GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSDrawScanlineCodeGenerator.x86.cpp GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSDrawingContext.h GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset). 2012-01-18 11:47:31 +00:00
GSDrawingEnvironment.h GSdx: more alignment fixes for gcc. 2011-02-20 02:22:00 +00:00
GSDump.cpp GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions. 2012-01-05 02:40:24 +00:00
GSDump.h GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions. 2012-01-05 02:40:24 +00:00
GSFunctionMap.cpp GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures) 2011-04-04 11:05:54 +00:00
GSFunctionMap.h GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual. 2011-12-18 08:13:20 +00:00
GSLinuxDialog.cpp gsdx: 2011-12-26 22:30:59 +00:00
GSLocalMemory.cpp GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now. 2012-02-14 08:03:27 +00:00
GSLocalMemory.h GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now. 2012-02-14 08:03:27 +00:00
GSPerfMon.cpp GSdx: Moved filling up rendering threads on a new thread, to not block the main, it looks like now I can replace one of the spin loops with an event. Using events results in about -5% fps, but still pretty fast. 2011-12-22 14:36:54 +00:00
GSPerfMon.h GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset). 2012-01-18 11:47:31 +00:00
GSRasterizer.cpp GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. 2012-02-08 16:57:14 +00:00
GSRasterizer.h GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. 2012-02-08 16:57:14 +00:00
GSRenderer.cpp GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami). 2012-01-29 10:12:20 +00:00
GSRenderer.h GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami). 2012-01-29 10:12:20 +00:00
GSRendererCS.cpp GSdx: more fun with shaders but nothing works yet. 2012-01-27 11:56:49 +00:00
GSRendererCS.h GSdx: more fun with shaders but nothing works yet. 2012-01-27 11:56:49 +00:00
GSRendererDX.cpp GSdx: 2012-02-22 19:53:59 +00:00
GSRendererDX.h GSdx: quick fix for unreal tournament (and others using DATE) 2012-01-19 10:24:07 +00:00
GSRendererDX9.cpp GSdx: quick fix for unreal tournament (and others using DATE) 2012-01-19 10:24:07 +00:00
GSRendererDX9.h GSdx: quick fix for unreal tournament (and others using DATE) 2012-01-19 10:24:07 +00:00
GSRendererDX11.cpp GSdx: quick fix for unreal tournament (and others using DATE) 2012-01-19 10:24:07 +00:00
GSRendererDX11.h GSdx: quick fix for unreal tournament (and others using DATE) 2012-01-19 10:24:07 +00:00
GSRendererHW.cpp GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. 2012-01-19 04:53:36 +00:00
GSRendererHW.h GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. 2012-01-19 04:53:36 +00:00
GSRendererNull.cpp The core of GSdx is now compatible with intel's compiler on linux. 2011-02-19 03:36:30 +00:00
GSRendererNull.h GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. 2012-01-19 04:53:36 +00:00
GSRendererSW.cpp GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now. 2012-02-14 08:03:27 +00:00
GSRendererSW.h GSdx: silent hill shattered memories purple street light fix, not block aligned filled rects were not correctly masked, may also fix games which store texture data in the alpha channel but use 24-bit target buffers (or just mask it in every time) and draw a lot of those unaligned rects. (tested many .gs dumps, very rare combination) 2012-01-28 10:07:17 +00:00
GSScanlineEnvironment.h GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSSetting.cpp The core of GSdx is now compatible with intel's compiler on linux. 2011-02-19 03:36:30 +00:00
GSSetting.h The core of GSdx is now compatible with intel's compiler on linux. 2011-02-19 03:36:30 +00:00
GSSettingsDlg.cpp GSdx: 2012-02-22 19:53:59 +00:00
GSSettingsDlg.h GSdx: made dx11 detection code a bit nicer, but not sure what happens on vista without the dx11 runtime, it probably won't detect dx10 either. 2011-02-20 16:09:46 +00:00
GSSetupPrimCodeGenerator.cpp GSdx: the x64 ABI on windows is not so nice after all. 2011-02-28 11:08:52 +00:00
GSSetupPrimCodeGenerator.h GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging. 2011-11-25 23:48:59 +00:00
GSSetupPrimCodeGenerator.x64.avx.cpp GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures) 2011-04-04 11:05:54 +00:00
GSSetupPrimCodeGenerator.x64.cpp GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures) 2011-04-04 11:05:54 +00:00
GSSetupPrimCodeGenerator.x86.avx.cpp GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. 2012-02-08 16:57:14 +00:00
GSSetupPrimCodeGenerator.x86.cpp GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. 2012-02-08 16:57:14 +00:00
GSState.cpp A couple minor changes, including a bad looking block manager bug that wasn't really all that bad :p 2012-02-28 20:57:07 +00:00
GSState.h GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. 2012-02-08 16:57:14 +00:00
GSTables.cpp The core of GSdx is now compatible with intel's compiler on linux. 2011-02-19 03:36:30 +00:00
GSTables.h The core of GSdx is now compatible with intel's compiler on linux. 2011-02-19 03:36:30 +00:00
GSTexture.cpp GSdx: renamed None to something else because X11 defined it for itself. 2011-02-23 09:16:00 +00:00
GSTexture.h GSdx: renamed None to something else because X11 defined it for itself. 2011-02-23 09:16:00 +00:00
GSTexture9.cpp Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTexture9.h Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTexture11.cpp GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset). 2012-01-18 11:47:31 +00:00
GSTexture11.h GSdx: added a shortcut in GSState::Transfer for the most frequent vertex format I found (helps quite a lot), less thread-syncing for the sw renderer, and the bios boot logo was fixed (just had to clear the memory on reset). 2012-01-18 11:47:31 +00:00
GSTextureCache.cpp GSdx: KrossX updated the sprite hack to also work on other games with a similar problem. It works with a 3 state checkbox now. Try to use full when half checked doesn't fix your game. 2012-02-25 20:06:39 +00:00
GSTextureCache.h GSdx: KrossX updated the sprite hack to also work on other games with a similar problem. It works with a 3 state checkbox now. Try to use full when half checked doesn't fix your game. 2012-02-25 20:06:39 +00:00
GSTextureCache9.cpp Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTextureCache9.h Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTextureCache11.cpp Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTextureCache11.h Reverted r3063 as the last revision obsoleted it and it was causing suspend/resume issues with the software renderer, removed an unnecessary GSclose() and ResetDevice() call each 2010-05-23 17:26:37 +00:00
GSTextureCacheSW.cpp GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now. 2012-02-14 08:03:27 +00:00
GSTextureCacheSW.h GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSTextureFX.cpp Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTextureFX9.cpp GSdx: 2012-02-22 19:53:59 +00:00
GSTextureFX11.cpp GSdx: 2012-02-22 19:53:59 +00:00
GSTextureNull.cpp Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTextureNull.h Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSTextureSW.cpp GSdx: this fixes some of the flickering in THPS, objects in the far distance still have some z-fighting problem, z values used are too large and too close to each other. 2011-12-03 21:04:46 +00:00
GSTextureSW.h GSdx: GSDeviceSW almost ready, just need an image resizer. 2011-02-20 22:33:22 +00:00
GSThread.cpp GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything. 2012-02-08 16:57:14 +00:00
GSThread.h linux compilation fix 2012-02-10 21:18:47 +00:00
GSUtil.cpp GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P 2012-01-13 18:10:05 +00:00
GSUtil.h GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P 2012-01-13 18:10:05 +00:00
GSVector.cpp GSdx: made a little mistake masking the unused giftag regs, when all 16 were in-use 2012-01-20 00:34:44 +00:00
GSVector.h GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory. 2012-02-12 17:56:06 +00:00
GSVertex.h GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. 2012-01-19 04:53:36 +00:00
GSVertexHW.h GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. 2012-01-19 04:53:36 +00:00
GSVertexList.cpp Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
GSVertexList.h Mostly code cleanups, XBYAK 2.99, VEX conversion for the sw renderer (3-5% faster), GSState::Move fix for dark cloud 2 invention crash. 2011-02-07 01:59:05 +00:00
GSVertexSW.cpp Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative. 2011-02-18 01:56:05 +00:00
GSVertexSW.h GSdx: sps fixed, some code clean up and optimization, ps2 logo still broken in hw mode, I'll check it later 2012-01-08 17:10:00 +00:00
GSVertexTrace.cpp GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now. 2012-02-14 08:03:27 +00:00
GSVertexTrace.h GSdx: there was a float-int conversion overflow in vertex trace, texture coord min/max could have been detected wrong, silent hill origins should look better now. 2012-02-14 08:03:27 +00:00
GSWnd.cpp pcsx2: zzogl:onepad: gsdx: merge linux-gsopen2 branch (4730) into trunk 2011-06-12 14:48:36 +00:00
GSWnd.h gsdx, sdl: cast window as expected by sdl 2011-08-20 12:17:47 +00:00
GSdx.cpp gsdx: linux: * fix some issue with empty string in configuration 2011-04-08 17:41:04 +00:00
GSdx.def gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
GSdx.gcc.cbp GSdx: fixed shared_ptr for GCC, but it does not seem to be thread-safe in 4.4.5. 2011-12-19 01:20:55 +00:00
GSdx.gcc.workspace GSdx: renamed None to something else because X11 defined it for itself. 2011-02-23 09:16:00 +00:00
GSdx.h GSdx linux: 2011-04-07 09:41:20 +00:00
GSdx.icc.cbp GSdx: renamed None to something else because X11 defined it for itself. 2011-02-23 09:16:00 +00:00
GSdx.props gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
GSdx.rc GSdx: KrossX updated the sprite hack to also work on other games with a similar problem. It works with a 3 state checkbox now. Try to use full when half checked doesn't fix your game. 2012-02-25 20:06:39 +00:00
GSdx.vcxproj GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. 2012-01-19 04:53:36 +00:00
GSdx.vcxproj.filters GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. 2012-01-19 04:53:36 +00:00
GSdx_vs2008.vcproj GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer. 2012-01-19 04:53:36 +00:00
config.h GSdx: disable vtune 2012-01-06 00:28:27 +00:00
resource.h GSdx: 2012-02-22 19:53:59 +00:00
stdafx.cpp GSdx: When mipmapping is on, LOD is calculated per pixel, it isn't used for anything, but it's there. I cannot really measure any significant slowdown, but rest of the fun is yet to come. 2011-03-14 03:32:28 +00:00
stdafx.h GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions. 2012-01-05 02:40:24 +00:00