mirror of https://github.com/PCSX2/pcsx2.git
0b62c17d9c
- 0: no multi-threading - 1: gif packet processing and texture uploads run parallel with rendering, the slowest decides the fps, dual-cores can still suffer by the spin loops, I'll check that when I compile pcsx2 on my notebook - 2: two rendering threads, on a decent cpu packet processing is going to be slower now, this is probably going to increase fps the most on quads - 3: small fps increase - 4+: even smaller. If you have a quad cpu with HT, 6 is the max, 1 + 1 is needed for pcsx2 and gsdx's basic tasks. Also hacked palette writes to not force a read-back in hw mode (added in previous rev), it hit render targets in a surprising large number of games. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4998 96395faa-99c1-11dd-bbfe-3dabce05a288 |
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.. | ||
CDVDiso | ||
CDVDisoEFP | ||
CDVDlinuz | ||
CDVDnull | ||
CDVDolio | ||
CDVDpeops | ||
FWnull | ||
GSdx | ||
GSnull | ||
LilyPad | ||
PadNull | ||
PeopsSPU2 | ||
SPU2null | ||
SSSPSXPAD | ||
USBnull | ||
USBqemu | ||
cdvdGigaherz/src | ||
dev9null | ||
onepad | ||
spu2-x | ||
xpad | ||
zerogs | ||
zerospu2 | ||
zzogl-pg | ||
CMakeLists.txt | ||
build.sh |