mirror of https://github.com/PCSX2/pcsx2.git
b20433c0be
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. |
||
---|---|---|
.. | ||
Windows | ||
ZeroGSShaders | ||
CMakeLists.txt | ||
GS.h | ||
GSmain.cpp | ||
Mem.cpp | ||
Mem.h | ||
README.txt | ||
Regs.cpp | ||
Regs.h | ||
backup.bat | ||
buildshaders.bat | ||
common.h | ||
ps2hw.fx | ||
ps2hw_ctx0.fx | ||
ps2hw_ctx1.fx | ||
targets.cpp | ||
targets.h | ||
x86-32.asm | ||
x86-64.asm | ||
x86.cpp | ||
x86.h | ||
zerogs.cpp | ||
zerogs.h |
README.txt
ZeroGS DirectX -------------- author: zerofrog (@gmail.com) ZeroGS heavily uses GPU shaders. All the shaders are written in Microsoft's HLSL language and can be found in ps2hw.fx, ps2hw_ctx0.fx and ps2hw_ctx1.fx. 'Dev' versions of ZeroGS directly read ps2hw.fx 'Release' versions of ZeroGS read a precompiled version of ps2hw.fx from ps2hw.dat. In order to build ps2hw.dat, compile ZeroGSShaders and execute: ./ZeroGSShaders ps2hw.fx ps2hw.dat For Windows users, once ZeroGSShaders is built, run buildshaders.bat directly. It will update all necessary resource files. Note that ZeroGSShaders has only been tested in Windows so far, but the Windows ps2hw.dat can be used in linux builds.