pcsx2/plugins/GSdx/res
gregory.hainaut 3b22f0fb0c zzogl glsl4:
* properly delete program and vertex array. Avoid a crash on plugin reload
* reset shader state. Avoid to reuse invalid data on plugin reload
gsdx:
* add an hack to unattach/attach the gl context from different thread. Help to solve some crashes. The best will be to move gpu operation out of gsreadfifo but it would need more works
* implement logz for test purpose (don't seem to help)
gsdx replay:
* use default xdg location


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5289 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-06-12 18:14:01 +00:00
..
convert.fx GSdx: FXAA 3.10, page up key activates it 2011-07-25 11:16:01 +00:00
convert.glsl gsdx-ogl: only enable AMD hack when linking ps2 related shader. Otherwise SV_Target1 in convert is wrongly remapped 2012-05-26 09:58:37 +00:00
cs.fx Set some svn:eol-style properties. 2012-04-23 18:56:22 +00:00
fxaa.fx Set some svn:eol-style properties. 2012-04-23 18:56:22 +00:00
interlace.fx GSdx: FXAA 3.10, page up key activates it 2011-07-25 11:16:01 +00:00
interlace.glsl gsdx-ogl: 2012-01-02 20:08:11 +00:00
logo-ogl.bmp gsdx-ogl: All the Windows versions get a fancy logo on top, so... 2012-01-08 04:59:29 +00:00
logo9.bmp git-svn-id: http://pcsx2.googlecode.com/svn/trunk@411 96395faa-99c1-11dd-bbfe-3dabce05a288 2009-02-06 19:15:15 +00:00
logo10.bmp git-svn-id: http://pcsx2.googlecode.com/svn/trunk@411 96395faa-99c1-11dd-bbfe-3dabce05a288 2009-02-06 19:15:15 +00:00
merge.fx gsdx: add svn:eol-style metadata 2011-02-19 10:57:28 +00:00
merge.glsl gsdx-ogl: 2012-01-02 20:08:11 +00:00
shadeboost.fx Set some svn:eol-style properties. 2012-04-23 18:56:22 +00:00
shadeboost.glsl gsdx-ogl: forgot to add the glsl file... 2012-04-27 06:30:09 +00:00
tfx.fx GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option. Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates. 2012-06-11 03:27:16 +00:00
tfx.glsl zzogl glsl4: 2012-06-12 18:14:01 +00:00