mirror of https://github.com/PCSX2/pcsx2.git
ca1edbf2cb
* Separate state and shader compilation into separate function * replace various hash_map by basic array * Compact VertexScale and offset into a single vec4 * add the new option "ogl_vertex_subdata": subdata is faster on FGLRX, test are welcome on Nvidia drivers 0 => use map/unmap 1 => use subdata replay: add "linux_replay" option and compute some nice stat (mean, standard deviation) cmake: recreate shader header at build time git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5682 96395faa-99c1-11dd-bbfe-3dabce05a288 |
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.. | ||
detect_missing_file_in_cmake.sh | ||
generate_pot.sh | ||
glsl2h.pl | ||
hex2h.pl | ||
pcsx2.desktop | ||
pcsx2.xpm | ||
validate_glsl.sh |