.. |
baseclasses
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
res
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gsdx ogl: incorporate DX sudonim's changes on ogl
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2012-08-15 10:14:13 +00:00 |
vsprops
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GSDX: missed the property files, VS is awkward about saving them.
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2012-08-06 05:43:51 +00:00 |
xbyak
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GSdx: the x64 ABI on windows is not so nice after all.
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2011-02-28 11:08:52 +00:00 |
CMakeLists.txt
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gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
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2012-08-15 10:22:19 +00:00 |
GPU.cpp
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gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
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2012-08-15 10:22:19 +00:00 |
GPU.h
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
GPUDrawScanline.cpp
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GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too
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2012-01-09 08:41:33 +00:00 |
GPUDrawScanline.h
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GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too
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2012-01-09 08:41:33 +00:00 |
GPUDrawScanlineCodeGenerator.cpp
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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.
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2011-12-18 08:13:20 +00:00 |
GPUDrawScanlineCodeGenerator.h
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GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967)
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2011-12-01 17:08:10 +00:00 |
GPUDrawingEnvironment.h
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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.
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2011-10-24 21:34:38 +00:00 |
GPULocalMemory.cpp
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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).
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2012-01-18 11:47:31 +00:00 |
GPULocalMemory.h
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GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later.
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2011-02-20 18:59:02 +00:00 |
GPURenderer.cpp
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GSdx: Added the color control functionality known as "ShadeBoost". Thanks to KrossX for initial converting / GUI work and Pseudonym for normalizing / fixing the maths.
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2012-02-29 00:29:29 +00:00 |
GPURenderer.h
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GSdx: Added the color control functionality known as "ShadeBoost". Thanks to KrossX for initial converting / GUI work and Pseudonym for normalizing / fixing the maths.
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2012-02-29 00:29:29 +00:00 |
GPURendererSW.cpp
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GSdx: sps fixed, some code clean up and optimization, ps2 logo still broken in hw mode, I'll check it later
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2012-01-08 17:10:00 +00:00 |
GPURendererSW.h
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GSdx: sps fixed, some code clean up and optimization, ps2 logo still broken in hw mode, I'll check it later
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2012-01-08 17:10:00 +00:00 |
GPUScanlineEnvironment.h
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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.
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2011-12-18 08:13:20 +00:00 |
GPUSettingsDlg.cpp
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GSdx: Renamed the sw thread setting to "extra threads".
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2011-12-20 14:33:28 +00:00 |
GPUSettingsDlg.h
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
GPUSetupPrimCodeGenerator.cpp
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GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too
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2012-01-09 08:41:33 +00:00 |
GPUSetupPrimCodeGenerator.h
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GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967)
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2011-12-01 17:08:10 +00:00 |
GPUState.cpp
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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.
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2011-12-22 01:48:16 +00:00 |
GPUState.h
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
GPUVertex.h
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
GS.cpp
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GSdx ogl: Fix a nasty crash because of the multithread hack.
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2012-08-19 13:06:40 +00:00 |
GS.h
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GSDx: Just slapping some consts on methods I needed to use with const references in testing.
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2012-07-21 03:45:40 +00:00 |
GSAlignedClass.cpp
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The core of GSdx is now compatible with intel's compiler on linux.
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2011-02-19 03:36:30 +00:00 |
GSAlignedClass.h
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Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
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2010-04-25 00:31:27 +00:00 |
GSBlock.cpp
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The core of GSdx is now compatible with intel's compiler on linux.
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2011-02-19 03:36:30 +00:00 |
GSBlock.h
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GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything.
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2012-02-08 16:57:14 +00:00 |
GSCapture.cpp
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GSDX:
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2011-10-08 13:05:15 +00:00 |
GSCapture.h
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GSDX:
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2011-10-08 13:05:15 +00:00 |
GSCaptureDlg.cpp
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Patch to GSdx capture that offers RGB mode. By patrickdinh.
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2011-05-02 21:04:33 +00:00 |
GSCaptureDlg.h
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Patch to GSdx capture that offers RGB mode. By patrickdinh.
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2011-05-02 21:04:33 +00:00 |
GSClut.cpp
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GSDX: Put palette checking for alpha min/max calculation back in because of gabest's concerns about the software renderer's performance. Added a one line fix instead (m_clut.Read32(TEX0, TEXA))
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2012-06-19 01:57:13 +00:00 |
GSClut.h
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GSDX: Put palette checking for alpha min/max calculation back in because of gabest's concerns about the software renderer's performance. Added a one line fix instead (m_clut.Read32(TEX0, TEXA))
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2012-06-19 01:57:13 +00:00 |
GSCodeBuffer.cpp
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Implemented virtual alloc functions and changed the event class to use semaphores.
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2011-02-19 10:27:10 +00:00 |
GSCodeBuffer.h
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Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
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2010-04-25 00:31:27 +00:00 |
GSCrc.cpp
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GSdx: 2 more crcs for GoW and GoW2.
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2012-07-07 20:46:03 +00:00 |
GSCrc.h
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GSdx: Removed Rogue Galaxy from the GSdx crc hacks. Fixes issue 1290.
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2012-06-07 11:53:53 +00:00 |
GSDevice.cpp
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GSDX: Adapter selection in the configuration dialog. Effective on D3D10/11 and probably on D3D9. D3D9 will not enumerate adapters with no connected outputs and I haven't actually tried connecting my integrated GPU to a display, but D3D11 doesn't care.
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2012-08-06 05:26:44 +00:00 |
GSDevice.h
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GSDX: Adapter selection in the configuration dialog. Effective on D3D10/11 and probably on D3D9. D3D9 will not enumerate adapters with no connected outputs and I haven't actually tried connecting my integrated GPU to a display, but D3D11 doesn't care.
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2012-08-06 05:26:44 +00:00 |
GSDevice9.cpp
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GSdx:
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2012-08-20 19:46:51 +00:00 |
GSDevice9.h
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GSdx:
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2012-08-20 19:46:51 +00:00 |
GSDevice11.cpp
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GSdx:
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2012-08-20 19:46:51 +00:00 |
GSDevice11.h
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GSdx:
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2012-08-20 19:46:51 +00:00 |
GSDeviceDX.cpp
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GSdx: The "enable hacks" checkbox works to toggle all hacks.
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2012-03-06 20:01:27 +00:00 |
GSDeviceDX.h
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GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects.
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2012-07-24 02:20:07 +00:00 |
GSDeviceNull.cpp
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GSdx: working on linux port again, almost ready to run.
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2011-02-22 23:39:02 +00:00 |
GSDeviceNull.h
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GSdx: working on linux port again, almost ready to run.
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2011-02-22 23:39:02 +00:00 |
GSDeviceOGL.cpp
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gsdx ogl:
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2012-08-08 17:49:23 +00:00 |
GSDeviceOGL.h
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gsdx ogl: incorporate DX sudonim's changes on ogl
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2012-08-15 10:14:13 +00:00 |
GSDeviceSW.cpp
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GSdx: just saving minor changes.
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2011-12-16 19:13:58 +00:00 |
GSDeviceSW.h
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GSdx: working on linux port again, almost ready to run.
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2011-02-22 23:39:02 +00:00 |
GSDialog.cpp
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GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later.
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2011-02-20 18:59:02 +00:00 |
GSDialog.h
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GSdx: just saving minor changes.
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2011-12-16 19:13:58 +00:00 |
GSDirtyRect.cpp
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GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux.
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2011-03-12 22:10:58 +00:00 |
GSDirtyRect.h
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Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
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2010-04-25 00:31:27 +00:00 |
GSDrawScanline.cpp
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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.
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2012-02-12 17:56:06 +00:00 |
GSDrawScanline.h
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GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too
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2012-01-09 08:41:33 +00:00 |
GSDrawScanlineCodeGenerator.cpp
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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.
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2012-02-12 17:56:06 +00:00 |
GSDrawScanlineCodeGenerator.h
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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.
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2012-02-12 17:56:06 +00:00 |
GSDrawScanlineCodeGenerator.x64.avx.cpp
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GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging.
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2011-11-25 23:48:59 +00:00 |
GSDrawScanlineCodeGenerator.x64.cpp
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GSdx: ... and codeblocks.
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2011-03-02 08:44:16 +00:00 |
GSDrawScanlineCodeGenerator.x86.avx.cpp
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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.
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2012-02-12 17:56:06 +00:00 |
GSDrawScanlineCodeGenerator.x86.cpp
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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.
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2012-02-12 17:56:06 +00:00 |
GSDrawingContext.h
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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).
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2012-01-18 11:47:31 +00:00 |
GSDrawingEnvironment.h
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GSdx: more alignment fixes for gcc.
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2011-02-20 02:22:00 +00:00 |
GSDump.cpp
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GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions.
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2012-01-05 02:40:24 +00:00 |
GSDump.h
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GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions.
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2012-01-05 02:40:24 +00:00 |
GSFunctionMap.cpp
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GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures)
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2011-04-04 11:05:54 +00:00 |
GSFunctionMap.h
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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
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gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
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2012-08-15 10:22:19 +00:00 |
GSLinuxLogo.h
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gsdx-ogl: All the Windows versions get a fancy logo on top, so...
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2012-01-08 04:59:29 +00:00 |
GSLocalMemory.cpp
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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
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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
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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
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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:
|
2012-08-20 19:46:51 +00:00 |
GSRenderer.h
|
gsdx-ogl: sync from trunk 5179:5091
|
2012-04-26 19:51:07 +00:00 |
GSRendererCS.cpp
|
GSDX: Err, and another file, I should be asleep.
|
2012-06-11 02:57:28 +00:00 |
GSRendererCS.h
|
Set some svn:eol-style properties.
|
2012-04-23 18:56:22 +00:00 |
GSRendererDX.cpp
|
GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects.
|
2012-07-24 02:20:07 +00:00 |
GSRendererDX.h
|
GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects.
|
2012-07-24 02:20:07 +00:00 |
GSRendererDX9.cpp
|
GSdx:
|
2012-03-08 17:18:22 +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:
|
2012-03-08 17:18:22 +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: Disable CRC hacks: Yet cleaner, better and more generic. Thx to sudonim.
|
2012-06-20 20:45:24 +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 |
GSRendererOGL.cpp
|
gsdx ogl: incorporate DX sudonim's changes on ogl
|
2012-08-15 10:14:13 +00:00 |
GSRendererOGL.h
|
gsdx ogl: incorporate DX sudonim's changes on ogl
|
2012-08-15 10:14:13 +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
|
gsdx-ogl: preliminary work of an opengl backend. So far only skeleton and various note.
|
2011-11-16 22:17:37 +00:00 |
GSSettingsDlg.cpp
|
GSDX: Adapter selection in the configuration dialog. Effective on D3D10/11 and probably on D3D9. D3D9 will not enumerate adapters with no connected outputs and I haven't actually tried connecting my integrated GPU to a display, but D3D11 doesn't care.
|
2012-08-06 05:26:44 +00:00 |
GSSettingsDlg.h
|
GSDX: Adapter selection in the configuration dialog. Effective on D3D10/11 and probably on D3D9. D3D9 will not enumerate adapters with no connected outputs and I haven't actually tried connecting my integrated GPU to a display, but D3D11 doesn't care.
|
2012-08-06 05:26:44 +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
|
GSdx: Removed the CRC hack for Drakengard 2 as per issue 1303.
|
2012-06-27 16:06:25 +00:00 |
GSState.h
|
GSdx: Add GUI for disabling all CRC hacks (for testing purposes only, disabled by default). The new checkbox is at the "HW Hacks" section, and is only relevant when the global "Enable HW Hacks" box is checked.
|
2012-06-13 23:53:08 +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-ogl: LINUX-ONLY
|
2011-12-21 23:09:36 +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: Fix splinter cell double agent (and others) regression. Texture cache hits no longer depend on TEXA ever, GPU load however is increased. The last regression I think?
|
2012-06-27 00:57:44 +00:00 |
GSTextureCache.h
|
GSDX: Put the sprite hack back in because apparently it wasn't fixed.
|
2012-06-19 01:12:01 +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 |
GSTextureCacheOGL.cpp
|
GSdx-ogl: LINUX only
|
2012-03-05 20:16:26 +00:00 |
GSTextureCacheOGL.h
|
GSdx-ogl: LINUX only
|
2012-02-11 10:22:02 +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: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects.
|
2012-07-24 02:20:07 +00:00 |
GSTextureFX11.cpp
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GSDX: New interpretation of destination alpha testing to improve effect rendering as an optional hack. Known to make shadows in the persona games (and thus probably shin megami tensei) better, not sure what else it accomplishes without destroying other effects.
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2012-07-24 02:20:07 +00:00 |
GSTextureFXOGL.cpp
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gsdx ogl: incorporate DX sudonim's changes on ogl
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2012-08-15 10:14:13 +00:00 |
GSTextureNull.cpp
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Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
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2010-04-25 00:31:27 +00:00 |
GSTextureNull.h
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Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
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2010-04-25 00:31:27 +00:00 |
GSTextureOGL.cpp
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gsdx ogl:
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2012-08-08 17:49:23 +00:00 |
GSTextureOGL.h
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GSdx-ogl: LINUX only
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2012-03-05 20:16:26 +00:00 |
GSTextureSW.cpp
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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.
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2011-12-03 21:04:46 +00:00 |
GSTextureSW.h
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GSdx: GSDeviceSW almost ready, just need an image resizer.
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2011-02-20 22:33:22 +00:00 |
GSThread.cpp
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GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything.
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2012-02-08 16:57:14 +00:00 |
GSThread.h
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zzogl: use the EXT version of fbo (fix the build on windows)
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2012-06-13 10:43:04 +00:00 |
GSUniformBufferOGL.h
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gsdx ogl:
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2012-05-13 17:09:18 +00:00 |
GSUtil.cpp
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GSDX: Adapter selection in the configuration dialog. Effective on D3D10/11 and probably on D3D9. D3D9 will not enumerate adapters with no connected outputs and I haven't actually tried connecting my integrated GPU to a display, but D3D11 doesn't care.
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2012-08-06 05:26:44 +00:00 |
GSUtil.h
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GSDX: Simplified and improved (for my purposes) the D3D11 checks a little. Necessary for something I'm working on, hopefully doesn't break GSDX for anyone (this code took a lot of revisions initially as I recall).
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2012-08-06 01:56:25 +00:00 |
GSVector.cpp
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GSdx: made a little mistake masking the unused giftag regs, when all 16 were in-use
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2012-01-20 00:34:44 +00:00 |
GSVector.h
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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.
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2012-02-12 17:56:06 +00:00 |
GSVertex.h
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GSdx-ogl: LINUX only. sync from trunk (5068:5090)
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2012-02-09 21:40:39 +00:00 |
GSVertexArrayOGL.h
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gsdx, zzogl: avoid nested class inside GSVertexArrayOGL.h
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2012-05-13 17:22:36 +00:00 |
GSVertexHW.h
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GSdx: Simplified vertex formats and the related code, everything works with the basic GSVertex until it gets uploaded to the vertex buffer.
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2012-01-19 04:53:36 +00:00 |
GSVertexList.cpp
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Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
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2010-04-25 00:31:27 +00:00 |
GSVertexList.h
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gsdx: fix some Visual Studio build error of the previous merge.
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2012-04-28 17:58:45 +00:00 |
GSVertexSW.cpp
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Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
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2011-02-18 01:56:05 +00:00 |
GSVertexSW.h
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GSdx: sps fixed, some code clean up and optimization, ps2 logo still broken in hw mode, I'll check it later
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2012-01-08 17:10:00 +00:00 |
GSVertexTrace.cpp
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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.
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2012-02-14 08:03:27 +00:00 |
GSVertexTrace.h
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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.
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2012-02-14 08:03:27 +00:00 |
GSWnd.cpp
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gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
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2012-08-15 10:22:19 +00:00 |
GSWnd.h
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gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
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2012-08-15 10:22:19 +00:00 |
GSdx.cpp
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GSdx, linux: remove some letf-overs
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2012-09-08 16:06:44 +00:00 |
GSdx.def
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
GSdx.gcc.cbp
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gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
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2012-08-15 10:22:19 +00:00 |
GSdx.gcc.workspace
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GSdx: renamed None to something else because X11 defined it for itself.
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2011-02-23 09:16:00 +00:00 |
GSdx.h
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GSDX: Forgot a file.
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2012-06-11 02:56:44 +00:00 |
GSdx.icc.cbp
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gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
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2012-08-15 10:22:19 +00:00 |
GSdx.props
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gsdx: add svn:eol-style metadata
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2011-02-19 10:57:28 +00:00 |
GSdx.rc
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GSDX: And combo boxes are apparently weird about vertical size.
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2012-08-06 05:58:02 +00:00 |
GSdx.vcxproj
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gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
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2012-08-15 10:22:19 +00:00 |
GSdx.vcxproj.filters
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gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
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2012-08-15 10:22:19 +00:00 |
GSdx_vs11.vcxproj
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Make PCSX2 compile with Visual Studio 2012 (3/3): Upgrade the project files and fix a few project names. Update the .sln to point to the right project files.
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2012-08-19 19:54:12 +00:00 |
GSdx_vs11.vcxproj.filters
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[VS2012] For some reason when I made the conversion I totally forgot to copy these, and I didn't notice that until yesterday.
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2012-09-05 18:04:09 +00:00 |
GSdx_vs2008.vcproj
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gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
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2012-08-15 10:22:19 +00:00 |
config.h
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GSdx: Disable CRC hacks - cleanups:
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2012-06-20 18:51:30 +00:00 |
linux_replay.cpp
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zzogl glsl4:
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2012-06-12 18:14:01 +00:00 |
resource.h
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GSDX: Adapter selection in the configuration dialog. Effective on D3D10/11 and probably on D3D9. D3D9 will not enumerate adapters with no connected outputs and I haven't actually tried connecting my integrated GPU to a display, but D3D11 doesn't care.
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2012-08-06 05:26:44 +00:00 |
stdafx.cpp
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pcsx2: gcc 4.7 compilation fix
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2012-03-17 11:21:51 +00:00 |
stdafx.h
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Make PCSX2 compile with Visual Studio 2012 (1/3): Workaround compiler differences that result in compile-time errors.
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2012-08-19 19:36:59 +00:00 |