b42c9defb1
Even before this pull request it was required to set PKG_CONFIG_PATH when cross compiling since pkg-config always searches for native libraries. This would require to backup an already existing ENV variable if present, detect the distro specific place the pkgconfig folder is, and restore the original ENV variable if it was present. Cmake as shown in: . http://www.cmake.org/gitweb?p=cmake.git;a=commitdiff;h=3df51470 . added support for this but requires CMAKE_MINIMUM_REQUIRED_VERSION as 3.1 which is kind of strict since it was released 10 days ago. . To avoid the ugliness let just avoid pkg-config when cross compiling. This means only EGL, SDL2 and GTK3 have to be updated since the rest work w/o pkg-config. - EGL is fixed with PR #409 - SDL2 is fixed here and it's trivial. - GTK3 is non-trivial. For this one use pkg-config for native builds since the .pc file is kept up to date automatically. For cross compilation use the provided FindGTK3 which I made by using the sed documented inside the file and updating the dependencies for GTK3. Since I checked each and every single .pc file to make sure they are up to date this should have the same behaviour as pkg-config. Prefer the .pc files for native builds since it does not need to be manually updated and when the native 64bit port gets finished all the cross compile options should be removed which is quite easy since most of the code got moved to the CMAKE_TOOLCHAIN_FILE. Note: Cmake Modules are BSD-3-clause therefore GPL compatible. |
||
---|---|---|
3rdparty | ||
bin | ||
cmake | ||
common | ||
debian-packager | ||
fps2bios | ||
linux_various | ||
locales | ||
nsis | ||
pcsx2 | ||
plugins | ||
tools | ||
.gitignore | ||
CMakeLists.txt | ||
CONTRIBUTING.md | ||
COPYING.GPLv2 | ||
COPYING.GPLv3 | ||
COPYING.LGPLv2.1 | ||
COPYING.LGPLv3 | ||
README.md | ||
build.cmd | ||
build.sh | ||
clean_msvc.cmd | ||
old_plugins_2013.sln | ||
pcsx2_suite_2010.sln | ||
pcsx2_suite_2012.sln | ||
pcsx2_suite_2013.sln | ||
rebuild.sh |
README.md
PCSX2 is an open source Playstation 2 emulator. Its purpose is to mimic the the PS2 hardware, using a combination of MIPS CPU Interpreters, Recompilers and a Virtual Machine which manages hardware states and PS2 system memory.
Project Details
The PCSX2 project has been running for more than ten years. Once able to run only a few public domain demos, recent versions enable many games to work at full speed, including popular titles such as Final Fantasy X or Devil May Cry 3. Visit the PCSX2 homepage to check the latest compatibility status of games (with more than 2000 titles tested), or ask your doubts in the Official forums.
The latest officially released version is 1.2.1 (SVN r5875). Installers and binaries for both Windows and Linux are available from our homepage.
System Requirements
Minimum
- Windows/Linux OS
- CPU: Any that supports SSE2 (Pentium 4 and up, Athlon64 and up)
- GPU: Any that supports Pixel Shader model 2.0, except Nvidia FX series (broken SM2.0, too slow anyway)
- 512MB RAM (note Vista needs at least 2GB to run reliably)
Recommended
- Windows Vista / Windows 7 (32bit or 64bit) with the latest DirectX
- CPU: Intel Core 2 Duo @ 3.2ghz or better
- GPU: 8800gt or better (for Direct3D10 support)
- RAM: 1GB on Linux/Windows XP, 2GB or more on Vista
Note: Because of copyright issues, and the complexity of trying to work around it, you need a BIOS dump extracted from a legitimately owned Playstation 2 console to use the emulator.
Note: PCSX2 mainly takes advantage of 2 CPU cores. As of r4865 PCSX2 can now take advantage of a 3rd core using the MTVU speedhack. This can be a significant speedup on CPUs with 3+ cores, however on GS limited games (or on dual core CPUs) it may be a slowdown.