PCSX2 - The Playstation 2 Emulator
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gabest11 b86e3ebd19 GSdx: Polished the recent changes a bit. Single threaded mode should be back to normal, 2-4 threads might be faster or slower. All in all, it has a lot more potential now. Rendering is almost as separated as with d3d, everything needed is packed and copied for the worker threads, synchronization between local memory and the temporary buffers is properly done. This model could also be back-ported to d3d. Or the software rasterizers could be hardware assisted somehow, there are a lot less sync points where those buffers should match with the contents of the local memory.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4993 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-18 21:57:48 +00:00
3rdparty cmake: fix some linking issue with gold linker (AFAIK only fedora use it for the moment) 2011-09-06 19:07:55 +00:00
bin i18n: refresh sv_SE and it_IT. 2011-11-16 19:19:16 +00:00
cmake cmake: 2011-10-31 10:25:24 +00:00
common cmake: 2011-10-31 10:25:24 +00:00
debian-unstable-upstream linux: clean various linux file into 1 directory 2011-09-04 20:39:19 +00:00
debian-upstream debian: do not bundle ZeroGSShaders. Now the tarball is 100% free :) 2010-10-09 11:37:41 +00:00
fps2bios Removed all trailing whitespace in *.c *.cpp *.h because it irritates me. 2010-04-25 00:31:27 +00:00
linux_various i18n: long-awaited update. Big changes on pt_BR/sv_SE/zh_* 2011-09-28 18:36:31 +00:00
locales i18n: refresh sv_SE and it_IT. 2011-11-16 19:19:16 +00:00
nsis Installer changes to support the new docs. 2011-04-07 19:52:47 +00:00
pcsx2 Make the CDVD speedhack safer by excluding full seek delays. 2011-12-05 07:58:11 +00:00
plugins GSdx: Polished the recent changes a bit. Single threaded mode should be back to normal, 2-4 threads might be faster or slower. All in all, it has a lot more potential now. Rendering is almost as separated as with d3d, everything needed is packed and copied for the worker threads, synchronization between local memory and the temporary buffers is properly done. This model could also be back-ported to d3d. Or the software rasterizers could be hardware assisted somehow, there are a lot less sync points where those buffers should match with the contents of the local memory. 2011-12-18 21:57:48 +00:00
tools GSdx: New: Dynamic CRC Hacks system (disabled by default). 2011-09-07 18:38:27 +00:00
CMakeLists.txt GSnull: Rework the logging code a bit. (The logging actually prints to the screen now, for one thing.) 2011-10-30 01:39:43 +00:00
build-plugins.sh Got rid of various obsolete files, and moved the codeblocks workspace file. 2009-09-09 10:02:12 +00:00
build.rb Fixed up the Linux build. A couple minor OnePad changes. 2009-07-11 17:21:23 +00:00
clean_msvc.cmd Minor fixes to selecting isos and changing cdvd source types. 2010-04-27 16:20:49 +00:00
pcsx2-codeblocks.workspace GSdx: Correct the sdl library output name, and add sdl to the main codeblocks workspace. 2011-02-26 03:05:31 +00:00
pcsx2_suite_2008.sln GSdx: just updating visual studio project files (redundant settings, broken x64 compilation, etc.) 2011-02-24 04:55:35 +00:00
pcsx2_suite_2010.sln USBqemu: Integrate into the build system for vs2010. Refactor the config stuff to use a system based on a modified SPU2-X CfgHelpers.cpp. 2011-09-04 11:48:28 +00:00
rebuild.sh Correct the script, so that Linux is compilable. (If rebuild.sh is run before compiling.) 2009-09-07 00:50:36 +00:00