mirror of https://github.com/PCSX2/pcsx2.git
![]() * 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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3rdparty | ||
bin | ||
cmake | ||
common | ||
debian-unstable-upstream | ||
fps2bios | ||
linux_various | ||
locales | ||
nsis | ||
pcsx2 | ||
plugins | ||
tools | ||
CMakeLists.txt | ||
COPYING.GPLv2 | ||
COPYING.GPLv3 | ||
COPYING.LGPLv2.1 | ||
COPYING.LGPLv3 | ||
build.sh | ||
clean_msvc.cmd | ||
pcsx2-codeblocks.workspace | ||
pcsx2_suite_2008.sln | ||
pcsx2_suite_2010.sln | ||
pcsx2_suite_2012.sln | ||
rebuild.sh |