.. |
baseclasses
|
gsdx: add svn:eol-style metadata
|
2011-02-19 10:57:28 +00:00 |
res
|
gsdx (ogl):
|
2013-06-16 07:05:57 +00:00 |
vsprops
|
gsdx-ogl_wnd: Merging r5633 through r5661
|
2013-06-15 09:05:02 +00:00 |
xbyak
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
CMakeLists.txt
|
gsdx:
|
2013-06-16 09:40:38 +00:00 |
GLLoader.cpp
|
gsdx:
|
2013-06-16 16:33:08 +00:00 |
GLLoader.h
|
gsdx:
|
2013-06-16 16:33:08 +00:00 |
GPU.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPU.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPUDrawScanline.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPUDrawScanline.h
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |
GPUDrawScanlineCodeGenerator.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPUDrawScanlineCodeGenerator.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPUDrawingEnvironment.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPULocalMemory.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPULocalMemory.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPURenderer.cpp
|
gsdx-ogl-wnd:
|
2013-01-04 11:41:51 +00:00 |
GPURenderer.h
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |
GPURendererSW.cpp
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |
GPURendererSW.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPUScanlineEnvironment.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPUSettingsDlg.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPUSettingsDlg.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPUSetupPrimCodeGenerator.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPUSetupPrimCodeGenerator.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPUState.cpp
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |
GPUState.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GPUVertex.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GS.cpp
|
gsdx:
|
2013-06-16 16:33:08 +00:00 |
GS.h
|
gcc:
|
2013-04-14 10:48:50 +00:00 |
GSAlignedClass.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSAlignedClass.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSBlock.cpp
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |
GSBlock.h
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSCapture.cpp
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |
GSCapture.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSCaptureDlg.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSCaptureDlg.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSClut.cpp
|
GSdx:
|
2013-06-06 11:36:01 +00:00 |
GSClut.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSCodeBuffer.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSCodeBuffer.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSCrc.cpp
|
GSdx: Added a crc hack for Steambot Chronicles, made by miseru99. It doesn't look perfect but at least it's rather playable now. Thanks miseru99 :)
|
2013-02-11 17:10:22 +00:00 |
GSCrc.h
|
GSdx: Added a crc hack for Steambot Chronicles, made by miseru99. It doesn't look perfect but at least it's rather playable now. Thanks miseru99 :)
|
2013-02-11 17:10:22 +00:00 |
GSDevice.cpp
|
gsdx-ogl-wnd:
|
2013-01-04 11:41:51 +00:00 |
GSDevice.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDevice9.cpp
|
GSDX: Applying patch for 2 small errors in GSDX provided by mathew1800.
|
2013-04-04 19:39:46 +00:00 |
GSDevice9.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDevice11.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDevice11.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDeviceDX.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDeviceDX.h
|
GSdx: New hack from KrossX lets users configure their own texture coordinate offset via hacks dialog. This can be used to fine tune correction of upscale glitches versus the problems that come with it. I guess this is able to correct nearly all ghosting and bad text issues games can have! Thanks for this nice patch, KrossX :)
|
2013-02-12 10:57:48 +00:00 |
GSDeviceNull.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDeviceNull.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDeviceOGL.cpp
|
gsdx:
|
2013-06-16 16:33:08 +00:00 |
GSDeviceOGL.h
|
GSdx: minor fixes to previous commit, rundll32 window not showing and a compiler warning
|
2013-06-16 02:48:16 +00:00 |
GSDeviceSW.cpp
|
gcc:
|
2013-04-14 10:48:50 +00:00 |
GSDeviceSW.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDialog.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDialog.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDirtyRect.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDirtyRect.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDrawScanline.cpp
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSDrawScanline.h
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSDrawScanlineCodeGenerator.cpp
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSDrawScanlineCodeGenerator.h
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSDrawScanlineCodeGenerator.x64.avx.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDrawScanlineCodeGenerator.x64.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDrawScanlineCodeGenerator.x86.avx.cpp
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSDrawScanlineCodeGenerator.x86.avx2.cpp
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSDrawScanlineCodeGenerator.x86.cpp
|
GSdx:
|
2013-06-06 11:36:01 +00:00 |
GSDrawingContext.h
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |
GSDrawingEnvironment.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDump.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSDump.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSFunctionMap.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSFunctionMap.h
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSLinuxDialog.cpp
|
gsdx-ogl-wnd:
|
2013-06-15 15:03:44 +00:00 |
GSLinuxLogo.h
|
gsdx-ogl: All the Windows versions get a fancy logo on top, so...
|
2012-01-08 04:59:29 +00:00 |
GSLocalMemory.cpp
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |
GSLocalMemory.h
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |
GSPerfMon.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSPerfMon.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSRasterizer.cpp
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSRasterizer.h
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |
GSRenderer.cpp
|
gsdx:
|
2013-06-16 16:33:08 +00:00 |
GSRenderer.h
|
gsdx-ogl-wnd:
|
2013-01-04 11:41:51 +00:00 |
GSRendererCS.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSRendererCS.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSRendererDX.cpp
|
GSdx:
|
2013-06-06 11:36:01 +00:00 |
GSRendererDX.h
|
GSdx:
|
2013-06-06 11:36:01 +00:00 |
GSRendererDX9.cpp
|
GSdx:
|
2013-06-06 11:36:01 +00:00 |
GSRendererDX9.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSRendererDX11.cpp
|
GSdx:
|
2013-06-06 11:36:01 +00:00 |
GSRendererDX11.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSRendererHW.cpp
|
GSdx:
|
2013-06-06 11:36:01 +00:00 |
GSRendererHW.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSRendererNull.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSRendererNull.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSRendererOGL.cpp
|
gsdx-ogl-wnd: port (minor) renderer update of r5649 to opengl
|
2013-06-15 09:24:13 +00:00 |
GSRendererOGL.h
|
gsdx-ogl-wnd: port (minor) renderer update of r5649 to opengl
|
2013-06-15 09:24:13 +00:00 |
GSRendererSW.cpp
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSRendererSW.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSScanlineEnvironment.h
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSSetting.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSSetting.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSSettingsDlg.cpp
|
GSDX: Applying patch for 2 small errors in GSDX provided by mathew1800.
|
2013-04-04 19:39:46 +00:00 |
GSSettingsDlg.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSSetupPrimCodeGenerator.cpp
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSSetupPrimCodeGenerator.h
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSSetupPrimCodeGenerator.x64.avx.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSSetupPrimCodeGenerator.x64.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSSetupPrimCodeGenerator.x86.avx.cpp
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSSetupPrimCodeGenerator.x86.avx2.cpp
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSSetupPrimCodeGenerator.x86.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSState.cpp
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |
GSState.h
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |
GSTables.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTables.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTexture.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTexture.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTexture9.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTexture9.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTexture11.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTexture11.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTextureCache.cpp
|
GSdx, SPU2-X: Remove old code and disable a now useless warning.
|
2013-02-12 18:41:33 +00:00 |
GSTextureCache.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTextureCache9.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTextureCache9.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTextureCache11.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTextureCache11.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTextureCacheOGL.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTextureCacheOGL.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTextureCacheSW.cpp
|
GSDX: Nothing is fixed, the last two revisions did not happen.
|
2013-02-08 15:36:54 +00:00 |
GSTextureCacheSW.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTextureFX.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTextureFX9.cpp
|
GSdx: New hack from KrossX lets users configure their own texture coordinate offset via hacks dialog. This can be used to fine tune correction of upscale glitches versus the problems that come with it. I guess this is able to correct nearly all ghosting and bad text issues games can have! Thanks for this nice patch, KrossX :)
|
2013-02-12 10:57:48 +00:00 |
GSTextureFX11.cpp
|
GSdx: New hack from KrossX lets users configure their own texture coordinate offset via hacks dialog. This can be used to fine tune correction of upscale glitches versus the problems that come with it. I guess this is able to correct nearly all ghosting and bad text issues games can have! Thanks for this nice patch, KrossX :)
|
2013-02-12 10:57:48 +00:00 |
GSTextureFXOGL.cpp
|
gsdx-ogl-wnd:
|
2013-06-09 16:41:58 +00:00 |
GSTextureNull.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTextureNull.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTextureOGL.cpp
|
gsdx-ogl-wnd:
|
2013-06-14 16:22:22 +00:00 |
GSTextureOGL.h
|
gsdx-ogl-wnd: Make the HW renderer "work" on the opensource driver
|
2013-05-27 18:02:27 +00:00 |
GSTextureSW.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSTextureSW.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSThread.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSThread.h
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |
GSUniformBufferOGL.h
|
gsdx-ogl-wnd:
|
2013-06-07 19:16:27 +00:00 |
GSUtil.cpp
|
GSdx: attempting to fix vs2010 project files, I don't have it installed anymore.
|
2013-06-10 18:48:14 +00:00 |
GSUtil.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSVector.cpp
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSVector.h
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSVertex.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSVertexArrayOGL.h
|
gsdx-ogl-wnd:
|
2013-05-19 09:19:20 +00:00 |
GSVertexHW.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSVertexList.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSVertexList.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSVertexSW.cpp
|
GSdx: one more try to fix vs2010
|
2013-06-10 20:43:03 +00:00 |
GSVertexSW.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSVertexTrace.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSVertexTrace.h
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
GSWnd.cpp
|
pcsx2: increase a bit the minimum size of the plugin dialogs (GSdx name is too long)
|
2013-06-16 08:43:50 +00:00 |
GSWnd.h
|
pcsx2: increase a bit the minimum size of the plugin dialogs (GSdx name is too long)
|
2013-06-16 08:43:50 +00:00 |
GSWndDX.cpp
|
GSdx: minor fixes to previous commit, rundll32 window not showing and a compiler warning
|
2013-06-16 02:48:16 +00:00 |
GSWndDX.h
|
gsdx-ogl-wnd: multiple VS compilation fix.
|
2013-01-04 15:41:37 +00:00 |
GSWndEGL.cpp
|
gsdx:
|
2013-06-16 16:33:08 +00:00 |
GSWndEGL.h
|
gsdx:
|
2013-06-16 09:40:38 +00:00 |
GSWndOGL.cpp
|
gsdx:
|
2013-06-16 16:33:08 +00:00 |
GSWndOGL.h
|
gsdx:
|
2013-06-16 09:40:38 +00:00 |
GSWndWGL.cpp
|
pcsx2: increase a bit the minimum size of the plugin dialogs (GSdx name is too long)
|
2013-06-16 08:43:50 +00:00 |
GSWndWGL.h
|
pcsx2: increase a bit the minimum size of the plugin dialogs (GSdx name is too long)
|
2013-06-16 08:43:50 +00:00 |
GSdx.cpp
|
gsdx-ogl-wnd:
|
2013-06-15 15:03:44 +00:00 |
GSdx.def
|
gsdx: add svn:eol-style metadata
|
2011-02-19 10:57:28 +00:00 |
GSdx.gcc.cbp
|
gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
|
2012-08-15 10:22:19 +00:00 |
GSdx.gcc.workspace
|
GSdx: renamed None to something else because X11 defined it for itself.
|
2011-02-23 09:16:00 +00:00 |
GSdx.h
|
gsdx-ogl-wnd:
|
2013-06-15 15:03:44 +00:00 |
GSdx.icc.cbp
|
gsdx: remove completely the SDL backend. Let's hope I didn't break too much VS
|
2012-08-15 10:22:19 +00:00 |
GSdx.props
|
gsdx: add svn:eol-style metadata
|
2011-02-19 10:57:28 +00:00 |
GSdx.rc
|
GSdx: New hack from KrossX lets users configure their own texture coordinate offset via hacks dialog. This can be used to fine tune correction of upscale glitches versus the problems that come with it. I guess this is able to correct nearly all ghosting and bad text issues games can have! Thanks for this nice patch, KrossX :)
|
2013-02-12 10:57:48 +00:00 |
GSdx.vcxproj
|
gsdx-ogl_wnd: Merging r5633 through r5661
|
2013-06-15 09:05:02 +00:00 |
GSdx.vcxproj.filters
|
gsdx-ogl-wnd:
|
2013-01-14 09:15:39 +00:00 |
GSdx_vs11.vcxproj
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSdx_vs11.vcxproj.filters
|
GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
|
2013-06-20 05:07:52 +00:00 |
GSdx_vs2008.vcproj
|
gsdx-ogl-wnd:
|
2013-01-14 09:15:39 +00:00 |
config.h
|
gsdx:
|
2013-06-16 09:40:38 +00:00 |
linux_replay.cpp
|
gsdx-ogl-wnd:
|
2013-06-01 09:29:57 +00:00 |
resource.h
|
GSdx: New hack from KrossX lets users configure their own texture coordinate offset via hacks dialog. This can be used to fine tune correction of upscale glitches versus the problems that come with it. I guess this is able to correct nearly all ghosting and bad text issues games can have! Thanks for this nice patch, KrossX :)
|
2013-02-12 10:57:48 +00:00 |
stdafx.cpp
|
gsdx: update the copyrigh address thank to sed
|
2012-09-09 18:16:11 +00:00 |
stdafx.h
|
GSdx: More avx2 code to read/write different block formats, the GSBenchmark function shows nice improvements, but no games run faster. I just upload the changes before messing with the drawing part.
|
2013-06-17 04:11:10 +00:00 |