.. |
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: 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)
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2012-01-28 10:07:17 +00:00 |
vsprops
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GSdx: vs2008 fix
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2011-12-28 14:41:07 +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 linux:
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2011-12-27 12:22:13 +00:00 |
GPU.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 |
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: 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 |
GPURenderer.h
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GSdx: FXAA 3.10, page up key activates it
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2011-07-25 11:16:01 +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: more fun with shaders but nothing works yet.
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2012-01-27 11:56:49 +00:00 |
GS.h
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GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami).
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2012-01-29 10:12:20 +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: 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 |
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: more fun with shaders but nothing works yet.
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2012-01-27 11:56:49 +00:00 |
GSClut.h
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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 |
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: Improved Genji CRC hack.
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2011-12-27 08:28:32 +00:00 |
GSCrc.h
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GSdx fixes:
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2011-10-05 09:19:32 +00:00 |
GSDevice.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 |
GSDevice.h
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GSdx: more fun with shaders but nothing works yet.
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2012-01-27 11:56:49 +00:00 |
GSDevice9.cpp
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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 |
GSDevice9.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 |
GSDevice11.cpp
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GSdx: more fun with shaders but nothing works yet.
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2012-01-27 11:56:49 +00:00 |
GSDevice11.h
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GSdx: more fun with shaders but nothing works yet.
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2012-01-27 11:56:49 +00:00 |
GSDeviceDX.cpp
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GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P
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2012-01-13 18:10:05 +00:00 |
GSDeviceDX.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 |
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 |
GSDeviceSDL.cpp
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pcsx2: zzogl:onepad: gsdx: merge linux-gsopen2 branch (4730) into trunk
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2011-06-12 14:48:36 +00:00 |
GSDeviceSDL.h
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GSdx: window management should be redone next.
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2011-02-25 01:01:00 +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: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami).
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2012-01-29 10:12:20 +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: BoF DQ fixed
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2011-03-20 00:07:52 +00:00 |
GSDrawScanlineCodeGenerator.h
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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.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: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami).
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2012-01-29 10:12:20 +00:00 |
GSDrawScanlineCodeGenerator.x86.cpp
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GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami).
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2012-01-29 10:12:20 +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.
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2011-12-18 08:13:20 +00:00 |
GSLinuxDialog.cpp
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gsdx:
|
2011-12-26 22:30:59 +00:00 |
GSLocalMemory.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).
|
2012-01-18 11:47:31 +00:00 |
GSLocalMemory.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).
|
2012-01-18 11:47:31 +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.
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2011-12-22 14:36:54 +00:00 |
GSPerfMon.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).
|
2012-01-18 11:47:31 +00:00 |
GSRasterizer.cpp
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GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami).
|
2012-01-29 10:12:20 +00:00 |
GSRasterizer.h
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GSdx: broken frame skipping should be fixed, and a few random sw renderer optimizations.
|
2012-01-21 04:44:04 +00:00 |
GSRenderer.cpp
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GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami).
|
2012-01-29 10:12:20 +00:00 |
GSRenderer.h
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GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami).
|
2012-01-29 10:12:20 +00:00 |
GSRendererCS.cpp
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GSdx: more fun with shaders but nothing works yet.
|
2012-01-27 11:56:49 +00:00 |
GSRendererCS.h
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GSdx: more fun with shaders but nothing works yet.
|
2012-01-27 11:56:49 +00:00 |
GSRendererDX.cpp
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GSdx: quick fix for unreal tournament (and others using DATE)
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2012-01-19 10:24:07 +00:00 |
GSRendererDX.h
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GSdx: quick fix for unreal tournament (and others using DATE)
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2012-01-19 10:24:07 +00:00 |
GSRendererDX9.cpp
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GSdx: quick fix for unreal tournament (and others using DATE)
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2012-01-19 10:24:07 +00:00 |
GSRendererDX9.h
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GSdx: quick fix for unreal tournament (and others using DATE)
|
2012-01-19 10:24:07 +00:00 |
GSRendererDX11.cpp
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GSdx: quick fix for unreal tournament (and others using DATE)
|
2012-01-19 10:24:07 +00:00 |
GSRendererDX11.h
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GSdx: quick fix for unreal tournament (and others using DATE)
|
2012-01-19 10:24:07 +00:00 |
GSRendererHW.cpp
|
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 |
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 |
GSRendererSW.cpp
|
GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami).
|
2012-01-29 10:12:20 +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: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami).
|
2012-01-29 10:12:20 +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
|
The core of GSdx is now compatible with intel's compiler on linux.
|
2011-02-19 03:36:30 +00:00 |
GSSettingsDlg.cpp
|
Gsdx:
|
2012-01-06 09:55:23 +00:00 |
GSSettingsDlg.h
|
GSdx: made dx11 detection code a bit nicer, but not sure what happens on vista without the dx11 runtime, it probably won't detect dx10 either.
|
2011-02-20 16:09:46 +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: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too
|
2012-01-09 08:41:33 +00:00 |
GSSetupPrimCodeGenerator.x86.cpp
|
GSdx: it's hard to keep track of the leftover vertices properly, a bit of sps was still possible, psx sprites were fixed too
|
2012-01-09 08:41:33 +00:00 |
GSState.cpp
|
GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami).
|
2012-01-29 10:12:20 +00:00 |
GSState.h
|
GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami).
|
2012-01-29 10:12:20 +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: renamed None to something else because X11 defined it for itself.
|
2011-02-23 09:16:00 +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: 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.h
|
GSdx: Small optimizations here and there, just saving changes before trying to add an index buffer, that might help reducing load on the main gs thread a bit. That's where I think the bottleneck currently is in games with high polygon count.
|
2011-12-31 15:41:07 +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 |
GSTextureCacheSW.cpp
|
GSdx: broken frame skipping should be fixed, and a few random sw renderer optimizations.
|
2012-01-21 04:44:04 +00:00 |
GSTextureCacheSW.h
|
GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P
|
2012-01-13 18:10:05 +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: 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 |
GSTextureFX11.cpp
|
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 |
GSTextureNull.cpp
|
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
|
2010-04-25 00:31:27 +00:00 |
GSTextureNull.h
|
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
|
2010-04-25 00:31:27 +00:00 |
GSTextureSW.cpp
|
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.
|
2011-12-03 21:04:46 +00:00 |
GSTextureSW.h
|
GSdx: GSDeviceSW almost ready, just need an image resizer.
|
2011-02-20 22:33:22 +00:00 |
GSThread.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 |
GSThread.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 |
GSUtil.cpp
|
GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P
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2012-01-13 18:10:05 +00:00 |
GSUtil.h
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GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P
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2012-01-13 18:10:05 +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: broken frame skipping should be fixed, and a few random sw renderer optimizations.
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2012-01-21 04:44:04 +00:00 |
GSVertex.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 |
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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Mostly code cleanups, XBYAK 2.99, VEX conversion for the sw renderer (3-5% faster), GSState::Move fix for dark cloud 2 invention crash.
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2011-02-07 01:59:05 +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: more fun with shaders but nothing works yet.
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2012-01-27 11:56:49 +00:00 |
GSVertexTrace.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 |
GSWnd.cpp
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pcsx2: zzogl:onepad: gsdx: merge linux-gsopen2 branch (4730) into trunk
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2011-06-12 14:48:36 +00:00 |
GSWnd.h
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gsdx, sdl: cast window as expected by sdl
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2011-08-20 12:17:47 +00:00 |
GSdx.cpp
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gsdx: linux: * fix some issue with empty string in configuration
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2011-04-08 17:41:04 +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: fixed shared_ptr for GCC, but it does not seem to be thread-safe in 4.4.5.
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2011-12-19 01:20:55 +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 linux:
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2011-04-07 09:41:20 +00:00 |
GSdx.icc.cbp
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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.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: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P
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2012-01-13 18:10:05 +00:00 |
GSdx.vcxproj
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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 |
GSdx.vcxproj.filters
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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 |
GSdx_vs2008.vcproj
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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 |
config.h
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GSdx: disable vtune
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2012-01-06 00:28:27 +00:00 |
resource.h
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GSdx: nothing really new, just testing the compute shader, if you are an expert take a look and tell me your opinion :P
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2012-01-13 18:10:05 +00:00 |
stdafx.cpp
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GSdx: When mipmapping is on, LOD is calculated per pixel, it isn't used for anything, but it's there. I cannot really measure any significant slowdown, but rest of the fun is yet to come.
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2011-03-14 03:32:28 +00:00 |
stdafx.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 |