..
baseclasses
gsdx: add svn:eol-style metadata
2011-02-19 10:57:28 +00:00
res
GSdx fixes:
2011-10-05 09:19:32 +00:00
vsprops
GSdx: just saving minor changes.
2011-12-16 19:13:58 +00:00
xbyak
GSdx: the x64 ABI on windows is not so nice after all.
2011-02-28 11:08:52 +00:00
CMakeLists.txt
gsdx linux:
2011-12-27 12:22:13 +00:00
config.h
GSdx: just saving minor changes.
2011-12-16 19:13:58 +00:00
GPU.cpp
GSdx: Renamed the sw thread setting to "extra threads".
2011-12-20 14:33:28 +00:00
GPU.h
gsdx: add svn:eol-style metadata
2011-02-19 10:57:28 +00:00
GPUDrawingEnvironment.h
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.
2011-10-24 21:34:38 +00:00
GPUDrawScanline.cpp
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.
2011-12-18 08:13:20 +00:00
GPUDrawScanline.h
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.
2011-12-18 08:13:20 +00:00
GPUDrawScanlineCodeGenerator.cpp
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.
2011-12-18 08:13:20 +00:00
GPUDrawScanlineCodeGenerator.h
GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967)
2011-12-01 17:08:10 +00:00
GPULocalMemory.cpp
Fixed inconsistent newlines / added as many svn:eol-style=native properties as I could without killing myself.
2011-03-25 05:06:49 +00:00
GPULocalMemory.h
GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later.
2011-02-20 18:59:02 +00:00
GPURenderer.cpp
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.
2011-12-22 01:48:16 +00:00
GPURenderer.h
GSdx: FXAA 3.10, page up key activates it
2011-07-25 11:16:01 +00:00
GPURendererSW.cpp
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.
2011-12-22 01:48:16 +00:00
GPURendererSW.h
GSdx: Renamed the sw thread setting to "extra threads".
2011-12-20 14:33:28 +00:00
GPUScanlineEnvironment.h
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.
2011-12-18 08:13:20 +00:00
GPUSettingsDlg.cpp
GSdx: Renamed the sw thread setting to "extra threads".
2011-12-20 14:33:28 +00:00
GPUSettingsDlg.h
gsdx: add svn:eol-style metadata
2011-02-19 10:57:28 +00:00
GPUSetupPrimCodeGenerator.cpp
GSdx: still working on the rasterizer, would be nice to add some avx code there, but it's just so unfitting for anything.
2011-03-09 11:52:53 +00:00
GPUSetupPrimCodeGenerator.h
GSdx: Found where the bypassed int z was destroyed. (bug appeared in r4967)
2011-12-01 17:08:10 +00:00
GPUState.cpp
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.
2011-12-22 01:48:16 +00:00
GPUState.h
gsdx: add svn:eol-style metadata
2011-02-19 10:57:28 +00:00
GPUVertex.h
gsdx: add svn:eol-style metadata
2011-02-19 10:57:28 +00:00
GS.cpp
GSdx: Renamed the sw thread setting to "extra threads".
2011-12-20 14:33:28 +00:00
GS.h
GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux.
2011-03-12 22:10:58 +00:00
GSAlignedClass.cpp
The core of GSdx is now compatible with intel's compiler on linux.
2011-02-19 03:36:30 +00:00
GSAlignedClass.h
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
2010-04-25 00:31:27 +00:00
GSBlock.cpp
The core of GSdx is now compatible with intel's compiler on linux.
2011-02-19 03:36:30 +00:00
GSBlock.h
Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
2011-02-18 01:56:05 +00:00
GSCapture.cpp
GSDX:
2011-10-08 13:05:15 +00:00
GSCapture.h
GSDX:
2011-10-08 13:05:15 +00:00
GSCaptureDlg.cpp
Patch to GSdx capture that offers RGB mode. By patrickdinh.
2011-05-02 21:04:33 +00:00
GSCaptureDlg.h
Patch to GSdx capture that offers RGB mode. By patrickdinh.
2011-05-02 21:04:33 +00:00
GSClut.cpp
GSdx: Also wrapping CLUT writes now, previous revision broke SFEX. CLUT buffer overruns are very rare, tell me if you find any other game doing it.
2011-11-02 21:15:44 +00:00
GSClut.h
Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
2011-02-18 01:56:05 +00:00
GSCodeBuffer.cpp
Implemented virtual alloc functions and changed the event class to use semaphores.
2011-02-19 10:27:10 +00:00
GSCodeBuffer.h
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
2010-04-25 00:31:27 +00:00
GSCrc.cpp
GSdx: Improved Genji CRC hack.
2011-12-27 08:28:32 +00:00
GSCrc.h
GSdx fixes:
2011-10-05 09:19:32 +00:00
GSDevice9.cpp
GSdx: bypass (prevent) some crashes.
2011-09-01 13:25:08 +00:00
GSDevice9.h
GSdx: FXAA 3.10, page up key activates it
2011-07-25 11:16:01 +00:00
GSDevice11.cpp
GSdx: bypass (prevent) some crashes.
2011-09-01 13:25:08 +00:00
GSDevice11.h
GSdx: FXAA 3.10, page up key activates it
2011-07-25 11:16:01 +00:00
GSDevice.cpp
GSdx: FXAA 3.10, page up key activates it
2011-07-25 11:16:01 +00:00
GSDevice.h
GSdx: FXAA 3.10, page up key activates it
2011-07-25 11:16:01 +00:00
GSDeviceDX.cpp
GSdx: working on linux port again, almost ready to run.
2011-02-22 23:39:02 +00:00
GSDeviceDX.h
GSdx: working on linux port again, almost ready to run.
2011-02-22 23:39:02 +00:00
GSDeviceNull.cpp
GSdx: working on linux port again, almost ready to run.
2011-02-22 23:39:02 +00:00
GSDeviceNull.h
GSdx: working on linux port again, almost ready to run.
2011-02-22 23:39:02 +00:00
GSDeviceSDL.cpp
pcsx2: zzogl:onepad: gsdx: merge linux-gsopen2 branch (4730) into trunk
2011-06-12 14:48:36 +00:00
GSDeviceSDL.h
GSdx: window management should be redone next.
2011-02-25 01:01:00 +00:00
GSDeviceSW.cpp
GSdx: just saving minor changes.
2011-12-16 19:13:58 +00:00
GSDeviceSW.h
GSdx: working on linux port again, almost ready to run.
2011-02-22 23:39:02 +00:00
GSDialog.cpp
GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later.
2011-02-20 18:59:02 +00:00
GSDialog.h
GSdx: just saving minor changes.
2011-12-16 19:13:58 +00:00
GSDirtyRect.cpp
GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux.
2011-03-12 22:10:58 +00:00
GSDirtyRect.h
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
2010-04-25 00:31:27 +00:00
GSDrawingContext.h
GSdx: more alignment fixes for gcc.
2011-02-20 02:22:00 +00:00
GSDrawingEnvironment.h
GSdx: more alignment fixes for gcc.
2011-02-20 02:22:00 +00:00
GSDrawScanline.cpp
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.
2011-12-22 01:48:16 +00:00
GSDrawScanline.h
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.
2011-12-18 08:13:20 +00:00
GSDrawScanlineCodeGenerator.cpp
GSdx: BoF DQ fixed
2011-03-20 00:07:52 +00:00
GSDrawScanlineCodeGenerator.h
GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging.
2011-11-25 23:48:59 +00:00
GSDrawScanlineCodeGenerator.x64.avx.cpp
GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging.
2011-11-25 23:48:59 +00:00
GSDrawScanlineCodeGenerator.x64.cpp
GSdx: ... and codeblocks.
2011-03-02 08:44:16 +00:00
GSDrawScanlineCodeGenerator.x86.avx.cpp
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.
2011-12-18 08:13:20 +00:00
GSDrawScanlineCodeGenerator.x86.cpp
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.
2011-12-18 08:13:20 +00:00
GSDump.cpp
The core of GSdx is now compatible with intel's compiler on linux.
2011-02-19 03:36:30 +00:00
GSDump.h
GSdx / zzogl-pg / pcsx2:
2010-07-19 15:49:30 +00:00
GSdx_vs2008.vcproj
GSdx: fixing the vs2008 project
2011-03-02 08:32:30 +00:00
GSdx.cpp
gsdx: linux: * fix some issue with empty string in configuration
2011-04-08 17:41:04 +00:00
GSdx.def
gsdx: add svn:eol-style metadata
2011-02-19 10:57:28 +00:00
GSdx.gcc.cbp
GSdx: fixed shared_ptr for GCC, but it does not seem to be thread-safe in 4.4.5.
2011-12-19 01:20:55 +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 linux:
2011-04-07 09:41:20 +00:00
GSdx.icc.cbp
GSdx: renamed None to something else because X11 defined it for itself.
2011-02-23 09:16:00 +00:00
GSdx.props
gsdx: add svn:eol-style metadata
2011-02-19 10:57:28 +00:00
GSdx.rc
GSdx: Renamed the sw thread setting to "extra threads".
2011-12-20 14:33:28 +00:00
GSdx.vcxproj
GSdx: just saving minor changes.
2011-12-16 19:13:58 +00:00
GSdx.vcxproj.filters
GSdx: just saving minor changes.
2011-12-16 19:13:58 +00:00
GSFunctionMap.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
GSFunctionMap.h
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.
2011-12-18 08:13:20 +00:00
GSLinuxDialog.cpp
gsdx:
2011-12-26 22:30:59 +00:00
GSLocalMemory.cpp
GSdx: a few minor changes, please check if I wrapped the new pthread things correctly
2011-12-27 09:15:35 +00:00
GSLocalMemory.h
GSdx: a few minor changes, please check if I wrapped the new pthread things correctly
2011-12-27 09:15:35 +00:00
GSPerfMon.cpp
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.
2011-12-22 14:36:54 +00:00
GSPerfMon.h
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.
2011-12-22 01:48:16 +00:00
GSRasterizer.cpp
GSdx: a few minor changes, please check if I wrapped the new pthread things correctly
2011-12-27 09:15:35 +00:00
GSRasterizer.h
GSdx: a few minor changes, please check if I wrapped the new pthread things correctly
2011-12-27 09:15:35 +00:00
GSRenderer.cpp
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.
2011-12-22 01:48:16 +00:00
GSRenderer.h
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.
2011-12-18 08:13:20 +00:00
GSRendererDX9.cpp
GSdx: just saving minor changes.
2011-12-16 19:13:58 +00:00
GSRendererDX9.h
Mostly code cleanups, XBYAK 2.99, VEX conversion for the sw renderer (3-5% faster), GSState::Move fix for dark cloud 2 invention crash.
2011-02-07 01:59:05 +00:00
GSRendererDX11.cpp
GSdx: just saving minor changes.
2011-12-16 19:13:58 +00:00
GSRendererDX11.h
Mostly code cleanups, XBYAK 2.99, VEX conversion for the sw renderer (3-5% faster), GSState::Move fix for dark cloud 2 invention crash.
2011-02-07 01:59:05 +00:00
GSRendererDX.cpp
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
2010-04-25 00:31:27 +00:00
GSRendererDX.h
V2 of the previous GSdx hack: Now also works in pointlisted FMV's (FFX-2, Legend of Legaia).
2011-08-01 17:42:01 +00:00
GSRendererHW.cpp
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
2010-04-25 00:31:27 +00:00
GSRendererHW.h
GSdx: Renamed the sw thread setting to "extra threads".
2011-12-20 14:33:28 +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
The core of GSdx is now compatible with intel's compiler on linux.
2011-02-19 03:36:30 +00:00
GSRendererSW.cpp
GSdx: a few minor changes, please check if I wrapped the new pthread things correctly
2011-12-27 09:15:35 +00:00
GSRendererSW.h
GSdx: a few minor changes, please check if I wrapped the new pthread things correctly
2011-12-27 09:15:35 +00:00
GSScanlineEnvironment.h
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.
2011-12-18 08:13:20 +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: Renamed the sw thread setting to "extra threads".
2011-12-20 14:33:28 +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: Added a simple workaround for the 32-bit z problem talked about in the comments of r4956. Since sprites are flat and there was an unused vertex member (t.w), I just decided to pass the raw uint32 value in that to the scanline drawing function. It does not fix triangles and other primitive types, of course. The ideal solution would be to break z into two parts (like 8:24 bits, and only care about the upper part when not zero), interpolate separately and rejoin when needed, it is just too hard to add another variable when the assembly code is already so tightly optimized to use every register.
2011-11-14 03:08:13 +00:00
GSSetupPrimCodeGenerator.x86.cpp
GSdx: Added a simple workaround for the 32-bit z problem talked about in the comments of r4956. Since sprites are flat and there was an unused vertex member (t.w), I just decided to pass the raw uint32 value in that to the scanline drawing function. It does not fix triangles and other primitive types, of course. The ideal solution would be to break z into two parts (like 8:24 bits, and only care about the upper part when not zero), interpolate separately and rejoin when needed, it is just too hard to add another variable when the assembly code is already so tightly optimized to use every register.
2011-11-14 03:08:13 +00:00
GSState.cpp
GSdx: a few minor changes, please check if I wrapped the new pthread things correctly
2011-12-27 09:15:35 +00:00
GSState.h
GSdx: Renamed the sw thread setting to "extra threads".
2011-12-20 14:33:28 +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
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: very minor change to Z value scaling and a note for future changes based on testing real hardware.
2010-05-08 01:05:32 +00:00
GSTexture11.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
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
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
GSTextureCache.cpp
GSdx: Hack around a problem with the texture cache finding depth stencils when there can't be any.
2011-12-23 20:58:10 +00:00
GSTextureCache.h
GSdx: changes of r5007 did not help as much as I thought, disabled it for the time being, plus other minor optimizations
2011-12-23 15:53:53 +00:00
GSTextureCacheSW.cpp
GSdx: a little refinement to the fix for the issue that come up with Bully.
2011-12-25 07:26:42 +00:00
GSTextureCacheSW.h
GSdx: a little refinement to the fix for the issue that come up with Bully.
2011-12-25 07:26:42 +00:00
GSTextureFX9.cpp
The core of GSdx is now compatible with intel's compiler on linux.
2011-02-19 03:36:30 +00:00
GSTextureFX11.cpp
The core of GSdx is now compatible with intel's compiler on linux.
2011-02-19 03:36:30 +00:00
GSTextureFX.cpp
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
2010-04-25 00:31:27 +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: a few minor changes, please check if I wrapped the new pthread things correctly
2011-12-27 09:15:35 +00:00
GSThread.h
gsdx linux:
2011-12-27 13:14:30 +00:00
GSUtil.cpp
GSdx: started a hardware independent device, will be useful for GDI/SDL/etc output later.
2011-02-20 18:59:02 +00:00
GSUtil.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
GSVector.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
GSVector.h
GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging.
2011-11-25 23:48:59 +00:00
GSVertex.h
Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
2011-02-18 01:56:05 +00:00
GSVertexHW.h
Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
2011-02-18 01:56:05 +00:00
GSVertexList.cpp
Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
2010-04-25 00:31:27 +00:00
GSVertexList.h
Mostly code cleanups, XBYAK 2.99, VEX conversion for the sw renderer (3-5% faster), GSState::Move fix for dark cloud 2 invention crash.
2011-02-07 01:59:05 +00:00
GSVertexSW.cpp
Fixed many gcc errors, there are still plenty. Intel's compiler might be a better alternative.
2011-02-18 01:56:05 +00:00
GSVertexSW.h
GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux.
2011-03-12 22:10:58 +00:00
GSVertexTrace.cpp
GSdx: please test mipmapping again...
2011-03-19 03:54:22 +00:00
GSVertexTrace.h
GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux.
2011-03-12 22:10:58 +00:00
GSVertexTrace.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
GSVertexTrace.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
GSVertexTrace.x86.avx.cpp
GSdx: still working on the rasterizer, would be nice to add some avx code there, but it's just so unfitting for anything.
2011-03-09 11:52:53 +00:00
GSVertexTrace.x86.cpp
GSdx: still working on the rasterizer, would be nice to add some avx code there, but it's just so unfitting for anything.
2011-03-09 11:52:53 +00:00
GSWnd.cpp
pcsx2: zzogl:onepad: gsdx: merge linux-gsopen2 branch (4730) into trunk
2011-06-12 14:48:36 +00:00
GSWnd.h
gsdx, sdl: cast window as expected by sdl
2011-08-20 12:17:47 +00:00
resource.h
GSdx: Renamed the sw thread setting to "extra threads".
2011-12-20 14:33:28 +00:00
stdafx.cpp
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.
2011-03-14 03:32:28 +00:00
stdafx.h
gsdx linux:
2011-12-27 12:22:13 +00:00