pcsx2/plugins/GSdx
gregory.hainaut 4f6796916a gsdx linux:
* add the code to select the attribute (still the default but can be changed now)
* add a hidden option (condvar) to select between the 2 threads algorithm


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5021 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-27 13:14:30 +00:00
..
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