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Here you can find the latest PCSX2 Git revisions and their respective changelogs. The downloads are courtesy of Orphis' build bot, which he provides totally free of charge Smile Thanks Orphis!
You can click on the revision number to check out the git revision page and the download button to get them (you will be redirected to Orphis' page). The top revision is the latest,which means it includes all changes from all previous ones.
You need to install the Visual C++ 2015 redist to run these builds.

Revision Author Age Changelog Download
21612cagregory388 hours,1 minute ago

Merge branch 'greg/mtvu-mtgs-lockless'

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24c780cgregory388 hours,1 minute ago

MTVU/GS: try to relax the readAmount atomic operation

I suspect it to be the same on x86

The real issue is the various atomic in FinishGSPacketMTVU which I'm afraid will create some cpu stall

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e3d1871gregory388 hours,2 minutes ago

MTVU: small thread scheduling improvement

* Use yield to avoid a spin loop during WAIT
* Don't flush the full buffer when we miss space

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fff5230gregory388 hours,2 minutes ago

MTVU: redo properly atomic management around the MTVU ring buffer

The ring buffer is composed of severals read/write by transaction.

Atomic operations are only required at the start/end of the full
transaction. In the middle, you can use normal variable (optimization
opportunity for the compiler)

Use acquire/release semantics on isBusy and vuCycles to remain 100% safe
(relaxed might be doable but better be safe than sorry)

Use dedicated cache line for atomic variable to avoid any conflict between CPU

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d589be9gregory388 hours,4 minutes ago

GIF: remove 'done' of the GS_Packet struct

The struct is copied in various ring buffer (hot path)
We only need the return status of the function so use a reference instead of
a state variable

Side note: if we align the struct to 16B maybe the compiler can use SSE to copy it.

Warning: it breaks save state compatibility

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7b39840gregory388 hours,6 minutes ago

MTVU/MTGS: use a mutex free ring buffer

Most of the time the mutex was likely optimized. Now we have the guarantee that
thread won't block.

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e4f4350gregory388 hours,6 minutes ago

boost ring queue: dedicate cache line for atomic variable

Bad for data cache ! But it might be better for atomic operation.

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8779583gregory388 hours,6 minutes ago

boost ring queue: use % to wrap the index

For power of 2, it is replaced with a single and instruction. If it potentially faster
than branch. But it worths a benchmark

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725aaccgregory388 hours,6 minutes ago

boost ring queue: extend the interface to ease replacement of dequeue class in core

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671a575refractionpcsx217 hours,45 minutes ago

refractionpcsx2

GameDB: Set VU rounding to nearest in Sonic R (Sonic Gems Collection).

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253057agregory381 day,8 hours ago

Merge pull request #1777 from IlDucci/master

Updating Spanish translation

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70cec30Aced141 day,21 hours ago

GameDB: Set VU rounding to nearest in Sonic R (Sonic Gems Collection).

Fixes #1759.

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240191dIlDucci2 days,5 hours ago

Updating Spanish translation

Updating the Spanish translation with the latest updates.

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8fe94ecgregory382 days,7 hours ago

Merge pull request #1776 from FlatOutPS2/DX

Revert "gsdx tc: partial support of pseudo depth for Dx"

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fffd829FlatOutPS22 days,7 hours ago

Revert "gsdx tc: partial support of pseudo depth for Dx"

This reverts commit
https://github.com/PCSX2/pcsx2/commit/d6383e6c211e03a9bb036c6fc8655cd6bba8b9ff

It created a regression in Everybody's Golf 4/Hot Shots Golf 4, breaking the renderering when depth emulation is disabled/when using a Direct3D Hardware renderer.

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f9c2025gregory383 days,7 hours ago

gsdx tc: avoid any pitfall with 1 << 31

Based on Turtleli feedback
"1 << 31 is undefined in C++11, but defined in C++14"

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87cf7b6gregory383 days,7 hours ago

gsdx tc: implement a safe RemoveAt

The code is now a mirror of the ::add. So 1 insert == 1 erase

This way it won't crash on future update. And it will support future GS
memory wrapping improvement.

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d1315b6gregory383 days,7 hours ago

gsdx tc: save list iterator to allow fast removal

ZoE2:
RemoveAt overhead plummet to 0.5%. It was 17% !

However insertion is a bit slower. Due to the begin() after the push_front

v2: use std:: for lists and arrays

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87fc4c1gregory383 days,7 hours ago

gsdx tc: skip draw call when input texture can't be fetched

Avoid garbage on Full Spectrum Warrior

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2f972b9gregory383 days,7 hours ago

gsdx tc: allow a hit on older depth buffer

Avoid an issue when rendering take some shortcut (Full Spectrum Warrior)

Close #1757

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