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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
1a61148lightningterror6 hours,50 minutes ago

GSdx-d3d11: Redo destination format and alpha output.

Dfmt in texture shuffle function already picks the 16 format on slot 2
so it's better to let it call the shader instead of aout.

We can keep old aout code until FbMask emulation is added on d3d11. We
can purge aout along with alpha hack then.
Added fixme note.

0c0e0e9lightningterror6 hours,50 minutes ago

GSdx-d3d11: Add support for dfmt shader macro.

5975212lightningterror6 hours,50 minutes ago

tfx.fx: Add support for dfmt to pick the shader for 16bit alpha output.

5527bcbtadanokojin1 day,3 hours ago

GSdx-debug: Do some casts and fix warnings.

bf0106dlightningterror1 day,7 hours ago

GSdx-d3d: Add remaining code for RGB channel.

Enable channel shuffle on GT3, GT4, Tourist Trophy and Tekken5.
And with that we reach OpenGL accuracy on this specific feature.

ef0ebd6tadanokojin1 day,8 hours ago

gsdx-d3d11: Copy render target when it matches texture in slot 4

Needed for channel shuffle, this copies the render target when it's
the same as the resource texture bound on slot 4.

554b797tadanokojin1 day,8 hours ago

gsdx-d3d11: Move shader/sample state set to it's own function

84dbdd6tadanokojin1 day,8 hours ago

gsdx-d3d11: Add CopyRenderTarget function

1427d55tadanokojin1 day,8 hours ago

gsdx-d3d11: Store shader resource textures on GSDevice11

a743707tadanokojin1 day,8 hours ago

gsdx-d3d11: Store render target texture in GSDevice11

07989a0tadanokojin1 day,8 hours ago

gsdx-d3d11: Add equality check for GSTexture11

c2fd67blightningterror1 day,12 hours ago

GSdx-d3d11: Add remaining psm.depth code.

Fixes recent regression on Soul Calibur.
It helps isolate psm.depth when it should and shouldn't run even if
sampling isn't supported yet.

Finding Nemo depth issue remains.
People can use the option to disable depth for now on that game.

93f1dc2lightningterror1 day,23 hours ago

GSdx-d3d: Remove psm.depth skip on d3d.

I'm seeing better results with this skip not included.
So far DBZBT, God of War, Haunting Ground seem better.
Depth sampling is still not yet added.

Also fixes a regression in GT4 when depth was enabled because the skip
function was misplaced. Other games might've been affected as well.

7d93883lightningterror2 days,3 hours ago

GSdx: Add crc id for ZettaiZetsumeiToshi2 EU.

SLES-54587 Raw Danger!

bb0f08blightningterror3 days,13 hours ago

GSdx-d3d: Simplify aout for reading.

a8c2076lightningterror4 days,4 hours ago

GSdx: Adjust God of War 1 and 2 crc hacks.

Move texture shuffle (shadows) hack to aggressive state.
Adjust water/hell effect crc hack - don't enable hack on native res if
crc is below aggressive, enable if resolution is higher on dx and gl

e87a6b9lightningterror4 days,21 hours ago

GSdx-d3d11: Plug the TOA and Urban Chaos code in to channel shuffle.

On Tales of Abyss it fixes blur,
On Urban Chaos it fixes fog/transparent layer.

Note: Depth needs to be enabled on d3d11.
No support for d3d9 ofc.

a1f4d2clightningterror4 days,21 hours ago

GSdx-d3d11: Add support for Tales of Abyss and Urban Chaos shader bit and shader macro.

013c479KrossX4 days,21 hours ago

tfx.tx: Add support for Tales of Abyss and Urban Chaos HLE shader.

Add sample_depth function, note only Tales of Abyss and Urban Chaos
depth sampling is supported, full depth fmt will need to wait a little

50b71f6lightningterror5 days,17 hours ago

GSdx-d3d: Add fixme note fo rPSSetShaderResource slot 4 channel shuffle.


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