SVN : Pcsx2 : r5210

Pcsx2 is an opensource Playstation 2 emulator for Windows and Linux. It is probably the best playstation2 emulator out there, and can run most of the commercial games. Now it has released a 1.0 version after lots of years of great work and development.
r5210 Changelog:
zzogl: plug vertex array object and remove most deprecated variable from shader. Only remains gl_FragData
On previous commits:
gsdx, zzogl: avoid nested class inside GSVertexArrayOGL.h
zzogl: rework the shader interface to use struct like CG. Shader are still broken because some variables (gl_color & gl_secondary_color) are not supported in vertex shader...

* use 128 vertex buffer instead of 512 that will avoid to fill the GPU vram
* Use separate shader infrastructure for GLSL 4 as Nvidia cg. Beside code is much easier to understand

gsdx ogl:
* split GSDeviceOGl header. Will allow easy sharing with zzogl.
* fix some gcc warning
* import Uniform buffer and Vertex array from GSdx

i18n: tr_TR pcsx2_Iconized is wrongly translated. I fuzzy all strings to have an english string instead of lookup key
various: apply some patch of Micove to disable debug logging in GSdx release mode

debian: round 2
* rename file to easily switch between stable/unstable
* fix various lintian errors/warnings

debian: update of the package round1
* Use some (lots) of improvement from Micove package
* Merge all binary package into 1 would be easier for everyone

gsdx ogl: find a way to workaround the buggy amd driver to support dual blending

zzogl: fix visual studio...

zzogl: Try to use opengl3/4 feature for GLSL api. The API is easier and I had a better experience with GSdx-ogl
* Clean the zzsetparameter API to always use the program for uniform that depends on the program. Future goal is to use a nice OO interface
* Use uniform buffer. Would allow future optimization and remove most initialization stuff. Don't support yet the 2 zzogl contexts.

cmake: apply some updated pathes of Micove
* drop hack for of Natty and use the std FindGtk2 module, time to upgrade to Precise.
* Bump cmake requirement to 2.8.5 to avoid multiarch issue
* Create new cmake variable GLSL_SHADER_DIR for glsl file. Default value /usr/share/games/pcsx2
Download: SVN : Pcsx2 : r5210
Source: This


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