Automated Pcsx2 builds

These builds are provided by Orphis and are totally free of charge.
New versions on the Git repository are checked every 10 minutes and the builds take a few minutes to complete, please be patient if the newest build doesn't appear here.
If multiple commits are done at the same time, you'll only get the latest one.

Code is hosted on GitHub.
See Pcsx2 website for more information.

The Windows build has been made with Visual C++ 2015. You need to install the Visual C++ 2015 (x86) runtime package to run it.
Legacy builds from the SVN repository can be found here

Showing only 20 latest changes. See full list of builds

Revision Author Date Windows 32bit Commit log
v1.5.0-dev-1817-g81adc3e Gregory Hainaut 2017-01-20 18:20:51 Download gsdx ogl: don't use per buffer blending It increases the number of state that driver must handle.
v1.5.0-dev-1816-g3400d7e Gregory Hainaut 2017-01-18 19:26:32 No build i10n: update es mo file
v1.5.0-dev-1815-g0d659a1 Akash 2017-01-14 14:55:19 Download GSdx: Improve captured screenshots naming Previously, when F8 was triggered multiple times in a single second, the latest captured image would replace the previous captured one as it has the same name as the previous image. The following patch detects such cases and adds a number along with the filename when new image capture is requested under the same time as the previous capture.
v1.5.0-dev-1814-g21612ca Gregory Hainaut 2017-01-18 19:12:26 Download Merge: 671a575 24c780c Merge branch 'greg/mtvu-mtgs-lockless'
v1.5.0-dev-1807-g24c780c Gregory Hainaut 2017-01-07 14:31:10 No build 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
v1.5.0-dev-1806-ge3d1871 Gregory Hainaut 2017-01-18 19:10:05 No build MTVU: small thread scheduling improvement * Use yield to avoid a spin loop during WAIT * Don't flush the full buffer when we miss space
v1.5.0-dev-1805-gfff5230 Gregory Hainaut 2017-01-05 21:47:56 No build 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
v1.5.0-dev-1805-g671a575 refractionpcsx2 2017-01-18 09:28:02 Download Merge: 253057a 70cec30 refractionpcsx2 GameDB: Set VU rounding to nearest in Sonic R (Sonic Gems Collection).
v1.5.0-dev-1804-gd589be9 Gregory Hainaut 2017-01-05 09:55:59 No build 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
v1.5.0-dev-1803-g253057a Gregory Hainaut 2017-01-17 18:47:52 Download Merge: 8fe94ec 240191d Merge pull request #1777 from IlDucci/master Updating Spanish translation
v1.5.0-dev-1803-g7b39840 Gregory Hainaut 2017-01-05 08:45:32 No build 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.
v1.5.0-dev-1802-ge4f4350 Gregory Hainaut 2017-01-05 09:03:58 No build boost ring queue: dedicate cache line for atomic variable Bad for data cache ! But it might be better for atomic operation.
v1.5.0-dev-1802-g240191d VĂ­ctor "IlDucci 2017-01-16 22:03:29 No build Updating Spanish translation Updating the Spanish translation with the latest updates.
v1.5.0-dev-1802-g70cec30 Aced14 2017-01-17 05:25:28 No build GameDB: Set VU rounding to nearest in Sonic R (Sonic Gems Collection). Fixes #1759.
v1.5.0-dev-1801-g8779583 Gregory Hainaut 2017-01-05 08:40:23 No build 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
v1.5.0-dev-1801-g8fe94ec Gregory Hainaut 2017-01-16 19:43:16 Download Merge: f9c2025 fffd829 Merge pull request #1776 from FlatOutPS2/DX Revert "gsdx tc: partial support of pseudo depth for Dx"
v1.5.0-dev-1800-gfffd829 FlatOutPS2 2017-01-16 17:51:02 No build 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.
v1.5.0-dev-1800-g725aacc Gregory Hainaut 2017-01-05 08:39:28 No build boost ring queue: extend the interface to ease replacement of dequeue class in core
v1.5.0-dev-1799-gf9c2025 Gregory Hainaut 2017-01-15 19:55:40 Download gsdx tc: avoid any pitfall with 1 << 31 Based on Turtleli feedback "1 << 31 is undefined in C++11, but defined in C++14"
v1.5.0-dev-1798-g87cf7b6 Gregory Hainaut 2017-01-12 21:17:01 No build 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.