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++ 2013. You need to install the Visual C++ 2013 (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
v1.3.1-170-gf0182f9 Gregory Hainaut 2015-04-25 01:32:09 Download windows requires APIENTRY (=> stdcall)
v1.3.1-169-g7b0775d Gregory Hainaut 2015-04-24 23:11:44 No build gsdx-ogl: add some fences to protect the upload of vbo buffer This way ogl_vertex_storage must be safer to activate And it brings a nice performance boost (game with lots of primitives and reasonable upscaling) SotC testcase 4x: 61fps => 78fps
v1.3.1-168-g36514bd Gregory Hainaut 2015-04-24 21:37:37 No build glsl: fog is a single byte Give a chance to the driver to optimize if possible
v1.3.1-167-gc207632 Gregory Hainaut 2015-04-24 20:53:59 No build gsdx-ogl: improve date performance for GL45 If there is no overlap, it is allowed to directly read from the render target. On SotC testcase with 6x scaling: 30fps -> 40fps Note: it requires GL_ARB_texture_barrier extension so be sure to have a recent driver Note2: it requires a lots of testing too Open question: in case of complex date (written alpha) Will it be faster to split the draw call into multiple call with no primitive overlap
v1.3.1-166-g795ae50 Gregory Hainaut 2015-04-24 20:13:38 No build gsdx-ogl: fix the recently broken advance date feature Now it is really working with a 2 stages shaders but it is still slow.
v1.3.1-165-g672e3f9 Gregory Hainaut 2015-04-24 19:34:17 No build gsdx-ogl: use DSA for texture management Yeah code is much nicer :)
v1.3.1-164-g6d31d1e Gregory Hainaut 2015-04-24 19:32:00 No build gsdx-ogl: add a layer to emulate DSA for texture Framebuffer function will be nice too
v1.3.1-163-gf71eb17 Gregory Hainaut 2015-04-22 20:38:22 No build gsdx-ogl: add glTextureBarrier function pointer Could be useful
v1.3.1-162-g6e386df Gregory Hainaut 2015-04-24 18:32:08 No build gsdx-ogl: avoid to clean fully texture in DATE Is is useless and it has a small impact on performance for big upscale
v1.3.1-161-g03e7278 Gregory Hainaut 2015-04-24 18:15:58 No build gsdx-ogl: drop support of GL_ARB_clear_texture extension Extension is a bit slower. We use it to clear the RT but we generally use it right away so we don't avoid the FB attachment.
v1.3.1-160-g89d5e56 Gregory Hainaut 2015-04-24 18:01:25 No build glsl: use an explicit cast insead of notEqual function If the compiler didn't optimize the code, it will be a bit faster
v1.3.1-159-g5683656 Gregory Hainaut 2015-04-24 17:51:29 No build glsl: replace runtime condition by preprocessor condition It might be an easier work for the compiler I didn't replace all occurences to keep readability
v1.3.1-158-g4bb8d15 Gregory Hainaut 2015-04-24 17:13:56 No build gsdx: be more verbose on title and bandwidth debug
v1.3.1-157-g258b734 Gregory Hainaut 2015-04-23 21:10:43 Download gsdx-ogl: update flags for buffer storage Fix issue with Mesa driver
v1.3.1-156-gf6652e9 Gregory Hainaut 2015-04-22 09:33:41 Download gsdx-ogl: disable slow and buggy code until I found a better solution ogl_texture_storage 1 creates texture corruption. Advance date is too slow, code need to be updated (properly) to uses 2 passes only not 3 Maybe one could be enough (sometimes)
v1.3.1-155-gb32f808 Gregory Hainaut 2015-04-22 00:40:38 Download gsdx-ogl: increase the number of pbo It would cost 16MB of extra storage on the GPU but it might reduce conflict of texture upload.
v1.3.1-154-gbd6ea17 Gregory Hainaut 2015-04-22 00:36:34 No build gsdx-ogl: speed improvement for DATE DATE is implemented in 2 ways. 1/ with stencil 2/ purely in FS (sw) I kept method 1 to reduce the work on method 2. It sucks for performance. So it would be either 1 or 2. Note: DATE has a big impact on higher upscaling Note2: you can disable the 2nd method with this configuration parameter override_GL_ARB_shader_image_load_store = 0
v1.3.1-153-g15dcf07 Gregory Hainaut 2015-04-22 00:32:46 No build revert previous commit Not better, worst slower. I'm afraid I will need proper fencing
v1.3.1-152-g8386b42 Gregory Hainaut 2015-04-21 23:34:26 Download gsdx ogl: restore GL_MAP_COHERENT_BIT for texture upload I hope to fix the texture upload corruption I hope that impact on perf will remain small
v1.3.1-151-g19eb1f0 Gregory Hainaut 2015-04-21 21:44:50 Download gsdx ogl: flush vbo range instead of barrier For testing purpose. I don't know which one is better. It seems flushing have less fps fluctuation than barrier.