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
v1.3.1-187-g0ab0c6c Gregory Hainaut 2015-04-27 19:30:03 Download gsdx: verbose debug option Print opengl error message on stderr Rename Debug.txt into GSdx_opengl_debug.txt
v1.3.1-186-geaa0dae Gregory Hainaut 2015-04-27 18:52:55 Download glsl: drop invariant qualifier Fix issue #510 and potentially it allows the compiler to better optimize the code
v1.3.1-185-g46ff4dc Gregory Hainaut 2015-04-27 18:50:59 No build gsdx-ogl: hardware unit only support normalization of 4 bytes... (At least on recent AMD GPU)
v1.3.1-184-g301fe86 Gregory Hainaut 2015-04-26 17:51:33 No build glsl: improve the logz handling This way only 0 and 1 will conflict
v1.3.1-183-g768ae34 Gregory Hainaut 2015-04-26 17:51:06 No build gsdx: move buffer check after allocation
v1.3.1-182-g346ef1e Gregory Hainaut 2015-04-26 11:01:55 Download gsdx-ogl: ouch! Properly check the creation of vertex buffers
v1.3.1-181-g6a3250c Gregory Hainaut 2015-04-25 20:23:26 Download gsdx-ogl: fix logz management (FFXII) The issue is that z+1 overflow if z is UINT max log2(z) overflow if z is 0 So let's use an or 1 to avoid both overflow
v1.3.1-180-gee24407 Gregory Hainaut 2015-04-25 14:18:21 No build gsdx-ogl: use 64 bits counter + fix division factor I also added a counter of the real size of the texture. I have a bad overhead for pbo transfer
v1.3.1-179-g00e6291 Gregory Hainaut 2015-04-25 13:06:02 Download gsdx-ogl: use countof macro instead to hardcode the size
v1.3.1-178-g47a0026 Gregory Hainaut 2015-04-25 13:00:03 No build gsdx-ogl: print the bandwidth of uniform
v1.3.1-177-gf2f5954 Gregory Hainaut 2015-04-25 12:48:47 No build gsdx-ogl: early bind vertex array object Creation of buffer will generate a bind in BufferStorage mode. It is just to be safe.
v1.3.1-176-g15ae999 Gregory Hainaut 2015-04-25 12:46:59 No build glsl: format white space + comment
v1.3.1-175-g757726b Gregory Hainaut 2015-04-25 12:44:59 No build gsdx-ogl: allow to invalidate the texture It just a hint to the driver to avoid any useless transfer I don't expect any change but it is free so why not ;)
v1.3.1-174-g75817bb Gregory Hainaut 2015-04-25 12:06:30 No build gsdx-ogl: add a quick and dirty DSA layer emulation The global idea is to use 1/ bind in tight loop 2/ DSA otherwise (to avoid any binding in tight loop)
v1.3.1-173-geb257d9 Gregory Hainaut 2015-04-25 11:41:46 No build gsdx-ogl: add dsa function place holder
v1.3.1-172-gbaf84b9 Gregory Hainaut 2015-04-25 09:59:25 Download gsdx-ogl: add override_GL_ARB_texture_barrier option To ease regression test.
v1.3.1-171-gb12eb45 Gregory Hainaut 2015-04-25 09:50:19 Download gsdx-ogl: try to avoid crash on fglrx windows
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