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
v1.3.1-370-g7f61440 Gregory Hainaut 2015-05-23 15:10:04 Download gsdx-ogl: set accurate_blend as default Rendering is better and I think speed impact remains small.
v1.3.1-369-gc507e81 Gregory Hainaut 2015-05-23 13:06:23 No build gsdx-ogl: oups forget a break
v1.3.1-368-gb884e0c Gregory Hainaut 2015-05-23 12:23:05 No build gsdx-debug: improve debug experience * Dump context before the increase of s_n => aligned with the global call number * Don't print colclip not supported when it is optimized away * dettach the input texture when it is useless => avoid to show a wrong texture in the debugger
v1.3.1-367-gf665180 Gregory Hainaut 2015-05-23 12:20:26 No build gsdx-debug: use hex number for texture pointer Easier to grep
v1.3.1-366-g7609fdc Gregory Hainaut 2015-05-21 09:48:15 No build gsdx: rename too much sr to sRect
v1.3.1-365-gb52ee6f Gregory Hainaut 2015-05-20 09:42:22 Download gsdx-linux-gui: add an option for accurate color clipping Note: it is only for debug purpose Sotc testcase 187 fps => 125 fps (2x scaling)
v1.3.1-364-g183af4e Gregory Hainaut 2015-05-20 09:36:01 No build gsdx-ogl: don't enable SW blending when there is no blending Mostly to avoid useless message
v1.3.1-363-g3d35e4f Gregory Hainaut 2015-05-20 09:07:01 No build gsdx-ogl: implement all blends mode in shader + 250 lines !!!
v1.3.1-362-g2d54d59 Gregory Hainaut 2015-05-20 08:40:08 No build gsdx-ogl: update assertion ps sel is 8B now
v1.3.1-361-gd3d5a43 Gregory Hainaut 2015-05-20 08:07:40 Download gsdx-ogl: add code to read back depth texture
v1.3.1-360-ga4c74ef Gregory Hainaut 2015-05-20 08:05:27 No build gsdx-ogl: disable GL_DITHER I really don't know the impact but it is not supported with integer texture.
v1.3.1-359-g8d3e3e6 Gregory Hainaut 2015-05-20 00:51:37 No build gsdx-ogl: more blend rework to support accurate_colclip So far few blending equations are implemented in PS. It is only for test the behavior on GoW
v1.3.1-358-gc5341a2 Gregory Hainaut 2015-05-20 00:12:52 No build gsdx-ogl: update blending management This way it will allow to implement all blendings operartion in FS. Of course it will be slow, but it would be nice for debug and quickly check game error rendering.
v1.3.1-357-g358e0d4 Gregory Hainaut 2015-05-19 18:56:32 No build gsdx-ogl: add a shader to convert depth texture into uint
v1.3.1-356-g18a6403 Gregory Hainaut 2015-05-19 17:38:38 Download common-wx3: fix nasty bug between overload function of pxOnAssert
v1.3.1-355-gac38ebb Gregory Hainaut 2015-05-19 15:20:12 Download Merge: ec45090 70b8772 Merge pull request #546 from ssakash/patch-3 enables Anisotropic filtering option for OGL (HW mode) [Windows UI]
v1.3.1-353-gec45090 Gregory Hainaut 2015-05-19 13:09:51 Download glsl: implement an alternative of convert 1 shader Code not yet enabled. Quick test show no heavy regression but I need to carefully validate it.
v1.3.1-352-ga12acc0 Gregory Hainaut 2015-05-19 13:03:07 No build gsdx-ogl: clean a bit Texture Cache OGL Add a placeholder for depth format but nothing done yet.
v1.3.1-351-g1837001 Gregory Hainaut 2015-05-19 12:42:14 No build gsdx: extend CopyOffscreen with a new shader parameter Currently we're trying to infer the conversion shader based on the output format It only works if the input data is RGBA8. It might not be true in the future
v1.3.1-350-g9554b5d Gregory Hainaut 2015-05-19 11:55:41 No build gsdx-lzma: drop CONCAT flag I have some issue with it. Unlikely to use multi-stream gs anyway