PCSX2 Documentation: Difference between revisions
(Add a link to the ipc protocol) |
|||
(2 intermediate revisions by one other user not shown) | |||
Line 46: | Line 46: | ||
*[[PCSX2 Documentation/Nightmare on Floating-Point Street|Nightmare on Floating-Point Street]] | *[[PCSX2 Documentation/Nightmare on Floating-Point Street|Nightmare on Floating-Point Street]] | ||
*[[PCSX2 Documentation/64-bit Recompilation|64-bit Recompilation]] | *[[PCSX2 Documentation/64-bit Recompilation|64-bit Recompilation]] | ||
*[[PCSX2_Documentation/PCSX2_EE_Recompiler|EE Recompiler Internal]] | |||
*[[PCSX2_Documentation/IPC_Protocol|IPC Protocol]] | |||
==PCSX2 Plugins== | ==PCSX2 Plugins== | ||
Line 53: | Line 55: | ||
*[[PCSX2 Documentation/Graphics Synthesizer, GPUs and Dual Cores|Graphics Synthesizer, GPUs and Dual Cores]] | *[[PCSX2 Documentation/Graphics Synthesizer, GPUs and Dual Cores|Graphics Synthesizer, GPUs and Dual Cores]] | ||
*[[PCSX2 Documentation/GSdx Demystified|GSdx Demystified]] | *[[PCSX2 Documentation/GSdx Demystified|GSdx Demystified]] | ||
*[[PCSX2 Documentation/GSdx Debug|GSdx Debug]] | |||
===Sound=== | ===Sound=== |
Latest revision as of 09:04, 1 September 2020
Building and Compiling PCSX2
WxWidgets Framework
Threading
PCSX2 Core
- PCSX2 Optimization
- So maybe it's about time we explained VTLB
- Events o' Plenty
- Recompilers: All 'dems buzzwords?
- C++ exceptions can be an optimization
- What's clamping? And why do we need it?
- PS2 VU (Vector Unit) Documentation Part 1
- A new kind of fullscreen!
- Introduction to Dynamic Recompilation
- The return of the Commandline!
- Advanced memory management
- VirtualAlloc on Linux
- PS2's Programmable DMA
- MSVC 2008 optimizer fail
- Path 3 Masking / Geometry Syncing
- MMU mini-series
- Virtual Memory
- Nightmare on Floating-Point Street
- 64-bit Recompilation
- EE Recompiler Internal
- IPC Protocol
PCSX2 Plugins
Graphics Synthesizer
Sound
Translation Info