PCSX2 Documentation: Difference between revisions
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==Github and CMake== | ==Github and CMake== | ||
*[[Compiling on Windows]] '' | *[[Compiling on Windows]] ''Update in progress'' | ||
*[[Compiling on Linux]] | *[[Compiling on Linux]] | ||
*[[PCSX2 Build Scripts]] | *[[PCSX2 Build Scripts]] |
Revision as of 14:52, 17 January 2015
This page is an attempt to clearly document the PCSX2 code, to make life easier for those who wish to join the project. I beg any PCSX2 developers to please populate this guide as much as possible.
Github and CMake
- Compiling on Windows Update in progress
- Compiling on Linux
- PCSX2 Build Scripts
- Git Survival Guide
- Chroot and 64-bit Linux
- GNU Debugger Tips
Contributing Guidelines
- How to Create Useful and Valid Issues
- Commenting Etiquette
- Code Formatting Guidelines
- Contributing To-Do List
The wxWidgets Framework
The first thing to understand about PCSX2 is that it is powered by wxWidgets. wxWidgets is a GUI framework, which means it follows the hollywood principle (Don't call us, we'll call you!). That means that wxWidgets is in charge of the general program flow and threading of PCSX2.
General Threading
- Passing Settings Between Threads
- Threading Basics
- Threading Advanced
- Thread Synchronization: Oct '09
- Thread Counting: Oct '09
PCSX2 Core
- Virtual Memory: Jul '06
- Nightmare on Floating-Point Street: Aug '06
- 64-bit Recompilation: Oct '06
- PCSX2 Optimization: Jan '07
- So maybe it's about time we explained VTLB: Feb '09
- Events o' Plenty: Jun '09
- Recompilers: All 'dems buzzwords?: Jun '09
- C++ exceptions can be an optimization: Aug '09
- What's clamping? And why do we need it?: Aug '09
- PS2 VU (Vector Unit) Documentation Part 1: Sep '09
- A new kind of fullscreen!: Jan '10
- Introduction to Dynamic Recompilation: Mar '10
- The return of the Commandline!: Jun '10
- Advanced memory management: Aug '10
- VirtualAlloc on Linux: Aug '10
- PS2's Programmable DMA: Aug '10
- MSVC 2008 optimizer fail: Sep '10
- Benchmarking Multithreaded PCSX2: Oct '10
- Threading VU1: Aug '11
- Path 3 Masking / Geometry Syncing: Sep '11
- MMU mini-series: Nov '14