PCSX2 Documentation: Difference between revisions
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==PCSX2 Plugins== | ==PCSX2 Plugins== | ||
===Graphics Synthesizer & GSdx=== | ===Graphics Synthesizer & GSdx=== | ||
*[[Graphics Synthesizer, GPUs and Dual Cores]]: Aug '07 | *[[PCSX2 Documentation/Graphics Synthesizer, GPUs and Dual Cores|Graphics Synthesizer, GPUs and Dual Cores]]: Aug '07 | ||
*[[GSdx Demystified]] | *[[PCSX2 Documentation/GSdx Demystified|GSdx Demystified]] | ||
===SPU and Sound=== | ===SPU and Sound=== | ||
*[[SPU2 is more than just sound!]] | *[[PCSX2 Documentation/SPU2 is more than just sound!|SPU2 is more than just sound!]] | ||
*[[Reverb Engine]] | *[[PCSX2 Documentation/Reverb Engine|Reverb Engine]] | ||
==Language and Translation== | ==Language and Translation== | ||
*[[Supported Languages]] | *[[PCSX2 Documentation/Supported Languages|Supported Languages]] | ||
*[[Translation Guide]] | *[[PCSX2 Documentation/Translation Guide|Translation Guide]] | ||
*[[Using Poedit]] | *[[PCSX2 Documentation/Using Poedit|Using Poedit]] |
Revision as of 18:00, 5 April 2015
This page is an attempt to clearly document the PCSX2 code, to make life easier for those who wish to join the project.
NOTE TO DEVELOPERS: Please feel free to rearrange the articles in a way that makes more sense, or matches the structure of the PCSX2 code.
Getting Started
Building with Cmake
- Compiling on Windows Update in progress
- Compiling on Linux
- PCSX2 Build Scripts
- Chroot and 64-bit Linux
- GNU Debugger Tips
Contributing with Github
- Git Survival Guide
- How to Create Useful and Valid Issues
- Commenting Etiquette
- Code Formatting Guidelines
- Contributing To-Do List
PCSX2 Core
WxWidgets GUI
Threading
- Passing Settings Between Threads
- Threading Basics
- Threading Advanced
- Thread Synchronization: Oct '09
- Thread Counting: Oct '09
To be sorted
- 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