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EmuCR:DolphinDolphin tev-fixes3 Git 3.5-1504 is compiled. Dolphin tev-fixes3 is a branch of Dolphin. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.

Dolphin tev-fixes3 Git changelog:
* PixelShaderGen: Further cleanups.
* PixelShaderGen: I don't see why this would need to be 0.001f instead of 0.0f.
* PixelShaderGen: Cleanups.
* PixelShaderGen: Cleanup SampleTexture calls.
* PixelShaderGen: Fix alphabump value not being of the correct precision.
Move some tables to wherever they're used.
* PixelShaderGen: Use correct values for constants other than one and zero.
* PixelShaderGen: Optimize tev stage combiner input loading.
* PixelShaderGen: Declare variables as late as possible (or not at all if it's not necessary).
* PixelShaderGen: Cleanup some tev code.
* PixelShaderGen: Emulate limited resolution of RGBA6 and RGB565 EFB formats.
* PixelShaderGen: Fix a small issue in the comp16/24 stuff. 1.0f*1.0f equals (1/255.0f)*255.0f!
* PixelShaderGen: Add helper macros to vastly clean up overflow+precision emulation.
Also fixed some bitness emulation bugs.
* PixelShaderGen: Always clamp tev stage output at least to S11 range.
* PixelShaderGen: Fix tev compare (relying on accurate tev register bitness emulation and precise GPU calculations).
* PixelShaderGen: Fix alpha compare (relying on accurate tev register bitness emulation and precise GPU calculations).
* PixelShaderGen: Remove old overflow emulation code.
* PixelShaderGen: Always check for U8 overflow in tev stage combiners.
* PixelShaderGen: Simplify clamping code.
* PixelShaderGen: Simplify tev code by introducing some local variables.
* PixelShaderGen: Simplify tev compare code.
* PixelShaderGen: Simplify tev code by dropping some optimizations (shader compilers do this automatically, anyway).
* BPMemory: Assign a more descriptive name to a field in the genmode register.
* [Android] Qualcomm glGetShaderInfoLog returns a max of 1024 bytes(tested) for the log, and glGetShaderiv with GL_INFO_LOG_LENGTH /always/ returns 0 on compile failure.
* Whoops, look like the previous commit was also the case with VideoDX9
* Fix a char buffer destination size in Render.cpp for VideoDX11.
* Fix a free that should have been a delete.

Download: Dolphin tev-fixes3 Git 3.5-1504 x86
Download: Dolphin tev-fixes3 Git 3.5-1504 x64
Source: Here



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