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EmuCR: PPSSPPPPSSPP Git (2013/12/16) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

PPSSPP Git Changelog:
* Fragment shader: Remove superfluous precision specifiers.
Also make sure to strip lowp/mediump/highp on desktop even for GL3.0-3.3.
* Add "PPSSPP" definition so we can make PCMain.cpp usable for other things
Yeah this is ugly (see the native change)
* Update native (texture clamping fix.)
* Merge pull request #4852 from unknownbrackets/gpu-minor
Always update framebuffer tex sampling params
* Always update framebuffer tex sampling params.
Otherwise they are not always correct and cause glitches.
* Merge pull request #4850 from unknownbrackets/softgpu
softgpu: Keep track of frame dirty for frameskip
* softgpu: Keep track of frame dirty for frameskip.
But only when frameskip is enabled. Let's always draw in case of pixel
poking when it's off.
* Merge pull request #4847 from unknownbrackets/gpu-minor
Use #version 130 for OpenGL 3.0+ to support out
* Use #version 130 for OpenGL 3.0+ to support out.
Otherwise it just gives errors on cards that support dual source blending.
* Merge pull request #4849 from unknownbrackets/softgpu
Fix a bunch of things in softgpu (save dialogs, swizzle, bilinear, depth)
* Allow auto frameskip to skip > 1 frame.
* softgpu: Fix black objects with bilinear filtering.
Dividing by 256 gives us a range of 0-253, and incorrectly gets zero for
some components (guessing alpha, primarily?) in some games.
Dividing by 255 has a speed hit, so a slight bias to the top left seems
like a decent performance compromise (and it's a very slight bias.)
* softgpu: Retain accuracy in depth for tests.
Fixes intro/menu issues in Phantasy Star Portable 1/2, and text in the
first, both of which now look correct.
* softgpu: Properly swizzle 16 bit textures.
Fixes for example the graphics in Fieldrunners.
* softgpu: Don't mask out so much of fb stride.
Seems like anything from 4 is supported in 8888, most likely it just needs
to align to 16 bytes. Values above 1024 work, but e.g. 2044 seems buggy.
Fixes the map on Hexyz Force (rendered at 80 stride.)
* headless: default to single core.
Was zero before, causing divide by zero issues.
* softgpu: Use the display, not current, framebuffer.
Fixes blinking in save dialogs and probably other bugs.
* Clip in PPGe, fixing issues in softgpu.
We were just drawing wrong, so softgpu was correct.

EmuCR: PPSSPP

Download: PPSSPP Git (2013/12/16) x86
Download: PPSSPP Git (2013/12/16) x64
Download: PPSSPP Git (2013/12/16) for Android
Source: Here



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