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EmuCR: PPSSPPPPSSPP Git (2014/09/09) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

PPSSPP Git Changelog:
* Merge pull request #6864 from unknownbrackets/d3d9
Update Direct3D 9 texture cache
* d3d: Improve GE debugger with render-to-tex.
Also fix a crash in oddly sized framebuffers.
* d3d: Fix texture scaling.
* d3d: Add vertex full alpha detection.
* d3d: Update the texture cache to mostly match.
Now we can reduce the differences down.
* Merge pull request #6863 from daniel229/func_replace_narikosonai
Replace frame download in Narisokonai Eiyuutan
* Replace frame download in Narisokonai Eiyuutan
* Replace frame download in SD Gundam G Generation.
* d3d: Fix a shader warning from sw transform.
* d3d: Reset scissor/viewport on fbo bind.
Maybe a better way, the state is forgotten on bind so if we try to set it
again, it'll be ignored. Fixes map in Star Ocean 1.
* d3d: Clamp depth viewport to [0, 1] also.
* d3d: Oops, typo in texcache.
* d3d: Use unnormalized values for alpha testing.
Fixes Tales of Eternia's world map, Popolocrois everwhere, etc.
If PowerVR is using this method on GLES, it may be broken for the same
reasons.
* d3d: Handle texture swizzling in ge preview.
* d3d: Use unsigned Z in throughmode.
* d3d: Correct texcoord scale.
Very obvious in for example LittleBigPlanet.
* d3d: Centralize parts of the texture cache.
Should merge these.
* d3d: Fix some shader issues with tex projection.
* Hook the saveicon creation func in Growlanser IV.
* Account for texel offsets in the frag test lookup.
Darn, thought this wouldn't be necessary but it is is for 1/255 and other
values.
Without cache:
PowerVR: temp, add, mul, fract, mul, compare
Other: mul, add, floor, compare
With cache: mul, add, texture lookup, compare
* D3D: Always decode U16 coords to floats as there's no good corresponding vertex format that works on all GPUs.
Fixes Burnout and probably many more games.
* D3D: some cleanup and a crashfix on shutdown
* Update native
* Merge pull request #6861 from hrydgard/depth-d3d
Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed.
* Remove lying comment
* Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed.
* Merge pull request #6859 from unknownbrackets/gpu-minor
Keep track of size and format as of last draw per framebuf
* Fix a crash when icon data fails to decode.
* Avoid a very unlikely fbo leak.
* Track the last drawn width/height/format.
This way we can apply render-to-self effects more correctly.

EmuCR: PPSSPP

Download: PPSSPP Git (2014/09/09) x86
Download: PPSSPP Git (2014/09/09) x64
Download: PPSSPP Git (2014/09/09) for Android
Source: Here

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