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EmuCR: XeniaXenia Git (2015/04/04) is compiled. Xenia is an experimental emulator for the Xbox 360. It does not run games (yet).

Xenia Status:
- Some code runs. [Insert any game name here] doesn't.
- Asserts! Crashes! Hangs! Blank screens!

Xenia Git Changelog:
* Fixing xaudio2 memory type.
* Starting to properly attribute virtual vs. physical memory accesses.
* Minor tweaks for crazy shaders.
* Special memory functions for system allocs.
* Fixing some misc bugs.
* DOAX has a lot of threads o_o
* fresx and some vec128 constant prop.
* Merge pull request #180 from Husono/patch-1
Update README.md
* Update README.md
Change the hypothetical requirements for full speed from GL-next to Vulkan/D3D12.
* Fixing builtins.
* Converting addresses in xe::cpu to 32bit.
* Moving cpu/frontend/ppc/ to cpu/frontend/.
* Moving cpu/runtime/ to cpu/.
* Moving alloy/ into xenia/cpu/ to start simplifying things.
* Moving some util types into poly.
* Basic cubemap support, though the sampling code is wrong.
* Depth range.
* 32_32_F render target format.
* --flush_stdout to disable flushing.
* Hiding draw batch flush scope.
* Adding basic short-term vb reuse, removing index counting.
Regression for some games (that don't size their fetches), massive
improvement for others.
* Removing unneeded stencil register logic.
* Plumbing scalar params through swap. Hacky, but works for replay.
* Primitive reset.
* Forcing depth clear - not right, but gets atrain working.
* Fixing color/depth clear state.
* Fixing microprofile display.
* Fixing 1px offset in tiles.
* Partial success on predicated tiling (depth buffer still bad).
* Render target display in trace viewer.
* Fixing alpha testing.
* Removing unneeded glViewport.
* Extracting dest coords in copies; still not right.
* Window offset goes here. Still broken due to copy issue.
* Super basic vertex buffer display in trace viewer.
* Index buffer display in trace viewer.
* Implementing alpha testing.
* Fixing window offset and moving into state batch params.
* int draw offsets.
* Show predication in trace viewer (colors not accurate yet).
* Whoops - my arbitrarily picked GPU command # collided -_-
* Packet disassembler just for current command.
* disasm set shader consts packet.
* Dropping a bunch of profiling - VB/IB upload is slow, that's about it.
* Trying to figure out shader flow control; not going so well :/
* Constant slot pairing... maybe.
* Discovered new GPU opcode for constant setting.
* Assert shader constant bases.
* Fixing recording of LOAD_ALU_CONSTANT.
* Possibly right const addressing and more shader instructions.
* Fiddling with msaa scaling.
* LOAD_ALU_CONSTANT also taking a target type.
* MRTs and some more texture formats.
* SET_CONSTANT for the other types. I think.
* Somewhere the file access mode is messed up...
* Implementing one case of conditional shader execution blocks.
* XamContentFlush stub.
* Proper XamEnumerate return when there are zero items.
* Extra copy dest formats.
* Not sure msaa scaling is required anymore - odd.
* Fast seek forward in trace viewer.
* vs export mode 2 is ok.
* Screen extent write; doesn't seem to do anything :/
* Playing more with viewport stuff.
* Massive reworking of shader translator; for ALU ops only.
* Assert on failure to compile glsl and unimplemented shader instrs.
* Bigger textures in trace viewer.
* Blitter handles color/depth texture copies.
* Custom blitter for final resolve.
* Skip all predicated swaps - this may be too aggressive.
* Fixing tracing of games that do everything in nested indirect buffers.
* Adding safety checks, disabling vendor gl extensions by default.
* Hacking on render targets. Kind of work in simple cases, upside down :/
* Experimenting with clip mode but it doesn't work like I think it does.
* Kind of fixing window coordinates.
* Fixing packet disassembler.
* Fixing small textures. This was painful.
Fixes #173.
* Special quad list line geometry shader.
Fixes #174.
* Hacktastic GPU trace viewer; textures, shaders, state, etc.
* Updating README to reflect VS2015 requirement.
* Fixing texture sizing. Probably. Fixes some DXT issues.
* assert_unhandled_case on ObReferenceObjectByHandle.
* Several XamContent* methods.
* Fix XamUserCreateAchievementEnumerator.
* Fix XamEnumerate returns.
* XexGetModuleHandle(nullptr,) support.
* Fix XOVERLAPPED.
* Ignore range check on autodraw.
* Fixing rect-list tex coords.
* Playing with RTT.
* Fix broken VirtualProtect reset on ClearWriteWatch.
* Tweaking CriticalSection.
* Merge pull request #124 from x1nixmzeng/master
Minor log formatting fix
* Minor string formatting fix
Log the path names as widestrings
* Merge remote-tracking branch 'upstream/master'
* Fixing vswprintf and adding vscwprintf.
* No-op XUserGetContext.
* Negative size allocs. Probably.
* XMsgSystemProcessCall call.
* Old style mfcr.
* Reversing XUserSetPropertyEx signature.
* Starting to reverse XGI app.
* --break_on_debugbreak
* mfocrf + test
* Fixing GetTickCount.
There's likely a better way to do this (on demand), but this works for now.
* Latest xbyak.
* Fix #include format.
* Removing d3dcompiler dependency.
* Merge pull request #123 from sephiroth99/libpolyfix
libpoly: add missing include for thread_local define in logging.cc
* srdi special case and tests for sldi/srdi.
* Removing IVM.
* vaddshs/vadduhm/vsubshs/vsubuhm tests.
* I don't like it, but fixing permute by int16.
* Disasm path diffs.
* Fixing vupklsh/vupkhsh.
* Tests for vupklsh/vupkhsh.
* Test vupkd3d128 and fix short2 unpacking.
* vcfsx test
* Tests for vmrg* (broken! woo!)
* vsel tests.
* vsldoi tests.
* vpermwi128 tests.
* fsel test.
* vrlimi128 tests.
* stvew tests.
* lvsl/lvsr tests.
* addic tests.
* fabs test.
* vctsxs tests.
* vperm test + fix for % byte.
* vspltis[bhw] tests.
* vsplt[bhw] tests.
* vsl[bhw] tests.
* vrfin test.
* Minor tweaks while reviewing instructions.
* Update comment on VGT_MIN/MAX_VTX_INDX.
* XamLoaderLaunchTitle
* XMsgStartIORequestEx
* Stub for screen extent write event.
* OPCODE_INSERT
* Emulated SHR_V128 implementation.
* Hide invalid interrupt dispatches.
* Putting something at 0x40000000.
* Trying to find real register values.
* Experimenting with video stuff.
* Tweaks; timebase supports TBU.
* Some games open readonly paths for writes.. hmm
* QueryFileSystemAttributes/QueryVolume for STFS/ISO.
* KeSetDisableBoostThread stub.
* NtCreateFile/NtOpenFile cleanup. Now opens directories, too.
* Some user profile settings.
* fnmadd(s)x
* Fixing buffer flushes.
* Basic hacky write watching for texture invalidation. Doesn't scale.
* Fast-pathing MDI's that have only one draw.
* MultiDrawIndirect draw batching - now down to 20us per draw.
* Misc tweaks.
* Optionally track max value seen during copy.
* Adding --vendor_gl_extensions flag to disable NV stuff.
* Thread names.
* Tracking whether state changes are compatible for batching.
* Shadow state to eliminate most redundant GL calls.
* Dangerous --vsync=false flag.
* Enabling microprofile webserver and adding a timeout.
* A texture cache that never invalidates.
* Experimenting with index ranges. Look unused by d3d :(
* Batch flushing buffer.
* Faster profiler drawing.
* Super slow MicroProfile GL UI.
* Latest microprofiler in headless mode.
* Adding cxx_compat for VS2013 build. Fixes #122.
* Partial shader instr predication.
* Hack for weird pixel shader export.
* Fixing rectlist for weird cases.
* exp/sqrt shader ops, retain_prev hack.
* Fixing ARGB4444 textures.
* Draw tex coords for invalid textures.
* Viewport tweaking. Most stuff works better, now.
* Readme update.
* DXN textures. Probably.
* Quad/point list programs.
* Fixing texture unpack.
* Tweaking.
* Fixing clears.
* Textures and such.

Download: Xenia Git (2015/04/04)
Source: Here

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