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EmuCR: DolphinDolphin Git 4.0-9050 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. It has a partial Wii support and plays most Gamecube games.

Dolphin Git changelog:
* Merge pull request #3682 from Alcaro/master
Run pngout and zopflipng on every single PNG in this repo.
* Use optipng too.
* Run pngout and zopflipng on every single PNG in this repo.
* Merge pull request #3679 from JosJuice/seek-log-sign
DVDInterface: Log seek offsets with a more intuitive sign
* DVDInterface: Log seek offsets with a more intuitive sign
* Merge pull request #3647 from stenzek/d3d12-fences
D3D12: Multiple fixes (texture cache, fences, MSAA, CPU EFB access)
* D3D11: Fix texture dumping, for both single and multi-mip textures
* D3D12: Fixed issue where EFB copies could end up corrupted after reset
Also prevents previously-released textures from ending up in a descriptor
table.
* D3D12: Don't keep screenshot/encoder buffers mapped
Readback heaps do not support persistent mapping. See D3D12 docs.
* D3D12: Add helper method for setting both viewport and scissor rect
Simplfies making changes, as well as keeping the two in sync.
* D3D12: Optionally prevent StreamBuffer from executing command list
This applies to callers that do not have full knowledge of the command
list state, and thus, cannot restore it should allocations cause command
list execution. Instead we reallocate a new buffer. Should not happen
often enough for this to be a concern, as it's mainly for the utility
classes.
* D3D12: Don't enumerate outputs, it's not used anywhere
The D3D12 backend does not support exclusive fullscreen.
* D3D12: Fix crash/errors when switching MSAA modes while running
* D3D12: Implement non-blocking EFB access when EFB has not been modified
* D3D12: Simplify and fix MSAA EFB depth copy path
* D3D12: Cleanup/refactoring of teardown process
* D3D12: Use std::thread for worker thread
Using CreateThread can create issues if any CRT calls are made, as
thread-specific data may not be initialized. Additionally, TerminateThread
is not a good idea for similar reasons, and may not free CRT resources.
* D3D12: Use stream buffer for CD3DFont
* D3D12: Clean up debug device creation path
* D3D12: Improve robustness of command allocator and fence tracking
* D3D12: Don't add fence tracking entries without buffer offset changes
* D3D12: Don't clear texture SRV on destruction, as it may still be in use
* Merge pull request #3626 from Sonicadvance1/more_robust_gcadapter
Improve stability of the Wii U Gamecube Controller adapter under Android.
* Improve stability of the Wii U Gamecube Controller adapter under Android.
Under failure conditions of the GC Adapter, When interface count is zero and we can't open the device.
Then there were race conditions on shutdown of the threads which could result in crashing.
Make adapter opening more robust like the Mayflash DolphinBar.
Make shutdown more robust by making the read thread control the write thread.
Make sure that there is actual data to be written when kicking the write thread. So it doesn't attempt a write a shutdown.
Make a toast on screen to tell the user that the adapter needs to be unplugged and plugged back in again for it to work.

Download: Dolphin Git 4.0-9050 x64
Download: Dolphin Git 4.0-9050 for Android
Source: Here

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