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EmuCR: PCSX2PCSX2 Git (2016/05/17) is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.

PCSX2 Git Changelog:
* ci:travis ci: Use ccache and add gcc 6 build config
Also make the build noisier to prevent some build failures when download
speeds are slow from whatever repository.
Note: The 64-bit devel build currently doesn't benefit from ccache for
whatever reason.
[skip appveyor]
* gsdx ogl: gl depth is written by default
Fix bad depth state in dump (yes the bug is 2 years old!)
* gsdx ogl: pitch is always the width of the transfer not the size of the texture
* gsdx ogl: add GL_ARB_get_texture_sub_image extension support
could help to read back a portion of a texture
* gsdx ogl: oups, mandatory function pointer was wrongly optional
* gsdx ogl: update old comment
* Merge pull request #1317 from PCSX2/gsdx-array-coverage
Gsdx array coverage
* gsdx tc: use array in GSOffset to store texture coverage
GSOffset is already based on a lookup of PSM/BP/BW. Coverage only adds
the size parameters (so only 256 possibilities)
It replaces the hash lookup with a free array access.
* gsdx ogl: allow to define a debug context in windows.
Be aware: dev build will be slow and quite chatty
* gsdx ogl: check debug function exists
I'm sure they exists in the openGL renderer context but there are
also used in common code. So potentially in DX context.
* gsdx ogl: explain better previous clear vs framebuffer comment

Download: PCSX2 Git (2016/05/17)
Source: Here

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  1. ahhhh guys please mapping in hardware/ in software also

    1. Use opengl instead dx10,11, opengl works much better.


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