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EmuCR: WiiUDecaf Git (2016/07/15) is released. Decaf (originally called WiiU-EMU) is a researching Wii U emulation. The Wii U is a home video game console created by Nintendo and the successor to the Wii.

Decaf Git Changelog:
* Implement FMT_10_10_10_2, FMT_2_10_10_10 in stridedMemcpy.
* Assert instead of logging when stridedMemcpy fails on a format.
* Dump shaders from GPU side.
This is neccessary to dump shaders which are prebuilt with
the applications and don't use standard GX2 calls.
* Include fetch shader dumping now that its working.
* Store the fetch shader disassembly with the shader.
This helps when debugging shader issues. Vertex and Pixel
shaders already store this information, but fetch shaders
did not as they could not be disassembled.
* Implement the disassembly of VTX instructions.
This is neccessary to enable disassembly of Fetch Shaders.
* Properly handle the disassembly of subroutine shader data.
* GLSL implement SET_CUBEMAP_INDEX to do nothing.
This should actually still give us correct behaviour. However,
as the comment indicates, we may actually need to do some math
magics to make this behave correctly.
* Implement missing texture format types.
Someone got lazy and forgot to finish the switch statement
halfway through...
* Use the correct resource offsets for fetch shaders.
* Indicate the correct number of fetches for fetch shaders.
* Keep track of the PPC memory bounds for shader resources.
* Reformat disassembleTexInstruction.
It's old structure had an unneccesary else block.
* decaf-sdl: Fix assert hit by rounding in calculateScreenViewports.
Expression: roundf(tv[1] + tv[3]) <= windowHeight * Merge pull request #184 from achurch/gl-clear-fbos opengl: Use separate framebuffer objects for clear operations. * opengl: Use separate framebuffer objects for clear operations. If the current framebuffer has multiple buffers bound to it, all operations (including clear) will be confined to the area of the smallest buffer. Using separate framebuffer objects avoids this happening, and it also saves the overhead of restoring the buffer that was originally bound. * Merge pull request #182 from achurch/screen-size-fix decaf-sdl: Fix emulated screens not fitting inside the window. * decaf-sdl: Fix emulated screens not fitting inside the window. * Merge pull request #183 from achurch/scan-buffer-antialias decaf-sdl: Antialias scan buffers when drawing them to the window. * decaf-sdl: Antialias scan buffers when drawing them to the window. * glsl: Implement the SAMPLE_L TEX instruction (textureLod). * glsl: Implement TEX SAMPLE extras with a more generic approach. * Fix LOD TEX SAMPLE's to use the right registers for LOD. * Enable our AX thread, many games require this to function. * Make sure to check interrupts even when busy looping in kernel. * Do not resume multiple times when breakpoints are set. * Debugger should default to the core which hit the breakpoint. * Warn if the user tries to call memset with an invalid value. * resumeThread should only reschedule when the thread is resumed. * Make sure a thread is active before its resumed. * opengl: Move register writes to the end of an ALU group. This is required to avoid incorrect results when a register is both read and written by the same ALU instruction group. Note that this fix does not clean up CUBE which has its own write protections. * Revert "opengl: Separate shader PV/PS updates from register writes." This reverts commit f67d9c85afc288b6180ca1afd13724cea78fe54b. Broken, will fix then commit again. * debugger: Indicate the current thread in the thread list. * Merge pull request #179 from achurch/cube-non-xyz opengl: Handle CUBE instructions with more varied operands. * opengl: Handle CUBE instructions with more varied operands. Fixes #177. * Added stack view window to debugger. Note that this stack view window also marks out the stack frames so that you can effectively follow the call chain. * opengl: Separate shader PV/PS updates from register writes. This is required to avoid incorrect results when a register is both read and written by the same ALU instruction group. * Add whitespace to make the code more verbose. heheheuheuheheh * coreinit: Add OSInitCoroutine and OSSwitchCoroutine. (04c7504 + e4379ee + ad8f744) Download: Decaf Git (2016/07/15)
Source: Here

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