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EmuCR: PCSX2PCSX2 Git (2016/09/09) 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:
* cdvdgigaherz: Fix event handle memory leak
Also bump the version to 0.10.0.
* cdvdgigaherz: Delete duplicate PlainIso file
* fix compilation issue
* gsdx ogl: implement an alternate shader for Jak Shadows
The game sets the framebuffer as an input texture. So I did the same for
openGL. Code is protected with a CRC. It is working because the game want to sample
For the record, I tested it GTA too, it doesn't work as expected because
the game will resize the framebuffer to a smaller one. So you don't have
the guarantee that pixel will be read before a data write.
Note: it requires at least accurate blending set on basic
Note: I need CRC of all Jak games that suffers of this issue. Thanks you :)
* Merge pull request #1551 from PCSX2/clang-format-v2
Clang format v2
* linux: use clang-format-3.8
Default is potentially an old version
* format checker: enable it for lilypad/onepad/cdvdiso
* reformat CDVDiso
* reformat lilypad
Note: I'm worried on the EXPORT/CALLBACK behavior on multiple OS
* reformat onepad
* pre-fomat onepad
Clang doesn't move back the '{' if there is a comment on the if line
* reformat null plugin with pointer symbol on the right
* clang format: put the pointer/reference symbol (*/&) on the right
* Merge pull request #1508 from PCSX2/gsdx-allow-sso-amd
Finally AMD delivered the fix to support separate shader object !!!
* Finally AMD delivered the fix to support separate shader object !!!
v2: blacklist AMD driver from the start of 2016
Please note that it is highly recommended to upgrade to a stable&working driver
* gsdx: help stupid compiler to allow 32 byte move
Default copy-constructor is eight 32 bits move
GSRendererOGL::Lines2Sprites code shrinks from 510B to 398B
(loop of the function 296B => 181B). Hopefully it will reduce the cost
to convert line to sprite on the CPU (i.e. when geometry shader is disabled)
* common: avoid silly compiler warning due to define redefinition
comma was updated in plugings (due to clang reformat)
* gsdx linux: add a gui check box to control previous hack
* gsdx: add an auto flush hack to implement a Read Write GS effect.
It impacts all renderers. It ought to fix issue in GTA radiosity,
Shadows in Jak series. (note shadows will suck in upscaling)
Implementation is really brutal. Expect a massive slow down, but at least we can test the effect
Normally perf impact will remain reasonable if the game doesn't use a Read-Write effect
Performances number are welcomes (my guess is really awful in HW mode, slow in SW mode).
You can enable it with "UserHacks_AutoFlush = 1"
* gsdx: c_str() is useless when parameter is a string
Reported by clang tidy
* ipu: DATA is an u32 not a pointer
Fix compilers warning.

Download: PCSX2 Git (2016/09/09)
Source: Here

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