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EmuCR: PPSSPPPPSSPP Git (2016/12/21) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

PPSSPP Git Changelog:
* Merge pull request #8950 from hrydgard/audio-linear-interpolation
WIP: SasAudio: Implement linear interpolation
* Replace while loop with division (technically a right shift).
* Replace for-loop with multiplication
* Just figure out how many samples to read, then read it, instead of one-by-one.
* Remove the verification.
* Fix bug. Now use the quick inner loop, just need to redo the sample reader...
* Add parallel resampling algorithm that reads directly from the temp buf
* Optimization step 1: Separate the loops, save history from buffer.
* SasAudio: Straightforward implementation of linear interpolation.
Not sure about the performance impact, but calling ReadSamples with 1 as
an argument can't be terribly fast. So this might need some redesign
before merge, but should be a good starting point.
* Merge pull request #9176 from hrydgard/always-prescale-uv
Always prescale uv ("texcoord speedhack")
* Remove more now-unused code
* Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth.
* Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
* Merge pull request #9163 from zminhquanz/master
Fixed , add setting info
* Oops , Vertex decoder JIT is enabled by default
So i'm revert this code
* Fixed , add setting info and reintroduce Vertex Decoder JIT
Something wrong when i see texture coordspeedhack not disable when
enable software rendering
And i test vertex decoder JIT , i think it's not buggy ( avoid ) , it's
improve performance on heavy game ( GOW )

EmuCR: PPSSPP

Download: PPSSPP Git (2016/12/21) x86
Download: PPSSPP Git (2016/12/21) x64
Download: PPSSPP Git (2016/12/21) Android
Source: Here



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