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EmuCR: PPSSPPPPSSPP Git (2017/03/03) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

PPSSPP Git Changelog:
* Don't double-lock a regular mutex, bad things happen. Fixes #9376
* Merge pull request #9373 from hrydgard/minor-cleanups
Minor cleanups
* Buildfixes
* Switch another enum to enum class
* Minor D3D9 cleanups
* Make IdentifiedFileType a proper enum class
* Don't crash hard on shutdown if sharing ISOs over the network
* Patch up the threadpool used for texture scaling to work. Really needs a rethink. Fixes #9372
* Fix two mutex issues in CachingFileLoader. See #9370
* Merge pull request #9366 from hrydgard/thread-cleanup-2
Get rid of our custom mutex and condvar implementations too
* Buildfixes
* Big mutex overhaul - remove our custom ones, make them non-recursive where possible
* UWP: Fix Timer
* Merge pull request #9364 from hrydgard/thread-cleanup
Get rid of our own silly reimplementation of std::thread
* Buildfix, warning fix
* Get rid of our own silly reimplementation of std::thread
* Fix savestates. Still don't understand quite how this broke though, it should work. Fixes #9365
* D3D11: Move the responsibility for the swapchain out of the DrawContext so it can be used with differently-managed D3D like with UWP.
Minor cleanups.
* Merge pull request #9362 from LunaMoo/TR_clut_hash
Texture Replacement: allow clut hash only variant.
* Texture Replacement allow clut hash only variant.
* Merge pull request #9356 from xebra/hw_tess_vulkan
Hardware Tessellation on Vulkan
* [spline/bezier]Handle deleting sampler of TessellationDataTransferVulkan.
* Fix the mistake at resolving conflicts.
* [spline/bezier]Implement hardware tessellation on Vulkan.
* [spline/bezier]Oops, forgot.
* [spline/bezier]Add support for unsupported device about HW tess.
* [spline/bezier]Minor fixes for HW tess GLES.
* D3D11: Fix problems with scaling 16-bit textures, fixes issue with #9345, thanks @ufdada
* Merge pull request #9354 from hrydgard/uwp-prep
Prepare code to build in UWP mode
* Further UWP fixes
* Path fixes
* More UWP prep
* Additional UWP preparations
* More minor changes to make GPU and native build on UWP later
* Small changes to make Common and Core build under my preliminary UWP setup.
* Minor D3D11 scissor fix
* Merge pull request #9353 from LunaMoo/SaneSR
Make sound recording sane and match video recording behaviour.
* Make sound recording sane and match video recording behaviour.
* Merge pull request #9352 from LunaMoo/upscalingStuff
Minor workaround for 5xBR
* Minor workaround for 5xBR,
Also screen scaling filter for upscaling filters that also happen to use postShaderAtOutputResolution_.
* Protect Unswizzle from bad alignment of the destination. Might help #9134
* Plug a memory leak in the GLES texture cache. Fixes #9089
* D3D11: Enable pixel depth rounding. GL: Fix a crash bug
* Merge pull request #9350 from hrydgard/d3d11-postproc
D3D11 postprocessing shaders
* Another shader function replacement
* Complete implementation of post shaders for D3D11. All work except 5x scale one which looks wrong.
* D3D11: Can now switch post shader at runtime, and won't crash if they fail to translate correctly.
* Basic postshader translation to D3D11 works. On-the-fly switching seems broken though.
* Initial work on post-shader translation for D3D11
* D3D11: Add support for viewing the depth and stencil buffers in the GE debugger


Download: PPSSPP Git (2017/03/03) x86
Download: PPSSPP Git (2017/03/03) x64
Download: PPSSPP Git (2017/03/03) Android
Source: Here

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