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EmuCR: DolphinDolphin Git 5.0-3225 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. It has a partial Wii support and plays most Gamecube games.

Dolphin Git changelog:
* Merge pull request #5197 from leoetlino/ios-reset
IOS: Don't expose HLE::Reset()
* IOS: Don't expose HLE::Reset()
This is an implementation detail that does not have to be exposed.
It was used in WII_IPC whenever the IPC gets reset, but that does not
make much sense to me: the only time when IOS loses state and the IPC
registers are set up again is when it's reloaded. And reloading IOS
already calls Reset() indirectly.
Also, an IPC reset from the PPC definitely should not close all opened
This also gets rid of a special case for clear_devices, which is now
completely unneeded.
* Merge pull request #4467 from stenzek/gpu-texture-decoding
VideoBackends: GPU Texture Decoding
* Android: Add option for enabling GPU texture decoding
* Vulkan: Implement compute-shader based GPU texture decoding
* Vulkan: Compute shader support
* OGL: Add GPUTimer class for measuring execution time of a draw/dispatch
* OGL: Implement GPU texture decoding backend
* VideoCommon: Changes to TextureCache to support decoding in backend
* VideoCommon: Add texture decoding shader generators
* VideoBackends: Add configuration field for GPU texture decoding
* OGL: Support compute shaders and emitting GLSL 4.3
This also changes bSupportsEarlyFragmentTests to
bSupportsImageLoadStore, as it is used for both.
* VideoBackends: Add support flag for compute shaders
* OGL: Use ARB_texture_storage to allocate TextureCache entries
This ensures that they are complete textures by decoding time, as when
using compute shaders we write directly to the destination texture.
* GLExtensions: Seperate GL_ARB_compute_shader from GL 4.3
Allows the usage of glDispatchCompute from GLES (requires GLES 3.1).
* GLExtensions: Seperate GL_ARB_shader_image_load_store from GL 4.2
Allows the usage of glBindImageTexture and glMemoryBarrier from GLES
(requires GLES 3.1).
* GLExtensions: Seperate GL_ARB_texture_storage from GL 4.2
This allows us to use glTexStorage on GL3.3 implementations that support
the extension.
* OGL: Fix render-target texture mipmap allocation
The loop was allocating one-too-many levels, as well as incorrect sizes
for each level. Probably not an issue as mipmapped render targets aren't
used, but the logic should be correct anyway.
* Merge pull request #5198 from ligfx/fixmactextfields
FrameTools: unbind KEY_DOWN handler when game stops
* FrameTools: unbind KEY_DOWN handler when game stops
Fixes issue 10162: Cannot type window text fields in macOS builds[0]
[0]: https://bugs.dolphin-emu.org/issues/10162
* Merge pull request #5159 from ligfx/arm64warnings
Arm64: a slew of warning fixes
* JitArm64_Integer: fix signedness comparison warning
Fixes warning:
dolphin/Source/Core/Core/PowerPC/JitArm64/JitArm64_Integer.cpp:1139:64: warning: comparison of integers of different signs: 'u32' (aka 'unsigned int') and 'int' [-Wsign-compare]
else if (gpr.IsImm(b) && gpr.GetImm(b) != 0 && gpr.GetImm(b) != -1)
~~~~~~~~~~~~~ ^ ~~
* JitArm64_Integer: remove unused imm_neg
* JitArm64_Integer: extract bit operation lambdas
Fixes warnings like:
dolphin/Source/Core/Core/PowerPC/JitArm64/JitArm64_Integer.cpp:132:37: warning: declaration shadows a local variable [-Wshadow]
reg_imm(a, s, inst.UIMM, [](u32 a, u32 b) { return a | b; }, &ARM64XEmitter::ORRI2R);
/Users/michaelmaltese/Downloads/dolphin/Source/Core/Core/PowerPC/JitArm64/JitArm64_Integer.cpp:122:7: note: previous declaration is here
u32 a = inst.RA, s = inst.RS;
* Arm64Emitter: extract lambda to AddImmediate()
Fixes warning:
Source/Core/Common/Arm64Emitter.cpp:4108:31: error: declaration shadows a local variable [-Werror,-Wshadow]
auto addi = [this](ARM64Reg Rd, ARM64Reg Rn, u64 imm, bool shift, bool negative, bool flags) {
/var/lib/buildbot/slave/pr-android/build/Source/Core/Common/Arm64Emitter.cpp:4105:46: note: previous declaration is here
void ARM64XEmitter::ADDI2R_internal(ARM64Reg Rd, ARM64Reg Rn, u64 imm, bool negative, bool flags,
* Arm64: Use PRIi64/PRIx64 for printf
* Merge pull request #5180 from lioncash/enum
CPU: Convert state enum to an enum class
* CPU: Convert state enum to an enum class
Gets enum constants out of the immediate namespace. Also makes it
strongly typed like the other state enums.
* Merge pull request #5194 from lioncash/dialog
Frame: Make TAS dialogs private
* ExpressionParser: Rename ParseStatus' Success member to Successful
This clashes with X11's preprocessor define named Success (because using
non-prefixed lowercase identifiers in C was apparently a fantastic idea
at some point), causing compilation errors.
* Frame: Convert TAS dialog C array to std::array
* Movie/Frame: Amend variable naming
Amends variable naming related to translation unit locals and TAS input
dialogs that were modified in the previous commit.
* Frame: Make TAS dialogs private
Amends the TAS callbacks to internally store functions using
std::function instead of raw function pointers. This allows binding
extra contextual state via lambda functions, as well as keeping the
dialogs internal to the main frame (on top of being a more flexible
* Merge pull request #5195 from leoetlino/unneeded-fwd
IOS/IPC: Remove unneeded forward declaration
* IOS/IPC: Remove unneeded forward declaration
CoreTiming.h is already included.

Download: Dolphin Git 5.0-3225 x64
Download: Dolphin Git 5.0-3225 Android
Source: HereDolphin Git 5.0-2877

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