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EmuCR: GLideN64GLideN64 Git (2017/04/04) is compiled. GLideN64 is a new generation, open-source graphics plugin for N64 emulators

GLideN64 Git Changelog:
* Make Resident Evil 2 playable.
* Simplify TextureCache::_loadDepthTexture : do not convert unsigned shorts to floats
* Correct condition for max number of lights in gSPNumLights.
Thanks to gizmo98 for pointing on it.
* Correct DisplayWindowWindows::_readScreen
* Read screen shot data only from front buffer.
* Add glFinish
* ColorBufferReader performance improvements
* Fix validity check for depth buffer.
Fixed Pokemon Stadium Menu Items Missing (Regression) #1446
* Add missing ucode for Animal Forest
Fixes https://github.com/gonetz/GLideN64/issues/1326
* Revert commit 210c9ea.
Fixed Majora's Mask Flickering #1434
* arm neon: add multivector versions of InverseTransformVectorNormalize
Arm neon performance is much better if more data can be loaded and
Four vectors. Opt level -O3
runtime 100% - C function
runtime 99% - Neon function
runtime 56% - Neon 2x function
runtime 36% - Neon 4x function
Four vectors. Opt level -O2
runtime 100% - C function
runtime 71% - Neon function
runtime 43% - Neon 2x function
runtime 30% - Neon 4x function
* Update gliden64_fr.ts
* arm neon: remove DotProduct
Compared to C function DotProduct runs slower.
-O0 factor 0,86
-O1 factor 1,60
-O2 factor 1,59
-O3 factor 1,57
Six values and 3x mult/add is not enough workload to fill at least two
quads and hide neon latency.
* Fix HD textures load for MK64, #1341
* Correct UScreenScale::update()
* Improve work with threads in NoiseTexture::init()
* Remove optimization for noise texture filling introduced by commit 3da71d1f
This optimization reduces noise quality on Windows, e.g. in SM64 or Silicon valley.
* arm neon: move neon files into own folder
* arm neon: add neon version of RSP_LoadMatrix
Split LoadMatrix versions in different *. cpp files.
RSP_LoadMatrix.cpp = cpp version
RSP_LoadMatrixX86.cpp = x86 asm version
RSP_LoadMatrixNEON.cpp = arm neon intrinsics version
* arm neon: add neon version of gSPTransformVertex
* Call _calcTileSizes before TextureParams structure initialization because
_calcTileSizes can change clamp flags.
Fixed #1317 Smash 64 Graphical Inaccuracies
* Revert "Correct _calcTileSizes."
This reverts commit 6f35e5a237add13d54bc7c9b2105df3e0b0d8d78.
* Remove hack_ZeldaMM from URenderTarget::update().
Fixed Majora's Mask - No geometry visible with N64 depth compare #1431

EmuCR: GLideN64

Download: GLideN64 Git (2017/04/04)
Source: Here

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