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EmuCR: rpcs3 rpcs3 Git (2017/08/17) is compiled. RPCS3 is an open-source Sony PlayStation 3 emulator and debugger written in C++ for Windows and Linux. The emulator has been in development since early 2011 and currently supports modern DirectX 12, Vulkan and OpenGL renderers. The emulator is capable of booting and playing a decent amount of commercial games and PlayStation 3 SDK samples. Many more titles are also becoming playable with future development by contributors.

rpcs3 Git Changelog:
* rsx: Add a success message on program compile completion
- Should help users wondering if rpcs3 'froze' during shader compile
* vk: Reimplement access violation sync handling
* vulkan: Restructure frame queues
* vk: Catch leaking imageview refs on resize
* gl: Workarounds for intel GPUs which dont seem to be truly GL4 compliant
* rsx: Fix single vertex array input declarations
* gl: Fix vsync; always use adaptive vsync instead of double-buffered
* rsx: Shader pipeline fixes and improvements
- Do not set zfunc if alphakill is not enabled. This is because at the moment alphakill requires a different shader to be built
- use glsl loop-unroll friendly comparison; skip vertex input compare if either key requests it
- Minor tweaks to fp key generation
* ui: Move disable vertex cache to debug. Also add an option to disable zcull emulation in the debugger
* gui: Add delete shader cache option in the context menu
* rsx: Clamp depth range to [0,1]
- Fixes remaining issues with Ni no Kuni
* rsx: Zero-initialize the vertex register block
- Some games reference constant regs that they never initialize
* rsx/util: Add simple consistent hash function
rsx/vk/shaders_cache: Move vp control mask to dynamic state
rsx/vk/gl: adds a shader cache for GL. Also Separates pipeline storage for each backend
rsx: Add more texture state variables to the cache
* rsx/vk: Implement shaders cache and fix broken pipeline_storage comparison and hash
- Fix pipeline state storage to uniquely store each pipeline variant
- Adds a progress bar to indicate loading is taking place
* rsx/gl/vk: Invalidate texture regions when memory is unmapped
- Free GPU resources immediately if mappings change to avoid leaking VRAM
* rsx/gl/vulkan: Refactoring and partial vulkan rewrite
- Updates vulkan to use GPU vertex processing
- Rewrites vulkan to buffer entire frames and present when first available to avoid stalls
- Move more state into dynamic descriptors to reduce progam cache misses; Fix render pass conflicts before texture access
- Discards incomplete cb at destruction to avoid refs to destroyed objects
- Move set_viewport to the uninterruptible block before drawing in case cb is switched before we're ready
- Manage frame contexts separately for easier async frame management
- Avoid wasteful create-destroy cycles when sampling rtts
* vk/gl: Factorize shared GLSL code
- prep vulkan for shared glsl backend
* gl: Workaround for depth/color format mismatch when using hardware blit
* rsx: Add a few more depth format types to known behaviour paths
* gl: Move vertex processing to the GPU
- Significant gains from greatly reduced CPU work
- Also reorders command submission in end() to improve throughput
- Refactors most of the vertex buffer handling
- All vertex processing is moved GPU side
* stylesheets: fix gamegrid font
* stylesheets: fix color settings
* stylesheets: make toolbar styles more accessible
* stylesheets: move white header section to default stylesheet
* stylesheets: fix default not working

Download: rpcs3 Git (2017/08/17) x64
Source: Here

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