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EmuCR: DolphinDolphin Git 5.0-5376 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 #6004 from lioncash/d3d
D3D: Eliminate redundant ID3D11DeviceChild* casts
* D3D: Eliminate redundant ID3D11DeviceChild* casts
* Merge pull request #6009 from lioncash/async
AsyncShaderCompiler: Make WorkItem-derived class constructors explicit
* VideoBackends: Add the explicit keyword to WorkItem-derived class constructors
Prevents implicit conversions
* OGL/ProgramShaderCache: Remove unnecessary virtual keyword
This is superfluous, considering the override keyword is present.
* Merge pull request #5649 from JonnyH/WIP/disable-vk-clear-renderpass
Add DriverDetails::BUG to Disable "LoadOp" clear renderpass in vulkan
* Add Bug to Disable "LoadOp" clear renderpass in vulkan
This optimisation doesn't work on PowerVR's Vulkan implementation. We
(incorrectly) disallow Framebuffer objects to be used with a different
load or store op than that which they were created with, despite the
spec allowing such.
This fixes the windwaker intro "smearing"
* Add VideoLogic (ImgTec) PCI ID
* Merge pull request #6005 from spycrab/qt_warning_disable
Qt/DevelopmentWarning: Add "Don't show me this warning again" option
* Qt/DevelopmentWarning: Add "Don't show me this warning again" option
* Merge pull request #5718 from mimimi085181/partial-updates-update
Update to partial texture updates
* Keep textures that are overwritten by efb copies, if the stride matches
This is supposed to get efb2tex to the same texture as efb2ram, by applying the related efb copies as updates after each other, in the order of their creation.
* Do not load overwritten textures by hash
In this case, comparing the hash is not enough to check, if two textures are identical.
* fix stored memory stride for normal textures
* Merge pull request #6010 from lioncash/vertex
OGL/VertexManager: Make vertex and index buffer handles private
* OGL/VertexManager: Make vertex and index buffer handles private
These are only ever read, but not written to outside of the VertexManager class.
* Merge pull request #5988 from spycrab/qt_movie
Qt: Implement "Movie" menu
* Qt: Implement TAS/Movie shortcuts
* Qt: Implement "Movie" menu
* Qt/GameList: Implement SelectionChanged()
* Merge pull request #6001 from spycrab/cmake_wx
CMake: Move DISABLE_WX to ENABLE_WX
* CMake: Move DISABLE_WX to ENABLE_WX
* Merge pull request #6007 from spycrab/qt_win_icon
Qt/MSVC: Add icon
* Qt/MSVC: Add icon
* Merge pull request #6006 from JonnyH/WIP/parse-imgtec-gl_version-string
Parse IMGTEC's GL_VERSION string format
* Mark an ImgTec driver bug as fixed in 1.8@4693462
Now we correctly parse ImgTec's GL_VERSION string we can actually use
the BugInfo's version stuff correctly here
* Parse IMGTEC's GL_VERSION string format
ImgTec's driver uses a major.minor@changeID versioning system
This is packed into a double so "1.9@4850625" becomes "109.4850625"
The next release brnach is expected to be 1.10, hence the need for 2
digits for the branch minor.
The changeID should be unique for each build, but is shared over all
branches, so only makes sense to compare withing a branch.
It's likely branch 'major' versions will be used for major hardware
revisions, and the drivers for both maintained in parallel. Thus it
may not make sense to compare versions between different major
verisons - if/when this happens we can hook up a DriverDetails::Family
as needed.
* Merge pull request #6002 from lioncash/include
CommandProcessor: Remove unnecessary include
* CommandProcessor: Remove unnecessary include
Gets rid of some indirect inclusion.
* Merge pull request #6003 from lioncash/forward
AsyncShaderCompiler: Forward arguments to the specified type's constructor in CreateWorkItem()
* AsyncShaderCompiler: use std::make_unique in CreateWorkItem()
Same behavior, simpler code.
* AsyncShaderCompiler: Forward arguments to the specified type's constructor in CreateWorkItem()
As this just hands off the arguments to another type's constructor,
perfect forwarding should be used here to preserve any potential move semantics.
* Translation resources sync with Transifex

Download: Dolphin Git 5.0-5376 x64
Download: Dolphin Git 5.0-5376 Android
Source: HereDolphin Git 5.0-2877



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