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EmuCR: DolphinDolphin Git 5.0-5406 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 #6019 from spycrab/qt_use_map
Qt/ControllersWindow: Use std::map instead of std::unordered_map
* Qt/ControllersWindow: Use std::map instead of std::unordered_map
* Merge pull request #6013 from stenzek/d3d-logic-op
D3D: Implement logic op support
* D3D: Support logic op through integer render target view
This brings D3D to parity with OpenGL and Vulkan.
* D3D: Use Direct3D 11.1 where supported
* ShaderGen: Support writing integer colors when logic op is enabled
This is required for D3D to support logic op.
* Merge pull request #5337 from stenzek/d3d-common-blending-state
D3D: Use blending state from VideoCommon
* Renderer: Change SetBlendState to accept a BlendingState
This decouples the state generation (from the emulated GPU) from the
management of internal backend state.
* RenderBase: Drop SetColorMask and SetLogicOpMode
These are now incorporated into the blend state for all backends.
* D3D11: Use blending state from VideoCommon
* D3D11: Create debug device when validation layer is enabled in options
* Merge pull request #5997 from leoetlino/red-steel
DSP: Fix missing masking for accelerator registers
* DSPSpy: Add test for accelerator masking behaviour
* DSP: Fix missing masking for accelerator registers
Based on hardware tests, masking occurs for the accelerator registers.
This fixes Red Steel and Far Cry Vengeance, which rely on this behavior
when reading back the current playback position from the DSP.
* Merge pull request #6018 from lioncash/const
Software/Tev: const correctness
* Software/Tev: const correctness
* Merge pull request #6015 from JosJuice/dvd-0-length
Fix handling of DVD commands that read 0 bytes
* DVDThread: Don't show an error message for all 0-length reads
* DVDInterface: Reply to 0-length commands
This regression from the chunking PR was making a few games hang.
* Merge pull request #6017 from lioncash/d3d-texture
D3DTexture: Remove unused class member
* D3DTexture: Remove unused bindflags D3DTexture2D member variable
* D3DTexture: in-class initialize class members where applicable
* Merge pull request #5989 from lioncash/constantmgr
ConstantManager: Use std::array where applicable
* ConstantManager: Use std::array where applicable
Modernizes the arrays and makes future simplifications possible (e.g. usages within the software renderer).
It also makes cases where we use array->pointer decay explicit.
* Merge pull request #6014 from Armada651/fix-factory
D3DBase: Use the correct version of CreateDXGIFactory.
* D3DBase: Use the correct version of CreateDXGIFactory.
* Merge pull request #5948 from Armada651/d3d-explicit-stereo
D3DBase: Only use a stereo swapchain if quad-buffering is enabled.
* D3DBase: Only use a stereo swapchain if quad-buffering is enabled.
* Merge pull request #5946 from stenzek/ubershader-stereo-texture-samples
UberShaderPixel: Fix sampling of EFB copies in stereo modes
* UberShaderPixel: Fix sampling of EFB copies in stereo modes

Download: Dolphin Git 5.0-5406 x64
Download: Dolphin Git 5.0-5406 Android
Source: HereDolphin Git 5.0-2877



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