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EmuCR: PPSSPPPPSSPP Git (2017/11/13) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

PPSSPP Git Changelog:
* D3D11: Similarly to the last vulkan commit, don't create lots of dupe vertex input layouts
* Merge pull request #10116 from hrydgard/vulkan-pipeline-dedupe
Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats.
* Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats.
This can cut down the number of pipelines to a third or less in some
games. However, benefit is likely smaller since Vulkan drivers will
deduplicate shaders inside each vkPipelineCache object.
Helps #10106 while not actually implementing any of the suggestions inside.
* DevScreens: In shader viewer tabs, show the number of each shader type.
* Merge pull request #10115 from hrydgard/unify-spline-bezier
Unify Execute_Spline and Execute_Bezier
* Unify Execute_Bezier and Execute_Spline
* Minor cleanup, fix a comment.
* Merge pull request #10114 from LunaMoo/minor_ocd
Nitpicking! Correct minor version for non Nvidia.
* Nitpicking! Correct minor version for non Nvidia.
* Vulkan: Minor validation error fix
* Win32: Add (debug) to window title in debug builds
* Merge pull request #10111 from unknownbrackets/vulkan-minor
Vulkan: Cut down on asserts during init
* Vulkan: Remove experimental warning.
* Vulkan: Cut down on asserts during init.
In case something is horribly wrong, or our desired settings aren't
compatible, let's try to stumble our way out.
More things can fail, but the goal is to detect failure or at least be
able to render UI settings to swap out of Vulkan.
* Merge pull request #10108 from unknownbrackets/vulkan-scaling
Remove texture checks for simple alpha
* TexCache: Add NEON alpha checks for Vulkan.
* TexCache: Simplify CheckAlpha funcs and SIMD.
Only check for full alpha now, which is simpler.
* TexCache: Check alpha before scaling.
This will be faster when scaling. We no longer need to wait, since we
only care about full alpha now.
* TexCache: Remove simple 0/1 alpha check.
No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
* Vulkan: Avoid checking texture alpha after scale.
Since we're decoding to mapped memory, we don't want to read from it if
possible, especially not a large amount of data like an upscaled texture.
* Fix driver version display on Vulkan. Enable dualsrc blend on newer AMD drivers. Fixes #10109
* SoftGPU: Oops, fix silly typo.
* Fix bug where readback buffers would be created too small sometimes. Should help #10098
* Vulkan: Tweak stencil value from clears.
Both changes fix graphical artifacts in Final Fantasy 4.
* Vulkan: When deriving stencilref from color, don't forget to update the value.
Plus minor cleanups.
* UI: Typo fix.
* Merge pull request #10096 from hrydgard/vulkan-postproc
Vulkan: Implement post-processing.
* Buildfixes for Android
* Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P
Bit hacky but works.
* Merge pull request #10094 from hrydgard/hwtess-perf
Vulkan: Speed up and simplify hardware tesselation by using shader storage buffers
* Vulkan: Speed up and simplify hardware tesselation by using storage buffers.
* hwtess: Shrink Vulkan UV textures
* Make the interface to hw tess slightly more flexible.

EmuCR: PPSSPP

Download: PPSSPP Git (2017/11/13) x86
Download: PPSSPP Git (2017/11/13) x64
Download: PPSSPP Git (2017/11/13) Android
Source: Here

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