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EmuCR: rpcs3 rpcs3 Git (2017/11/08) 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: Minor fixups
- Fix texture cache blit behaviour when src has AA enabled and dst is a blit dst texture with or without AA
-- This requires handling AA resolve by removing a half downscale on multisampled axes
- Return all ones when a vertex attribute is disabled.
-- Some games forget to enable vertex attributes actually needed by the fs
* vk: Hotfix
- facepalm: Do not enable depth comparison mode if masquerading as RGBA color!
* vk: Cleanup, simplify renderpass management
* vk: Fix shader logging
- Do not overwrite logged programs
* rsx/vk/gl: Cleanup and refector glsl::getFunctionImpl
- Both backends now generate very similar code
* rsx/vk: Fix unnormalized converted textures
* rsx: Minor fixes
- texture_cache: Fix internal size calculation for subresources
- vk: Delay dynamic state updates until just about to draw to ensure no flush has discarded the cb state
* gl/qt: Catch segfaults in wglDeleteContext with SEH (AMD windows driver)
- In rare cases the driver derefs a nullptr and dies, taking the emulator with it
- From testing, it seems the vram is indeed freed when this happens so its "safe" to continue
* rsx: Rewrite invalidate_range_impl_base in a way that makes sense. Fixes wcb hanging
* rsx: More fixes
- Support for raster offsets in surface descriptors (looks to be unused)
- Do not tag disabled render targets when using MRT (pitch = 64)
- Add missing notify_surface_changed() call for openGL
* rsx: Minor optimization - dont update sampler state if texture state registers have not changed
* rsx: Rework context handling and stop leaking the GL ccontext
- GL contexts are external handles that require manual lifecycle management
* rsx: Fix for unnormalized texture access
* rsx: Fixes for cubemap reconstruction
- Do not abort generation if sides are missing, replace with blank surfaces instead
- Make cubemaps scale with res scaling
* rsx: Refactor create_subresource_view(deferred_subresource&) and implement a subresource cache
- This limits the number of times an image is copied and improves performance
* rsx: Implement render-to-cubemap; Also simplify unnormalized samplers [WIP, DELETE SHADER CACHE, VERY SLOW]
- Enables real-time cubemap reflections
- TODO: Vulkan is broke; rsx is very slow with this feature
* rsx/gl: Addendum - Fix fragment shader to consume texture scale parameters
* rsx: Implement 1D<->2D image type casts
* rsx: Workaround for missing AA flags on some surfaces
- This just doesnt work right yet. It looks like AA is being used dynamically? (RDR)
- TODO: Try to locate flags to set AA if AA mode is not changed
* gl: Shift code around to increase work done after memory transfer operations
- The current code is slower because memory operations are too close to their draw calls
-- This is mainly an issue with proprietary AMD drivers
* rsx: Minor optimization
- Defer resolving image copy operations to the binding step
* rsx: Fbo fixes 2
- Use AA mode to predict surface compression. Compression mode is useless without AA activated
- Rewrites most image subresource fetch routines to use the new heuristic
- Fix rsx::thread::find_tile. FEED000(X) can be substituted for (X) in the code
-- Fixes alot of failures when looking for tiled regions
rsx: Fix antialiased unnormalized coords
- scaling factors are inverse to allow proper coordinates to be computed in fs
* rsx: Minor fixups
- Optimize framebuffer memory invalidate conditions
- Fix texture sampling of AA textures (wider by 2x surfaces)
* rsx: Improve surface store resource management
- vk: Use frame testing to determine invalidated resources that can be safely deleted
* rsx: More fixes
- Tag surface store to help determine when contents have been invalidated
- Crop framebuffer textures if they are not the requested dimensions!
* rsx: Critical fixes
- Remove generic throws from the rsx pipeline. Stops the rsx thread from silently dying leaving the emulator in a hung state
- Hackplement add_signed and reverse_subtract_signed blend modes
* rsx: Optimizations
- Reimplement fragment program fetch and rewrite texture upload mechanism
-- All of these steps should only be done at most once per draw call
-- Eliminates continously checking the surface store for overlapping addresses as well
addenda - critical fixes
- gl: Bind TIU before starting texture operations as they will affect the currently bound texture
- vk: Reuse sampler objects if possible
- rsx: Support for depth resampling for depth textures obtained via blit engine
vk/rsx: Minor fixes
- Fix accidental imageview dereference when using WCB if texture memory occupies FB memory
- Invalidate dirty framebuffers (strict mode only)
- Normalize line endings because VS is dumb
* HEAD or master will no longer show up in the titlebar
* PPUTranslator minor changes
* Fix git-branch in title... again (#3704)
Fix git-branch in title... again

Download: rpcs3 Git (2017/11/08) x64
Source: Here

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