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EmuCR: DolphinDolphin Git 4.0-9168 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 #3736 from BhaaLseN/issue-9135
Rewrite NAND Content handling in ES to fix Issue 9135
* clear the NAND data cache on ES_LAUNCH to avoid leaving files open
also, clear it on Device_ES::Close, just to make sure nothing remains open.
* properly open/close the file to avoid rapid open/close cycles
ES_OPENCONTENT and ES_CLOSECONTENT now call Open and Close respectively,
as the old code did.
* hide the distinction between WAD and File from ES
instead, leave all the management with the NANDContentLoader.
for file data (directly on the NAND), this opens the file on-demand and
returns the requested chunk when asked for it.
for on-the-fly decrypted WAD data, we just keep the decoded buffer in
memory, like we've done before - except that we don't give away any objects
we don't want to.
* remove all accesses to m_pContent
this fixes the crashes, but leaves the "else" part of ES_READCONTENT
temporarily broken until the next commit.
WAD access that are performed on the encrypted WAD will most likely fail
with this commit.
* get rid of the cached pointer inside ES
only fixes half the issues, since we still cache a pointer from
SContentAccess.m_pContent to SNANDContent.m_data (which is free'd along
with the rest of the NAND data cached inside the CNANDContentManager when
ClearCache is called)
* fix some style inconsistencies that drove me nuts
* Merge pull request #3672 from EmptyChaos/d3d-anisotropy
Fix D3D Forced Anisotropy
* VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function
* VideoBackends: Do not use Anisotropy on Point filtered textures.
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
* Merge pull request #3719 from Sonicadvance1/workaround_osx_video_drivers
Workaround OS X video driver bug #24983074
* Workaround OS X video driver bug #24983074
OS X's shader compiler has a bug with interface blocks where interface block members don't properly inherit the layout qualifier from the interface
Work around this limitation by explicitly stating the layout qualifier on both the interface block and every single member inside of that block.
* Merge pull request #3635 from phire/lazy_comex
Implement BLR Overflow handling for Windows.
* Implement BLR Overflow handling for Windows.
* Merge pull request #3601 from phire/AccurateEventScheduling
Adjust cycle counts so they are accurate to the JIT block level (Fixes OoT virtual console and other games)
* Disable JitArm64's inline timebase implemenation, as it's incorrect.
The interpeted version is correct.
* Store an inverted copy of lastOCfactor.
The inverse operation is more common, especially when games check the
timer rapidly. So we do the division once and store the inverted copy.
* Mark global variables with g_ prefix
* CoreTiming: Fix 31bit overflow for events scheduling.
Events scheduled more than 4.12 seconds in the future (2.96 seconds for
Wii games) would overflow the sign bit and get scheduled in the past
instead, causing them to fire instantly.
* Adjust cycle counts so they are accurate to the jit block level
Previously GlobalTimer was only updated at the end of each slice
when CoreTiming::Advance() was called, so it could be upto 20,000
cycles off.
This was causing huge problems with games which made heavy use of
the time base register, such as OoT (virtual console) and Pokemon
I've also made it so event scheduling will be accurate to the jit
block level, instead of accurate to the slice.
* Merge pull request #3746 from phire/cache_max_texture_size
OpenGL: Cache query to max texture size.
* OpenGL: Cache query to max texture size.
This showed up really high when I was profiling things.

Download: Dolphin Git 4.0-9168 x64
Download: Dolphin Git 4.0-9168 for Android
Source: Here

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