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EmuCR: DolphinDolphin Git 4.0-9308 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 #3713 from stenzek/d3d12-more-fixes
D3D12: Bug fixes, implement bbox, realxfb, perfquery
* D3D12: Specify read/write ranges when calling Map/Unmap
* D3D12: Fix invalid CopyTextureRegion call in CopyRectangleFromTexture
This was occuring when the source texture was larger than the destination
texture, but the source rect was <= dest rect, so the copy is valid. * D3D12: Cleanup startup/shutdown process Sorts out references that cause some modules to be kept around after backend shutdown. Should also solve the issue with errors being thrown due to the config being loaded after device creation, leading to the incorrect device being used in a multi-adapter system. * D3D12: Implement perf query support * D3D12: Remove D3D11 header references * D3D12: Implement XFB encoding/decoding (support Real XFB) * D3D12: Remove feature level checks We don't create a device below feature level 11_0 anyway, so no point checking, we can just assume support. * D3D12: Don't add padding when allocating within empty StreamBuffer Resources are already aligned to an address larger than any of our requirements, anyway. * D3D12: Improve output of shader compiler errors These were completely broken due to lack of c_str(). We also output warnings now as well (these can be useful). * D3D12: Refactoring and cleanups Moves render target restoring to RestoreAPIState, this also means no need to manually restore after allocating in a buffer that caused execution, because the manager restores it for us. Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors in EFB poke drawing. * D3D12: Fix error with >1xIR/MSAA EFB depth access
* D3D12: Implement GPU-based bounding box
* D3D12: Use helper method for binding EFB render targets
* D3D12: Use signed ints for viewport origin
Fixes black screen when crop is enabled.
* D3D12: Allow large texture uploads (>64MiB) by using temporary buffer
This is not optimal, but for those texture packs with extremely large
images, it won't crash. Releasing after the frame completes is an option
too, however, there is the risk of running out of memory by doing this.
* Automatic translation resources sync with Transifex

Download: Dolphin Git 4.0-9308 x64
Download: Dolphin Git 4.0-9308 Android
Source: Here



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