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EmuCR: DolphinDolphin Git 5.0-1444 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 #4486 from stenzek/gl-minimize-assert
OGL: Fix assertion when minimizing window
* OGL: Fix assertion when minimizing window
Also fixes a potential divide by zero in Renderer::RenderText.
* Merge pull request #4489 from stenzek/vulkan-minor-fixes
Vulkan: Minor fixes
* Vulkan: Enable GS instancing
* Vulkan: Support logging debug reports without enabling validation layers
There is a caveat, Host GPU must be checked prior to starting the game, as
we can't enable the extension at runtime without recreating the instance.
* Vulkan: Fix deadlock in some resize scenarios
Only have experienced this on a few occasions when using the anv driver.
* Vulkan: Fix map error when texture dumping is enabled
* Vulkan: Fix typo in PopulateBackendInfoMultisampleModes
* Vulkan: Remove unused variable
* Merge pull request #4462 from stenzek/vulkan-faster-xfb
Vulkan: Cleanup/refactoring, faster RealXFB
* Vulkan: Use explicit barriers instead of dependancies
At least on NV, some of these don't seem to have the intended effect. One
known instance of this is in texture conversion.
* Vulkan: Fix incorrect logic in readback preemption
This could have been causing a large number of command buffer
submissions per frame, depending on when the readbacks occured.
* Vulkan: Faster path for decoding XFB data
Using a texel buffer as the copy destination removes the need to copy to
an intermediate texture first.
* Vulkan: Move XFB encoding/decoding to TextureConverter
* Vulkan: Simplify palette texture conversion
* Vulkan: Combine PaletteTextureConverter and TextureEncoder classes
* Vulkan: Support binding texel buffers in UtilityShaderDraw
* Vulkan: Implement StagingTexture2D on top of StagingBuffer
Greatly simplifies things, and we weren't using the linear texture
implementation anyway.
* Vulkan: Use an enumeration to index pipeline layouts
* Vulkan: Differentiate between descriptor set layouts and bind points
This also moves the pipeline and descriptor set layouts used for texture
conversion (texel buffers) to ObjectCache, and shares a binding location
with the SSBO set.

Download: Dolphin Git 5.0-1444 x64
Download: Dolphin Git 5.0-1444 Android
Source: Here



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