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EmuCR: CitraCitra Git (2017/01/29) is released. This is the trunk of Citra Project. Citra is an experimental open-source Nintendo 3DS emulator/debugger written in C++. At this time, it only emulates a very small subset of 3DS hardware, and therefore is only useful for booting/debugging very simple homebrew demos. Citra is licensed under the GPLv2. Refer to the license.txt file included.

Citra Git Changelog:
* Merge pull request #2485 from Kloen/killing-warnings-computehash64
Switch ComputeHash64 len param to size_t instead of int
* common: add to hash.h
* common: switch ComputeHash64 len param to size_t instead of int, fix warning on MSVC on dsp_dsp.cpp
* Merge pull request #2484 from Kloen/killing-warnings-nihstro
Updated nihstro to latest master. Fix warning on MSVC
* externals: Updated nihstro to latest master. Fix warning on MSVC
* Merge pull request #2478 from jfmherokiller/master
fixed the override warning
* fixed the override warning
In file included from citra/src/audio_core/sink_details.cpp:11:
citra/src/./audio_core/sdl2_sink.h:25:10: warning: 'SetDevice' overrides a member function but is not marked 'override' [-Winconsistent-missing-override]
void SetDevice(int device_id);
citra/src/./audio_core/sink.h:39:18: note: overridden virtual function is here
virtual void SetDevice(int device_id) = 0;
* Merge pull request #2346 from yuriks/shader-refactor2
More shader refactoring
* VideoCore/Shader: Move entry_point to SetupBatch
* VideoCore/Shader: Move per-batch ShaderEngine state into ShaderSetup
* Shader: Remove OutputRegisters struct
* Shader: Initialize conditional_code in interpreter
This doesn't belong in LoadInputVertex because it also happens for
non-VS invocations. Since it's not used by the JIT it seems adequate to
initialize it in the interpreter which is the only thing that cares
about them.
* Shader: Don't read ShaderSetup from global state
* shader_jit_x64: Don't read program from global state
* VideoCore/Shader: Move ProduceDebugInfo to InterpreterEngine
* Debugger: Always use interpreter for shader debugging
* VideoCore/Shader: Split interpreter and JIT into separate ShaderEngines
* VideoCore/Shader: Rename shader_jit_x64{ => _compiler}.{cpp,h}
* VideoCore/Shader: Split shader uniform state and shader engine
Currently there's only a single dummy implementation, which will be
split in a following commit.
* VideoCore/Shader: Add constness to methods
* VideoCore/Shader: Use only entry_point as ShaderSetup param
This removes all implicit dependency of ShaderState on global PICA
* VideoCore/Shader: Use self instead of g_state.vs in ShaderSetup
* VideoCore/Shader: Extract input vertex loading code into function

Download: Citra Git (2017/01/29) x64
Source: Here

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