EmuCR Feeds
Email Us

EmuCR: DolphinDolphin Git 5.0-5421 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 #6016 from Armada651/allow-tearing
D3DBase: Support the "allow tearing" DXGI flags.
* D3DBase: Support the "allow tearing" DXGI flags.
This makes sure our framerate is unlocked when we disable V-Sync.
* Merge pull request #6012 from stenzek/drop-nv-glsl
Vulkan: Drop VK_NV_glsl extension support
* Revert "Vulkan: Use VK_NV_glsl extension where available, and skip glslang"
This reverts commit d23fd17e1a2c7c617731d619020af021a7658e93.
Dynamic sampler indexing is broken in VK_NV_glsl as of 385.41. The
performance gap doesn't seem to be as wide with the updated driver, so
to save maintaining two code paths, it's easier to just drop the
extension support completely.
* Merge pull request #6026 from stenzek/d3d-ubershader-logicop
ShaderGen: Output uint when logic op is enabled for D3D ubershaders
* VideoBackends: Clear uid bits that are unused for the current backend
Currently, this is only the logic op bit, but this will be extended to
the framebuffer fetch/blend modes. In the future, when/if we move to
VideoCommon pipelines, this state will be part of the pipeline UID
anyway, and we can mask it out in the backend by using a two-level map,
so the shaders/programs are shared.
* ShaderGen: Output uint when logic op is enabled for D3D ubershaders
* Merge pull request #6025 from spxtr/present_queue
Vulkan: Use a separate queue for presenting.
* Vulkan: Use a separate queue for presenting.
Before this change, we simply fail if the device does not expose one
queue family that supports both graphics and present. Currently this is
fine, since devices tend to lay out their queues in this way. NV, for
instance, tends to have one queue family for all graphics operations and
one more for transfer only. However, it's not a hard requirement, and it
is cheap to use a separate queue, so we might as well.
* Merge pull request #6028 from iwubcode/d3d_blending
D3D: Properly handle dual source blending
* D3D: Properly handle dual source blending
* Merge pull request #5927 from spycrab/qt_gamelist_cache
Qt: Implement gamelist caching
* Qt: Implement gamelist caching

Download: Dolphin Git 5.0-5421 x64
Download: Dolphin Git 5.0-5421 Android
Source: HereDolphin Git 5.0-2877



Random Related Topic Refresh Related Topic

Random Related Topic Loading...

0 Comments

Post a Comment

Can't post a comment? Try This!