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EmuCR: PPSSPPPPSSPP Git (2022/09/04) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

PPSSPP Git Changelog:
* Merge pull request #15958 from unknownbrackets/osd-ascii
* UI: Only force ASCII messages if they're ASCII.
* Merge pull request #15953 from hrydgard/shader-blend-refactor-2
* spaces->tabs
* Fix GLES check
* Additional cleanup
* Add log functions to state structs
* Move the computation of simulate-logic shader type earlier
* Some more renaming and refactoring, extracted from a future PR
* Channel mask refactor
* Correct LogicOp API support detection
* Minor refactor with pipelines in QueueRunner (makes more information available for easier debugging)
* Fix dialog rendering (PPGe). Fixes #15954
* Don't parallelize shader compiles in debug mode, sync in debug allocator kills performance.
* Merge pull request #15951 from unknownbrackets/softgpu-rectfast
* softgpu: Correct texture check in fastpath.
* softgpu: Validate alpha test properly for fastpath.
* softgpu: Avoid rect fast path with subpixel offset.
* Merge pull request #15952 from unknownbrackets/branch-delayslot
* interp: Handle jumps in branch delay slots better.
* Merge pull request #15950 from unknownbrackets/memstruct-cleanup
* Kernel: Use PSPPointer for status objects.
* Io: Use PSPPointer instead of struct temps.
* Font: Remove needless ReadStruct().
* Ge: Switch from ReadStruct to PSPPointer.
* Psmf: Use PSPPointer instead of WriteStruct.
* Net: Remove usage of Memory::WriteStruct().
* HLE: Remove misc usage of WriteStruct().
* PPGe: Cleanup memory writes for clarity.
* Merge pull request #15589 from hrydgard/glsl-compilation-parallelization
* Fix lying comment, log level reduction
* Promise: Add SpawnEmpty (couldn't come up with a better name), fix bug with multiple waiters
* Switch Vulkan pipelines to use promises for synchronization
* VS 2022 warning fix
* More buildfixing
* Buildfix
* Buildfix
* Fix silly logic, fixes the shader leak.
* Work towards finding the leak
* Don't block on shader creation until it's time to create the pipeline.
* Use shader module promises as keys in pipeline cache instead of the actual shader modules.
* Create shader modules (and compile GLSL) on worker threads
* minor sv translation fix
* Use promises to hold shader modules, for later asyncification
* Merge pull request #15949 from hrydgard/remove-reset-framebuffer-flag
* Remove confusing resetFramebufferRead flag from secondary framebuffer binding
* Merge pull request #15948 from hrydgard/remove-setting-slow-framebuf-effects
* Remove setting "Disable slower framebuffer effects"
* Remove unused function
* langtool: Run fmt, remove wrong comments
* langtool: Add easy command to remove a key.
* Merge pull request #15947 from unknownbrackets/unittest-cleanup
* unitest: Correct wrong free, initialize data.
* Merge pull request #15943 from unknownbrackets/softgpu-vertex
* vertexjit: Update unit test, oops.
* vertexjit: Remove unused ReadUV() cases.
* vertexjit: Remove unused ReadPos() cases.
* vertexjit: Clamp through float pos during decode.
* Merge pull request #15946 from hrydgard/shader-blend-refactor
* Avoid recomputing the shaderblend setup in ComputeFragmentShaderID.
* Small steps
* Some reordering
* More renaming
* Plumb the computed pipeline state into ComputeFragmentShaderID.
* Some renaming. Store the BlendState/MaskState.

EmuCR: PPSSPP

Download:
PPSSPP Git (2022/09/04) x64 : 1cloudfile 1fichier bayfiles letsupload megaup mixdrop pixeldrain uptobox zippyshare
PPSSPP Git (2022/09/04) Android : 1cloudfile 1fichier bayfiles letsupload megaup mixdrop pixeldrain uptobox zippyshare
Source: Here06



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