PPSSPP Git Changelog:
* Merge pull request #21762 from hrydgard/misc-fixes
* Fix imgui being upside down on some backends.
* Add lock to RingbufferLog
* Delete option "Disable range culling". No games are known to require it anymore.
* Avoid some unnecessary error reporting while loading ISOs for the file browser
* Merge pull request #21760 from misantronic/feature/achievementshost-cli-override
* Android: add achievements host override receiver
* Merge pull request #21758 from kreinholz/master
* Build fixes for clang on FreeBSD
* Merge pull request #21755 from Eloren1/load-save-confirm
* Add LoadStateConfirmScreen to all build systems
* Separate TriggerFinish from parent result
* Add screenshots + extract LoadStateConfirmScreen
* Add load confirmation popup after shortcut
* Auto translate using existing terminology
* Call TriggerFinish on next frame outside popup
* UI: Add load state confirmation option
* Merge pull request #21754 from hrydgard/audio-focus
* Implement the "Mix audio with other apps" setting on Android.
* Merge pull request #21753 from hrydgard/add-khmer-language
* Add Khmer language, contributed by Chhe Borin
* Merge pull request #21715 from hrydgard/vp-refactor-2
* Fix wrong logic causing excessive software transform fallback if cull planes are missing. Minor cleanup.
* Fix backwards check for minZ/maxZ in fragment shader
* Fix dirtying caused by clip flag state. This could probably be a bit smarter.
* Fix some issues with depth rounding, and depth clamp in D3D11
* Minor logging changes
* Flush on changed clipInfoFlags. This fixes many Z fighting artifacts caused by strange joining of meshes and sw/hw tranform conflict.
* Determine the clip flags directly when culling, simplifying the code.
* Check if the viewport transform matches the clip space. If so we can skip the near clip plane.
* Cache the cull matrix. Minor bbox optimization.
* Viewport-scissor dirty state cleanup
* Bugfixes, cleanup
* Unify the bounding depth checks, correct them if minmax clip is needed
* Implement fragment shader depth clamp and min/max discard. Slow on some hardware, but it's a fallback.
* Remove obsolete compat.ini flag DisableAccurateDepth
* Remove some redundant function parameters
* Minor ScreenManager fix
* Add the appropriate epsilons to cull distance. Fixes the NBA issue.
* Delete geometry shader culling support. Is mostly replaced, and will be fully replaced with software transform.
* Buildfix, remove redundant variable
* Cleanup, increase the max cull count. Flatout water works now.
* Through mode draws should not be min/max tested
* Round off Z for the min/max tests. Gets both Test Drive map and Wipeout Pure shadows working at the same time..
* D3D and OpenGL shader buildfixes
* Revert to software on out-of-bounds projected depth
* Increase the minimum vertex count for checking fast-cull. This fixes #10914 in hardware transform (by forwarding to software)
* Fallback to software transform if draw intersects -W
* disable debug colors
* Fix unittest
* Apply triangle near-clipping in software transform.
* Remove state from SoftwareTransform class
* Software transform: More Z clamping updates
* Small SIMD optimization in software transform
* Implement depth clamp (for safe cases) in the software transform pipeline, and make sure triangle culling is always done.
* Some work on software transform
* VertexShaderGenerator work
* Re-enable cull distance in vertex shader, fix some test errors
* Plumb through depth information (although not yet always generated)
* Apply a small depth bias to simulate rounding of Z. Fix min/max clip plane math
* Compute min/max Z and W from the culling loop, use to cull some more
* During culling, evaluate minZ,maxZ,minW,maxW, and use them to cull some things. Also, assorted vshader work.
* Implement minZ/maxZ through user clip planes
* Correct Z in through mode, add another check to range culling
* Re-implement range culling
* Delete a lot of legacy depth and viewport code, fix OpenGL
* Simplify line expansion
* Move the viewport transform to software in SW transform mode
* Hardware transform seems to work, software transform still has issues
* Replace u_proj_through with a simple scale/offset
* Minor simplification
* Merge pull request #21748 from kreinholz/master
* Don't enable experimental BUILD_BUNDLED_FFMPEG option by default
* Add experimental cmake port of ppsspp-ffmpeg as a standard module built from source
Download: PPSSPP Git (2026/06/01) x64
Download: PPSSPP Git (2026/06/01) Android
Source: Here2
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