PPSSPP Git (2026/09/30) 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 #22394 from hrydgard/gameinfo-priorities
* GameInfoCache: Prioritize loads, so launching doesn't wait behind search
* Merge pull request #22390 from hrydgard/gpu-review-leftovers
* TextureReplacer: Fix stale and shared lookup results
* Headless: Reject --debugger together with --debugger-run
* GPU: Draw frames displayed from RAM in non-buffered mode
* Vulkan: Make WaitForPipelines wait for queued compiles too
* Vulkan: Fix the debugger screenshot in headless
* GE debugger: Lock when adding command breakpoints
* D3D11: Re-read the device and context on DeviceRestore
* D3D11: Check Map() results
* GPU: Install the draw engines' invalidation callback from BeginFrame
* GPU: Check post shaders once per host frame, after resizes
* Vulkan: Clear a texture level when hardware scaling fails
* GPU: Keep spline/bezier tessellation from reaching zero
* SoftGPU: Fix bin queue bookkeeping and dependency tracking
* D3D11: Note that the state object caches are deliberately never trimmed
* Merge pull request #22392 from hrydgard/headless-vulkan-screenshot-assert
* Headless: Take the timeout screenshot before ending the draw frame
* Merge pull request #22389 from hrydgard/savedata-icon-black-background
* Savedata dialog: Draw icons over black, with alpha blending
* Merge pull request #22388 from hrydgard/update-xxhash
* TextureCache: Use XXH3 instead of the quick hash for texture data
* Build: Update xxhash to v0.8.4.
* Merge pull request #22386 from hrydgard/adhoc-shutdown-race
* Headless: Use localhost as the adhoc server
* Adhoc: Stop waiting for a login that has already failed
* Adhoc: Fix shutdown hanging when it comes right after adhoc init
* Merge pull request #22387 from hrydgard/homebrew-slim-extra-ram
* Map the PSP-2000 extra RAM for homebrew PBPs, outside the user partition
* sceCtrl: Add the 3.71 sceCtrl_driver NID for sceCtrlPeekBufferPositive
* Merge pull request #22385 from hrydgard/goedit-camera-hang
* Camera: Remember the JPEG quality that fit the last frame
* Camera: Recompress oversized frames on every platform
* Camera: Compress webcam frames to fit the game's framesize
* sceUsbMic: Complete blocking reads when the samples are due
* wsdbg: Add :screenshot, and document nested key=value params
* sceUsbMic: Don't crash when there's no Windows capture device object
* sceUsbCam: Make sceUsbCamReadVideoFrameBlocking wait for the next frame
* Merge pull request #22383 from hrydgard/preemptible-syscalls
* ARM JITs: Mask what ctc1 writes to fcr31
* sceVaudio: Reserving the channel waits about 250us
* test.py: Add gpu/primitives/indices32 to the to-do list
* Threads: A delay can end before it starts waiting
* sceIo: host0: behaves like usbhostfs with dispatch suspended
* sceKernelLoadModule: Charge for reading the file and loading it
* sceAtrac: Charge setting data and decoding what the ME takes
* Unloading a module is busy work, sceKernelVolatileMemTryLock is quick
* Threads: Let better threads preempt a long sceKernelCreateThread
* Merge pull request #22382 from hrydgard/gpu-lifecycle-fixes-2
* GPU: Delete copy operations on classes that own resources
* GLES: Free textures on device lost, and unsubmitted step data at exit
* Texture replacement: Plug leaks on error paths
* GPU: Fix assorted leaks, null derefs and small rendering bugs
* Vulkan: Reload the shader cache after a device restore
* GE recorder: Don't let a second request hijack a recording
* SoftGPU: Fix block transfer and self-render overlap tracking
* GE: Complete lists dropped on error, flush before immediate draws
* GPU: Fix draw engine buffer overruns and stale vertex data
* Merge pull request #22381 from hrydgard/gpu-lifecycle-fixes
* Make TempImage act a bit more robustly.
* GE debugger: Fix the stepping request handshake
* Document that shader cache key changes need a CACHE_VERSION bump
* SoftGPU: Keep the compile flushes on builds without the JIT
* UnitTest: Make BlockAllocator run in about a second
* SoftGPU: Recompute the raster state after a JIT cache clear
* Texture replacement: Fix DDS mip double free and VFS lifetime
* Vulkan: Clear pipelines before shaders when use flags change
* GPU: Fix texture cache and framebuffer cache lifetime bugs
* Merge pull request #22378 from hrydgard/intr-waits
* docs: Rebuild and re-record a whole pspautotests directory at a time
* Interrupts: Interrupt 8 has no handler on 6.61
* Audio: Don't emulate a failed blocking wait leaving the channel busy for good
* sceDisplay: Vblank lasts 770us, not 731.5us
* scePower: CPU clock can't exceed the PLL, float frequency to the bit
* Threads: Charge for filling the stack on create, and for delete
* Reschedule on IO completion, drop the reschedule in time queries
* Threads: sceKernelStartThread hands the CPU straight to a better thread
* Interrupts: Refuse sub-interrupt handlers where the firmware does
* Audio/VolatileMem: Match hardware when a blocking call can't wait
* sceUmd: Match hardware's parameter checks and wait timeouts
Download:
PPSSPP Git (2026/09/30) x64
Download:
PPSSPP Git (2026/09/30) Android
Source: Here
2026-09-30

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