PPSSPP Git Changelog:
* Merge pull request #22431 from hrydgard/safe-path-component
* Validate untrusted IDs before using them as directory names
* Merge pull request #22430 from hrydgard/light-exponent
* GPU: Write 1.0's bits in decimal in the shader pspPow
* GPU: Saturate the lighting pow's exponent below 512, as the GE does
* Merge pull request #22428 from hrydgard/sampler-jit-invalid-ptr
* SoftGPU: Leave textures with an invalid level address to the generic samplers
* Merge pull request #22429 from sum2012/patch2
* Add support sctrlHENSetStartModuleHandler by Zcode
* Merge pull request #22427 from hrydgard/module-thread-default-stack
* Module start/stop threads: Honor the whole SceKernelSMOption
* Module start/stop threads: 0x1000 default stack for kernel modules
* Merge pull request #22414 from hrydgard/ge-bit-exact
* SoftGPU: Fix the portable check for a light color that contributes
* Update frametests: realigned old dumps
* Splines: Skip the float U-line pre-tessellation on the exact Bezier path
* test.py: Add the gpu/exact tests
* Update frametests for the regenerated software references
* test.py: Move 23 GE tests that pass now to tests_good, add gpu/clipping/xycull
* SoftGPU: Cull primitives entirely outside an x or y plane
* GPU: Patches drawn as lines zigzag like the GE's
* SoftGPU: Texture coordinates along lines as the GE computes them
* SoftGPU: An inf or NaN spot direction acts as the largest value of its sign
* SoftGPU: A vertex on the near plane still needs its screen x/y in range
* docs: Tool notes for PSP runs, replays, other-arch checks and game A/B runs
* SoftGPU: Small self-textures stay cached until TEXFLUSH
* SoftGPU: A zero normal gets no diffuse or specular
* SoftGPU: Depth along lines as the GE computes it
* SoftGPU: Exact side test for a triangle's edges
* SoftGPU: Only draw 1:1 textured triangle rectangles as sprites
* SoftGPU: Draw single-threaded when the scissor reaches past the stride
* SoftGPU: Lines shorter than a pixel keep their fog
* SoftGPU: A directional light with a zero direction gives no diffuse
* SoftGPU: Don't join bilinear-filtered through-mode sprites
* GE dump playback: Restore the base after wrapping the list
* GE dump playback: Copy recorded buffers around what the replay drew
* SoftGPU: Self-texturing primitives sample the texture as it was before them
* SoftGPU: Light vectors as one matrix row from the model position
* SoftGPU: Line endpoints on a diamond's major-axis corner are outside
* SoftGPU: Antialiased line coverage with a plane-style slope
* SoftGPU: Interpolated depth below 0 is 0
* SoftGPU: Evaluate spline patches as the GE does
* SoftGPU: Bezier normals as the GE computes them
* SoftGPU: Setup reciprocal segments 105 and 106 follow the K formula
* SoftGPU: Don't skip zero alpha pixels when dithering
* SoftGPU: Evaluate Bezier patches as the GE does
* SoftGPU: Clip vertex colors and fog with t rounded to 1/256
* SoftGPU: Antialiased line alpha from the setup reciprocal
* SoftGPU: Gouraud color along lines as the GE computes it
* SoftGPU: Clip vertex texture coordinates in GE arithmetic
* SoftGPU: Span snapping on very tall triangles' long edge
* SoftGPU: Triangle winding test in 64 bits
* SoftGPU x86 jit: Fix the NAND logic op
* SoftGPU: Sprite UVs with a different w at each vertex
* SoftGPU: Rotated sprites' first row and UV plane
* SoftGPU: Fix the stencil test's comparison shortcuts
* SoftGPU: Y-major lines count the other diamond edges as inside
* GE dump playback: Don't overwrite a buffer the replay drew to
* SoftGPU: Setup reciprocal segments from the table's formula
* SoftGPU: Drop zero-area triangles
* SoftGPU: Signed doubled inverse alpha blend factors
* SoftGPU: Correct one segment of the triangle setup reciprocal
* SoftGPU: Truncate the lighting pow's log product to 19 fraction bits
* SoftGPU: Light with the unnormalized normal, GE shade mapping
* SoftGPU: Make arm64 and x86 render the GE probes identically
* SoftGPU: Integer GE row products, clz for the setup exponent
* Add GEMath unit tests
* SoftGPU: Gather the GE arithmetic in GEMath.h
* SoftGPU: Antialias lines with the GE's coverage alpha
* SoftGPU: Morph UVs and colors like the GE, and morph before skinning
* SoftGPU: Floor the exact pow product
* SoftGPU: Take the mip level's q once per four-pixel span
* SoftGPU: Attenuate with the squared length the GE already has
* SoftGPU: Compute spot lights like the GE
* SoftGPU: Only skip the alpha test for CLUT alphas that can't be zero
* SoftGPU: Pick auto mip levels from the UV planes like the GE
* SoftGPU: Separate mipmap CLUTs for CLUT8 too
* SoftGPU: Keep textured rectangles as triangles unless they'd match
* SoftGPU: Only take the 1:1 sprite shortcut with nearest filtering
* SoftGPU: Double the specular color along with the texture result
* SoftGPU: Keep texture coordinates at the GE's precision
* Headless: Add --screenshot-render-target
* SoftGPU: Keep rectangles as triangles where sprite coverage differs
* SoftGPU: Compute the fog factor like the GE
* SoftGPU: Interpolate fog with the GE's plane
* SoftGPU: Interpolate through mode triangle UVs with the GE's planes
* SoftGPU: Rasterize lines with diamond exit like the GE
* GPU record: Keep every blob in a dump 4-byte aligned
* SoftGPU: Skin and morph like the GE
* SoftGPU: Normalize, dot and transform normals like the GE
* SoftGPU: Apply UV scale and offset like the GE
* SoftGPU: Texture matrix and projected UVs like the GE
* SoftGPU: Scale specular and attenuated light like diffuse
* SoftGPU: Scale diffuse light like the GE
* SoftGPU: Select mip levels in slope mode like the GE
* SoftGPU: Sprite UVs and texel addressing like the GE
* SoftGPU: Interpolate Gouraud color and perspective UVs like the GE
* SoftGPU: Don't skip color doubling in the sprite fast path
* SoftGPU: Bilinear filter horizontally first, truncating, like the GE
* SoftGPU: Clip at the near plane like the GE
* Headless: Add --depth-save and --replay-end for frame dump comparisons
* SoftGPU: Interpolate depth with the GE's fixed point plane
* SoftGPU: Sum matrix rows and combine matrices like the GE
* SoftGPU: Take the 1:1 sprite fast path's texels at pixel centers
* SoftGPU: Compute X and Y like the GE, and sample at pixel centers
* SoftGPU: Clip and cull at the near plane like the GE
* Update frametests: soft references for the depth, fog and culling changes
* docs: Replaying a frame dump on a real PSP
* SoftGPU: Cull primitives by z like the GE
* SoftGPU: Quantize fog per vertex, like the GE
* test.py: gpu/depth/precision and transformprecision pass now
* SoftGPU: Do the GE's float24 adds with bit masks
* Add the gpu/depth/transformprecision test
* SoftGPU: Compute depth with the GE's precision
Download: PPSSPP Git (2026/10/06) x64
Download: PPSSPP Git (2026/10/06) Android
Source: Here
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