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EmuCR: ShadPS4ShadPS4 v0.19.0 is released. An early PS4 emulator for Windows and Linux written in C++.

ShadPS4 Changelog:
Welcome back to another shadPS4 release . It is over one month since our previous release and guess what we are back again with a lot more fixes and a lot more playable games . Rapid work has been done in different areas of the emu, but i guess the glory goes to the huge amount of GPU fixes that improved so many games, some of them are really playable now . I won't steal the fun of discovering these, so here is a brief list of changes.
Core
Rewrote signal emulation again
Fixed incorrect error return on attempting to create a file in a nonexistent folder in a writable mount
Fix reserved region coalescing in POSIX address space code
Support loading entitlements from RIF licenses
Optimized logger by replacing hash map with table lookup and hide implementation details
Support loading DLC as ZAR
Reworked slot vector
Fixed sceKernelReserveVirtualRange alignment and add ClearName
Libraries
Use present scheduler for blank frame prepare
np_auth : Change default GetAuthorizationCode returns to be valid
np_trophy: Fixed displaying of trophy name
http2 : Fixes and cleanups
np_tss : Added TSS support
camera : Use a system mapping for camera frame data
np_utility: Initial impelmentation
vdec2: support for h265/hevc
ajm mp3: rely on ffmpeg parser for packet boundaries
Kernel.Pthread: Remove RunThread stack logging
np_web_api : Added pTo and pFrom to OrbisNpPeerAddressA support
Very basic HLE Keyboard library
scePthreadRwlockTimedrdlock / scePthreadRwlockTimedwrlock take a relative timeout in microseconds
Implemented sceKernelGetProcessType
Implemented sceKernelReleaseFlexibleMemory and POSIX mlock/munlock aliases
Video Core
Improve tsharp robustness
Use stb_image_write for screenshots
Emulate scaled min/max blending
Do not auto-select a software rendering device
Decode sRGB for A2R10G10B10Srgb display buffers
Handle QuadStrip as a triangle strip
Add R8G8Srgb fallback to R8G8Unorm
buffer_cache: Refactor buffer manager with sparse arenas
Commit the emulated-LDS allocation taken from the stream buffer
Only enable sampler comparison for comparison fetches
Respect SPI_BARYC_CNTL front-face encoding
Invalidate cached images after raw buffer writes
Fixed locking behaviour for signals delivered to GPUComm thread
buffer_cache: Rework memory tracker and implement batched uploads
Moved on_submit callback before EndSession
Fixed compute shader floating-point mode
page_manager: Keep the fault probe within the faulting page
Bind a default sampler for S# with undefined fields
Fix sparse backing offsets, barriers, and memory budgeting
texture_cache: Avoid associating color images with stencil
Fixed mip layout and detiling of tiled textures
Shader recompiler
Properly handle BaryCoord attributes on non-AMD GPUs
Compute GDS offset dynamically instead of as compile-time constant
Storage buffer related clean-up
Neo: MIMG instructions
Improve ssa rewrite pass correctness and readability
Add support for virtual registers
Add ssa destruction pass
Decorate written storage buffers as Coherent
Structurize later in the pipeline and cleanup
Enhance shared memory barrier handling and add divergent loop detection
Split resource tracking and flatten load from buffer for sharp source
Reimplemented B64 SALU opcodes with U64 masks
Implemented S_MEMTIME
Implement S_BITSET0_B64 and S_BITSET1_B64
Skip lowering for null buffer sharps
Implemented some V_CMPX_U64 ops
Lower wave64 constructs for wave32
Refactor runtime info as two tagged unions
resource_patching_pass: Accept ds_append/consume without users
Implement support for base vertex/instance in indirect draws
Recognize sharp sources broadcast via V_READFIRSTLANE_B32
Properly check for immediate args in GetRealValue
Refactored parser to enable vertex count calculation for position only copy shaders
Implemented fragment sample coverage input
Added pull-model barycentric support
Test S_BITCMP_B64 against the full 64-bit src
Fixed geometry invocation count comparison
Lower ballot and MBCNT as a pair
Define SampleId for BaryCoordSmoothSample on the KHR path
Eliminate readlanes before the tessellation and ring passes
Read user data from the flat buffer
Fix gradient and offset for 1D images
Lower PackedAncillary from attribute loads
resource_patching: Patch thread id add instead of id itself
Allow InverseBallot folding to fail on unhandled immediate arguments
Fix OpImageTexelPointer coords for 1D
V_CVT_PK_U8_F32 fixup
V_ALIGNBIT_B32 / V_ALIGNBYTE_B32 fixup
ShadNet
Online trophy support

Download: ShadPS4 v0.19.0
Source: Here



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