2014-06-08

PPSSPP Git (2014/06/08)

EmuCR: PPSSPPPPSSPP Git (2014/06/08) 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 #6254 from unknownbrackets/framebuf-clamp
Correct framebuf clamping, tex projection from framebuf
* When projecting textures, flip V in frag shader.
Slower, but this way we actually project correctly.
* Fix clamping to the correct texel.
This fixes things when edges bleed in from a larger framebuffer. We need
to clamp to the internal texels of the range.
* Merge pull request #6255 from unknownbrackets/gpu-blocktransfer
Enable "simulate block transfer" by default
* Support Grand Knight History's line-by-line xfer.
This is a bit hacky, but what it's doing at least makes sense enough to
heuristically detect. Still trying to avoid misdetecting God of War.
* Enable "simulate block transfer" by default.
* Ensure stride in bytes matches FBO up/download.
Even if we should do the copy, we'll currntly use the wrong x/y/w/h.
This fixes incorrect uploads in God of War, which hurt performance a lot.
Unfortunately, in this game there's zero information to tell us the right
size of some small temp framebuffers it uses, so we overestimate their
sizes and the block transfer appears to fall into range.
* Let's see if there are any remaining fog INF/NAN issues out there
* Merge pull request #6252 from unknownbrackets/gpu-minor
Allocate tex and buffer names in chunks
* Don't allow the buf name cache to get too full.
* Reuse buffer objects when possible.
glBufferData() recreates anyway.
* Allocate vertexcache buffer names in chunks.
Partially implements #6045.
* Allocate textures names in blocks.
May improve performance slightly when loading or recycling textures.
Probably uploading the texture is bigger anyway.
* Merge pull request #6251 from unknownbrackets/framebuf-clamp
Apply clamp and wrap to tex projection as well
* Apply clamp and wrap to tex projection as well.
Not sure if this is the correct method or not, since it doesn't really
work properly right now.
* Added ability to press analog keys lightly using shift button
* Merge pull request #6250 from unknownbrackets/framebuf-clamp
Apply tex wrap/clamp in shader for render-to-tex
* Apply tex wrap/clamp in shader for render-to-tex.
Fixes graphical artifacts in Wild Arms XF (which depends on how you get
there, because it's based on the size of the framebuffer.)
* Silly typos.
* Update ArmCPUDetect to fix potential crashes. Merge from Dolphin.
* Merge pull request #6248 from sum2012/Replace-table
Fix Replace_memcpy crash
* Fix Replace_memcpy crash
Fix Replace_memcpy crash in #5496
* Fix a warning. Update native (fix SDL joystick). Fixes #6241.
* Use module start func, not entry, if specified.
Fixes #5539, Ranshima Monogatari Rare Land Story. Still logging in case
it causes a problem.
* Oops, update render size when resizing down too.
Hopefully #6247.

EmuCR: PPSSPP

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