PPSSPP Git (2014/06/15) 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 #6326 from unknownbrackets/gpu-minor
Support render-to-offset within a framebuffer
* Support render-to-offset within a framebuffer.
Fixes #6324.
* Merge pull request #6325 from unknownbrackets/ui-tweaks
Support drag-and-drop of savestate files
* Support drag-and-drop of savestate files.
Most likely you want to load the state, not see an error message.
* Allow only a small number of "InvalidateAll" operations per frame on the texture cache.
Reduces stutter in FF:Type0 tutorial end scene a bit more.
* wasPaused int->bool
* Correct timing on resume, avoids small speed burst when resuming gameplay from pause
* Merge pull request #6322 from unknownbrackets/gpu-blocktransfer
Support inter-buffer memcpy, mark vfb dirty when blitting to it, etc.
* Support inter-buffer memcpy transfer.
Seeing some games using it like 3rd Birthday uses block transfers, to copy
a frame to the other buffer.
* Consistently mark vfb dirty after drawing to it.
* Merge pull request #6321 from unknownbrackets/texscaling
Reduce some texture scaling limits to rely on texels instead
* Reduce change frequency limit for texscaling.
Since we have the texels limit now, this should allow more textures to be
scaled safely. Also, it may detect alpha optimizations in more textures,
since we currently skip them for frequently changed textures.
* Forgive freq. changed tex if they mend their ways.
* Don't count unscaled frequently changing texels.
May cause more things to be scaled per frame (especially if first textures
on a frame are frequently changing.)
* Merge pull request #6320 from unknownbrackets/texcache
Validate render to texture better, report more, and support vram mirrors
* Skip memcpy fb download when already downloaded.
Fixes Final Fantasy Tactics lag, discussion in #6308.
* Log more info about skipped subarea renders.
* Report decoding a texture from a VRAM mirror.
Might mainly be depth textures?
* Centralize render-to-tex logic, support mirrors.
Now everything is decided in AttachFramebuffer().
* Validate stride when using clut, more reporting.
* Qt: Split GPU from Core to fix Debugger conflict.
* Merge pull request #6319 from unknownbrackets/debugger
Skip stepping time in debug stats
* Enable block transfers in headless for testing.
This allows us to do memory (not just screenshot) tests with GLES, yay.
* Skip debug stepping time in list/func time.
Just makes the debug stats actually useful while stepping. A bit of
overengineering, but it makes it easy to go frame-by-frame looking for
perf issues.
* Merge branch 'hardfp' of github.com:xsacha/ppsspp into xsacha-hardfp
Download: PPSSPP Git (2014/06/15) x86
Download: PPSSPP Git (2014/06/15) x64
Download: PPSSPP Git (2014/06/15) for Android
Source: Here
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