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EmuCR: CitraCitra Git (2016/02/06) is compiled. This is the trunk of Citra Project. Citra is an experimental open-source Nintendo 3DS emulator/debugger written in C++. At this time, it only emulates a very small subset of 3DS hardware, and therefore is only useful for booting/debugging very simple homebrew demos. Citra is licensed under the GPLv2. Refer to the license.txt file included.

Citra Git Changelog:
* Merge pull request #1264 from bunnei/fragment-lighting-hw
Fragment lighting support in the HW renderer
* pica: Cleanup lighting register definitions and documentation.
* gl_rasterizer: Use alignas(16) instead of explicit padding.
* renderer_opengl: Use GLvec3/GLvec4 aliases for commonly used types.
* gl_rasterizer: Fix issue with interpolation of opposite quaternions.
* pica_types: Fix typo in docstring.
* pica_types: Replace float24/20/16 with a template class.
* command_processor: Add an assertion to ensure LUTs are not written past their boundaries.
* gl_rasterizer: Remove unnecessary casts.
* gl_rasterizer: Fix PicaShaderConfig on GCC.
* gl_rasterizer: Initial implementation of bump mapping.
* gl_shader_gen: Fix bug in LUT range (should within range [0, 255] not [0, 256]).
* gl_shader_gen: Implement lighting red, green, and blue reflection.
* gl_shader_gen: View should be normalized.
* gl_shader_gen: Implement fragment lighting fresnel effect.
* gl_shader_gen: Implement fragment lighting specular 1 component.
* gl_shader_gen: Add support for D0 LUT scaling.
* gl_shader_gen: Refactor lighting config to match Pica register naming.
- Also implement D0 LUT enable.
* pica: Cleanup and add some comments to lighting registers.
* gl_rasterizer: Minor naming refactor on Pica register naming.
* gl_shader_gen: Reorganize and cleanup lighting code.
- No functional difference.
* gl_shader_gen: Fix directional lights.
* gl_shader_gen: Fix bug with lighting where clamp highlights was only applied to last light.
* gl_shader_gen: View vector needs to be normalized when computing half angle vector.
* renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.
- Gets us LUT interpolation for free.
- Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
* renderer_opengl: Initial implementation of basic specular lighting.
* renderer_opengl: Implement HW fragment lighting distance attenuation.
* renderer_opengl: Implement HW fragment lighting LUTs within our default UBO.
* renderer_opengl: Implement diffuse component of HW fragment lighting.
* pica: Implement decoding of basic fragment lighting components.
- Diffuse
- Distance attenuation
- float16/float20 types
- Vertex Shader 'view' output
* pica: Implement fragment lighting LUTs.
* pica: Add decodings for distance attenuation and LUT registers.
* pica: Add pica_types module and move float24 definition.
* Merge pull request #1391 from tfarley/hw-fb-sync-fix
hwrasterizer: Use proper cached framebuffer addr/size
* hwrasterizer: Use proper cached fb addr/size

Download: Citra Git (2016/02/06) x64
Source: Here



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