PPSSPP Git (2016/03/27) 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 #8669 from unknownbrackets/vulkan-tex
Use out/outPitch for remaining formats in Vulkan
* Halve the default tex buf size.
Might as well not allocate 2.5 MB that most of the time won't be needed.
If it becomes needed, it'll allocate at runtime, but this should be
uncommon.
* Vulkan: Unswizzle non-CLUT textures directly.
* Allow unswizzling with a dest pitch.
* Cleanup and clarify texture swizzling funcs.
* Vulkan: Fix flat texture scaling.
* Vulkan: Cleanup now that all formats decode direct.
* Vulkan: Decode 4-bit clut directly.
* Vulkan: Correct font texture optimization.
Oops, missed this when swapping color formats.
* Vulkan: Directly decode simple palette textures.
* Flip GL debug stencil/depth in non-buffered.
* Merge pull request #8671 from unknownbrackets/vulkan-stencil
Fix some of the Vulkan stencil problems
* Vulkan: Update dyn stencil state only as needed.
* Vulkan: Use new stencil state calculation.
* Merge pull request #8667 from unknownbrackets/vulkan-tex
Vulkan: Swizzle and decode (some) textures directly
* Vulkan: Oops, correct DXT stride.
* Vulkan: Remove unused color conv func.
* UI: Fix texture scaling level selection.
It previously was not possible to select 4 on a POT-only device, since it
would become 3, which would in turn become 2.
Also, this allows selection on other backends, e.g. Vulkan.
* Vulkan: Fix various problems with tex scaling.
* Vulkan: Decode the simplest tex formats directly.
* Vulkan: Reorganize a bit so we can decode directly.
* Vulkan: Swizzle instead of converting colors.
* Merge pull request #8665 from unknownbrackets/d3d9-depth
d3d9: Check actual FBO format for INTZ support
* d3d9: Check actual FBO format for INTZ support.
* Merge pull request #8666 from unknownbrackets/texcache
Fix a crash where we used an old framebuf
* Fix a crash where we used an old framebuf.
This was causing Breath of Fire 3 to crash, because it had an offset
framebuffer set that was never detatched.
* Cleanup fbTexInfo_ when detaching framebuffers.
* Centralize the texcache key format.
* Move framebuf attachment into central code.
It doesn't look like this will be different, and there's a bug in it.
* Vulkan: Don't replace images on old fb textures.
* Vulkan: Ask for COHERENT staged texture memory.
Download: PPSSPP Git (2016/03/27) x86
Download: PPSSPP Git (2016/03/27) x64
Download: PPSSPP Git (2016/03/27) Android
Source: Here
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