Decaf Git (2016/06/24) is released. Decaf (originally called WiiU-EMU) is a researching Wii U emulation. The Wii U is a home video game console created by Nintendo and the successor to the Wii.
Decaf Git Changelog:
* Merge pull request #153 from TechnoCrunch/master
Changed NULL in FiberEntryPoint to nullptr
* Changed NULL in FiberEntryPoint to nullptr
* gx2: Add missing enum values for GX2AAMode.
* gx2: Rename gx2::internal::isInited to isInitialised.
* Fix alphabetical order in gx2_enum.
* Properly implement fully asynchronous file system operations.
* Use memory hashing to decide whether to reupload a texture to GPU.
* Do not overwrite cpuMemEnd every time a surface is fetched.
* Improve warning message for GX2Invalidate on GPU memory.
* Update the JIT runtime to avoid using a mutex unless needed.
Previously the runtime would lock a mutex any time an allocation
was neccessary. I have updated this such that it only locks the
mutex if there needs to be more memory allocated. This should
improve JIT performance considerably for code which requires many
JIT generation cycles.
* Enable the TV. We've always indicated it is disabled.
Interestingly, most games still render to the TV even if there
is no TV connected. More recently tested games actually wait
for the TV to be turned on though.
* Fix GX2WaitForFlip so that if there are no flips, it returns.
This is how gx2.rpl appears to handle the case where the user
calls GX2DrawDone, and then immediately calls GX2WaitForFlip.
In this case, we block until after the flip, which means no
more flips are pending or will ever occur.
* Do not crash if user calls GX2Invalidate before GX2Init.
In a real WiiU, invalidation occurs outside the scope of the PM4
stream. For us we shove it in there, but before GX2Init there is
no command buffers allocated, so we crash.
* Handle some common 'edge-case' symbol types so they don't log errors.
* Added some better error logging to the loader.
Download: Decaf Git (2016/06/24)
Source: Here
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