Decaf Git (2016/07/06) 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:
* opengl: Fix decafClearDepthStencil possibly messing with color attachment.
* nn_act: Add missing Register for IsParentalControlCheckEnabled.
* common: Remove #pragma optimize.
* coreinit: Fix use of path and mode strings in filesystem.
We must store a copy of these strings because async is fun.
* coreinit: Fix 0 being a valid directory handle.
* Do not disable interrupts when calling cpp_exception_init.
* Assert if we reschedule with interrupts disabled.
* Added some assertions for the queues to make sure they behave.
* Make sure that we clean up the thread queue ptr and links upon wake.
* Fix Queue funcs affecting ->queue for every queue.
* Fix stack tracing to not be broken.
* Update state->nia inside JIT so you can use debugger with it.
* Fix debugger to read correct NIA address for inactive threads.
* Added nn::act:IsParentalControlCheckEnabled.
* Update AR instructions to use correct write logic.
* Implement shader texture-gather operations (FETCH4).
* coreinit: Stub FSCancelCommand.
* glsl2: Implement MOVA_INT instruction.
* snd_core: Stub AXCheckVoiceOffsets.
* snd_core: Add some more stubbed AX functions.
Also reorder snd_core_voice in alphabetical order.
* glsl2: Log shader disassembly when fail to translate.
* decaf-sdl: Adjust TV/DRC scales.
* Disable scissor test when performing scanbuffer blit.
* Do not use named framebuffers with unnamed commands.
* opengl: Support instanced rendering.
* opengl: Improve attribute buffer uploading.
We no longer create an OpenGL buffer per attribute, but instead we do the
correct approach and create only one per attribute buffer.
* opengl: Remove dead code.
* opengl: Remove unnecessary FrameBuffer struct.
* glsl: Remove useless static_cast.
* Use Blit instead of Copy to transfer Color Buffers to Scan Buffers.
* Use glCreateFramebuffers instead of glGenFramebuffers.
* Alpha test logic is 'pass if' not 'discard if'.
* Fix various issues with shader-based alpha testing.
* Handle Primitive Restart Indexes as part of immediate handling.
* Do not insert a PUSH for ALU_ELSE_AFTER.
* Fix DOT4 instruction writing to incorrect PV slot.
* snd_core: Remove duplicated function declaration and register for AXSetDRCVSMode.
* Remove function definition that was previously moved. Fixes #164.
* opengl: Assert that register index is 4 byte aligned.
This catches all those pesky errors where we did +id instead of +id*4
* gx2: Fix register index in GX2SetColorBuffer.
* snd_core: Set MaxVoices to 96, just like in a real Wii U.
* snd_core: Stub some more AX functions and move enums to use common enum macros.
* vpad: Move to use common enum macros.
* gx2: Init color & depth buffer registers before we use them in custom pm4 commands.
* opengl: Make some unimplemented graphics stuff throw exceptions.
* gx2: Move to use common enum macros.
* coreinit: Move to use common enum macros.
* common: Add enum helper macros.
* Fix issue with BlendControl register targetting.
Download: Decaf Git (2016/07/06)
Source: Here
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