2017-05-31

PPSSPP Git (2017/05/31)

EmuCR: PPSSPPPPSSPP Git (2017/05/31) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

PPSSPP Git Changelog:
* Vulkan: Fix minor bug when clearing the back buffer (loaded stencil for no reason)
* Merge pull request #9746 from LunaMoo/minorCWC
CWC: Respect _C2 as an activation.
* Simplify some cwc detection code, respect _C2 as activation.
* Merge pull request #9747 from LunaMoo/pathFix
Remove unnecessary \ / conversion.
* Remove unnecessary \ / conversion.
* Merge pull request #9745 from hrydgard/android-backend-switch-restart
Android: Just like on Windows, prompt to restart when changing graphics backend
* Android: Just like on Windows, prompt to restart when changing graphics backend.
* Merge pull request #9735 from unknownbrackets/samplerjit
SoftGPU: Sampler jit
* SoftGPU: Correct linear filter rounding issue.
Using 16-bit slots just lost too much precision. Jit already doesn't use
this.
* SoftGPU: Support separate mip CLUTs with linear.
* SoftGPU: Jit the linear sampling too.
For now, just reducing overhead. Could be smarter.
* SoftGPU: Reduce sampler id fuzz.
* SoftGPU: Implement separate CLUT in samplerjit.
* SoftGPU: Specialize CLUT4 jit.
This version is a bit faster and cleaner.
* SoftGPU: Reduce overhead in sampler jit.
* SoftGPU: Expose jit cache for profiling.
* SoftGPU: Jit 16 bit texel decode.
* SoftGPU: Jit CLUT lookup.
* SoftGPU: Jit swizzled texel lookup.
* SoftGPU: Stop calling bufw pixels bytes.
This was never even bits, it was just 8 * pixels before.
* SoftGPU: Jit texel fetch for non-clut/non-swizzle.
* SoftGPU: Refactor out texture format logic.
This could actually be shared, nothing x86 specific...
* SoftGPU: Implement basic jit structure.
* SoftGPU: Stub a jit for texel fetch.
* SoftGPU: Move sampler code to a dedicated file.
* Postprocessing fix after the Vulkan refactor. Should help #9742.
* Merge pull request #9730 from LunaMoo/HomebrewIdent
Fix a bunch of emu features for Homebrew by better identification.
* Corrections, some %i->%d around other code as well.
* Oops, missed this one:].
* Add matching title for savestates. Cosmetic ~ for savestate manager.
* Add new format to CWC as well, don't think it's worth auto-rename.
* Add savestates to the list(with automatic rename)
* Try using first screenshot as an icon if no icon is present.
* Fix a bunch of emu features for Homebrew by better identification.
* Merge pull request #9739 from hrydgard/vulkan-checks
Check that Vulkan is available before showing it as an option
* Oops.
* For now, only check for vulkan availability on Windows and Android.
* Only show the Vulkan setting if Vulkan might be available.
* Android: Fallback to OpenGL if Vulkan fails to init.
* Merge pull request #9713 from hrydgard/vulkan-improvements
Vulkan - initial implementation of buffered rendering, fixes for Mali/Android
* Vulkan: Implement BlitFramebuffer
* Vulkan: Implement depth buffer copies. Not sure all the barriers are right..
* Fix more review comments.
* Address a bunch of review comments.
* Vulkan: Some barrier optimization
* Don't forget to initialize logicop..
* Clearing fix, drawpixels fix/hack
* Increase the number of sampler/image descriptors further.
* Fix a number of bugs and stuff affecting Vulkan on Mali
* Add a way to query the current renderpass (for debug checks)
* Vulkan: Fix binding framebuffers as textures
* Vulkan: Use suboptimal clears instead of no clears in buffered
* Buffered rendering is starting to work, though still kinda broken.
* Vulkan backend: Fix various issues, can almost run in buffered now (except the final blit)
* Further steps towards Vulkan framebuffer support
* Silence a perf warning
* Further steps towards Vulkan framebuffer support
* Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
Also removes a bunch of redundant render target binds.
* Remove some unnecessary framebuffer binding
* Thin3D GL: Avoid using external functions internally.
* Start refactoring things to be more vulkan-friendly
* Draw overlays at the proper time in the frame.
* BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr)
* Start work on separating frame from backbuffer renderpass
* Separate BeginFrame from BeginSurfaceRenderPass

EmuCR: PPSSPP

Download: PPSSPP Git (2017/05/31) x86
Download: PPSSPP Git (2017/05/31) x64
Download: PPSSPP Git (2017/05/31) Android
Source: Here

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