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EmuCR: rpcs3 rpcs3 Git (2017/06/23) is compiled. RPCS3 is an open-source Sony PlayStation 3 emulator and debugger written in C++ for Windows and Linux. The emulator has been in development since early 2011 and currently supports modern DirectX 12, Vulkan and OpenGL renderers. The emulator is capable of booting and playing a decent amount of commercial games and PlayStation 3 SDK samples. Many more titles are also becoming playable with future development by contributors.

rpcs3 Git Changelog:
* add No Thread option
* rsx/gui: Add a strict mode toggle. Also reorganizes the graphics tab a bit
code cleanup
* vs: drop user files from shipped vs files
* vk: Move resource init/destroy to constructor and destructor
* rsx: Do not sample as pcf shader if writing a vector result
* rsx: Bug fixes
rsx: Give more info when ring buffer allocations fail
* rsx/ui: Make a few settings configurable via the GUI
* rsx: Code cleanup. Fixes several dozen warnings
- Wrap unused parameters as comments to prevent C1400
- Fix sized variable conversions with explicit casts
* rsx: Handle non-zero base vertex better
- Vertex buffer contents treat the base vertex as vertex 0 so we do the same for indices
rsx: Fix vertex base indexing
rsx: Properly fix non-zero offset indexed rendering
* rsx: Register NV4097_SET_COLOR_KEY_COLOR method.
* vk: Proper shutdown to avoid destroying resources still in use
* vk: Avoid constantly reinitializing the SH context when compiling SPIRV. Speedup
* vk: Prefer optimal formats when clearing buffers
* gl: Silence log spam
* rsx/gl/vk: Invert default stencil values
- Fixes stencil volume shadows in a few games. This is part of the surface invalidation workarounds
* gl: Properly emulate signed normalized wide integers
Another fix for signed normalized formats; single component vectors are swizzled
* rsx: Fix clip space computations
* rsx/gl/vk: Fix some warnings and whitespace issues (LF vs CRLF)
* vk/gl: Do not sample currently bound render targets
- Create temporary copies for use with the draw call instead
* rsx: Discard surface store contents once per frame (temp workaround)
Need to find the proper command issued to discard all surfaces
* vk/gl: Fix sampling of shadow2D textures
* gl: Fix clip-space -> depth conversion. Fixes remaining depth read issues
- Also set some default values for samplers in a cleaner way using their 'natural' float values
* rsx/vk/gl: Minor fixes
* rsx/gl/vk: Enable use of native PCF shadows
* rsx/wip: Fix depth surface reuse and clearing (fixes shadows)
* rsx: Fix depth-as-rgba read in fp
* rsx: Fix stencil initial values
* Fix da build (#2900)
* Add RelWithDebInfo
* Fix the build
* Improve portability for BSDs (#2813)

Download: rpcs3 Git (2017/06/23) x64
Source: Here



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