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rpcs3 Git Changelog:
* rsx: Add a success message on program compile completion
- Should help users wondering if rpcs3 'froze' during shader compile
* vk: Reimplement access violation sync handling
* vulkan: Restructure frame queues
* vk: Catch leaking imageview refs on resize
* gl: Workarounds for intel GPUs which dont seem to be truly GL4 compliant
* rsx: Fix single vertex array input declarations
* gl: Fix vsync; always use adaptive vsync instead of double-buffered
* rsx: Shader pipeline fixes and improvements
- Do not set zfunc if alphakill is not enabled. This is because at the moment alphakill requires a different shader to be built
- use glsl loop-unroll friendly comparison; skip vertex input compare if either key requests it
- Minor tweaks to fp key generation
* ui: Move disable vertex cache to debug. Also add an option to disable zcull emulation in the debugger
* gui: Add delete shader cache option in the context menu
* rsx: Clamp depth range to [0,1]
- Fixes remaining issues with Ni no Kuni
* rsx: Zero-initialize the vertex register block
- Some games reference constant regs that they never initialize
* rsx/util: Add simple consistent hash function
rsx/vk/shaders_cache: Move vp control mask to dynamic state
rsx/vk/gl: adds a shader cache for GL. Also Separates pipeline storage for each backend
rsx: Add more texture state variables to the cache
* rsx/vk: Implement shaders cache and fix broken pipeline_storage comparison and hash
- Fix pipeline state storage to uniquely store each pipeline variant
- Adds a progress bar to indicate loading is taking place
* rsx/gl/vk: Invalidate texture regions when memory is unmapped
- Free GPU resources immediately if mappings change to avoid leaking VRAM
* rsx/gl/vulkan: Refactoring and partial vulkan rewrite
- Updates vulkan to use GPU vertex processing
- Rewrites vulkan to buffer entire frames and present when first available to avoid stalls
- Move more state into dynamic descriptors to reduce progam cache misses; Fix render pass conflicts before texture access
- Discards incomplete cb at destruction to avoid refs to destroyed objects
- Move set_viewport to the uninterruptible block before drawing in case cb is switched before we're ready
- Manage frame contexts separately for easier async frame management
- Avoid wasteful create-destroy cycles when sampling rtts
* vk/gl: Factorize shared GLSL code
- prep vulkan for shared glsl backend
* gl: Workaround for depth/color format mismatch when using hardware blit
* rsx: Add a few more depth format types to known behaviour paths
* gl: Move vertex processing to the GPU
- Significant gains from greatly reduced CPU work
- Also reorders command submission in end() to improve throughput
- Refactors most of the vertex buffer handling
- All vertex processing is moved GPU side
* stylesheets: fix gamegrid font
* stylesheets: fix color settings
* stylesheets: make toolbar styles more accessible
* stylesheets: move white header section to default stylesheet
* stylesheets: fix default not working
Download: rpcs3 Git (2017/08/17) x64
Source: Here
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