![EmuCR: PPSSPP EmuCR: PPSSPP](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgBJByFbD3y_2GIOUVIcakQ5RGaCHxUp8EHNVEORh1xKS7hPWgLHjURGU8HctHRjIQH5Qfgyka9xnEfYrVFz42gNCSBN_4BHXMFDR7SgCx2-3LhtHW9jMQesDrrg4nDvGkNryAOFWzQgI/s1600/1.png)
PPSSPP Git Changelog:
* Forgot to update the Android target version here to 26.
* Merge pull request #10033 from hrydgard/vulkan-queue-manager
VulkanRenderManager - big refactoring of the Vulkan code
* Another buildfix
* Fix integer overflow affecting very large draw calls
* More buildfixes, warning fix, memory leak fix
* 32-bit android buildfix attempt
* Bump descriptor set limits, which became insufficient with the addition of tesselation (should really use separate big desc layouts for them)
* Remove misguided hack.
* Warning fixes
* Remove a bad check making us use the wrong way to copy depth buffers. Add a cap so we can try to unify BlitFramebufferDepth later.
* Assorted fixes
* Fix (some) crashes on blits. Validation issues remain.
* Forgot to add the CMakeLists.txt change to the last commit.
* Warning fixes, CMakeLists.txt/Android.mk fixes
* Fix some resource leaks and excessive logging in VulkanRenderManager
* Clean out some obsolete code
* VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions.
* Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it?
* Avoid re-binding pipelines.
* Let's try a mutex. Doesn't completely solve the problem though..
* Make sure not to begin and end the init command buffer on different threads.
* Vulkan: Don't forget to specify stencil load op in render passes
* This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar)
* Synchronization is HARD. need a rethink, methinks.
* Move the VulkanRenderManager stuff to thin3d, fits in better there.
* Rendering basics now works.
* A multitude of fixes. The UI now works correctly, though of course ingame still broken.
* It builds! With some shortcuts, of course.
* Use RenderManager for thin3d stuff
* Initial work on render queue manager
![EmuCR: PPSSPP EmuCR: PPSSPP](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWBCJrhFyt9J8kO1-JGPbZQ7xNYlBEcW_4dOErjDkEufOxq8NohcBAF3MEPiFICIXvaIKfSE8fsn_L3dkOfW7ziRlPI5qlp_YqiiUYF8ePoi3N6Go1gffUZdVYEFtJY-fwCQBHht4q4qc/s280/1.png)
Download: PPSSPP Git (2017/10/27) x86
Download: PPSSPP Git (2017/10/27) x64
Download: PPSSPP Git (2017/10/27) Android
Source: Here
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