yuzu Git (2021/07/26) is complied. yuzu is a work-in-progress Nintendo Switch emulator. yuzu is an open-source project, licensed under the GPLv2 (or any later version). yuzu has been designed with portability in mind, with builds available for Windows, Linux, and macOS. The project was started in spring of 2017 by bunnei, one of the original authors of the popular Citra 3DS emulator, to experiment with and research the Nintendo Switch. Due to the similarities between Switch and 3DS, yuzu was developed as a fork of Citra. This means that it uses the same project architecture, and both emulators benefit from sharead improvements. During the early months of development, work was done in private, and progress was slow. However, as Switch reverse-engineering and homebrew development became popular, work on yuzu began to take off as well.
yuzu Git Changelog:
* Merge pull request #6723 from lioncash/shader
* object_pool: Add missing return in Chunk move assignment operator
* Merge pull request #6725 from lioncash/control-token
* control_flow: Fix duplicate switch case in OpcodeToken
* Merge pull request #6697 from ameerj/fps-cap
* config, nvflinger: Add FPS cap setting
* Merge pull request #6575 from FernandoS27/new_settings
* Update src/yuzu/main.cpp
* Settings: Eliminate ASYNC & MULTICORE Toggles and add GPU Accuracy Toggle.
* Merge pull request #6709 from ameerj/screenshot-path
* main: Fix screenshot filepath construction
* Merge pull request #6585 from ameerj/hades
* shader: Support out of bound local memory reads and immediate writes
* vulkan/blit_image: Commit descriptor sets within worker thread
* vulkan_device: Blacklist Volta and older from VK_KHR_push_descriptor
* cmake: Remove unused code in GenerateSCMRev.cmake
* qt: Remove "experimental" from asynchronous shader building UI
* Revert "renderers: Disable async shader compilation"
* opengl: Fix asynchronous shaders
* shader_environment: Receive cache version from outside
* cmake: Remove shader cache version
* shader: Fix disabled attribute default values
* gl_device: Simplify GLASM setting logic
* glsl: Simplify FCMP emission
* glsl: Update TessellationControl gl_in
* renderer_opengl: Use ARB_separate_shader_objects
* shader: Implement ISETP.X
* shader: Avoid usage of C++20 ranges to build in clang
* glsl: Clamp shared mem size to GL_MAX_COMPUTE_SHARED_MEMORY_SIZE
* gl_shader_cache: Properly implement asynchronous shaders
* shader_recompiler, video_core: Resolve clang errors
* main: Update Shader Cache menu options
* renderers: Fix clang formatting
* shader: Manually convert from array
* renderers: Disable async shader compilation
* maxwell_to_vk: Add R16_SNORM
* configure_graphics: Mark SPIR-V as Experimental, Mesa only
* glsl: Fix tracking of info.uses_shadow_lod
* shader: Ignore global memory ops on devices lacking int64 support
* vulkan_device: Add missing include algorithm
* vulkan_device: Blacklist ampere devices from float16 math
* dual_vertex_pass: Clang format
* gl_shader_cache: Fixes for async shaders
* vulkan_device: Enable VK_EXT_extended_dynamic_state on RADV 21.2 onward
* emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 Nvidia
* configure_graphics: Re-order vulkan device populating
* shader: GCC fmt 8.0.0 fixes
* shader: Account for 33-bit IADD3 scenario
* shader: Only apply shift on register mode for IADD3
* vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_state
* shader: Fix disabled and unwritten attributes and varyings
* glsl: Fix shared and local memory declarations
* opengl: Implement LOP.CC
* vk_graphics_pipeline: Implement smooth lines
* vk_graphics_pipeline: Implement line width
* spirv: Fix code emission when descriptor aliasing is unsupported
* video_core: Enable GL SPIR-V shaders
* general: Add setting shader_backend
* glsl: Declare local memory in main
* glsl: Add passthrough geometry shader support
* shader: Use std::bit_cast instead of Common::BitCast for passthrough
* glasm: Add passthrough geometry shader support
* shader: Rework varyings and implement passthrough geometry shaders
* vk_graphics_pipeline: Implement conservative rendering
* shader: Only verify shader when graphics debugging is enabled
* shader: Unify shader stage types
* lower_int64_to_int32: Add missing include
* shader: Emulate 64-bit integers when not supported
* shader: Add int64 to int32 lowering pass
* shader: Teach global memory base tracker to follow vectors
* shader: Add constant propagation to integer vectors
* glsl: Better IAdd Overflow CC fix
* shader: Remove IAbs64
* glsl: Fix IADD CC
* shader_recompiler: Fix IADD3 input partitioning
* shader: Move loop safety tests to code emission
* gl_graphics_pipeline: Fix assembly shaders check for transform feedbacks
* glsl: Remove frag color initialization
* glasm: Implement SetAttribute ViewportMask
* gl_graphics_pipeline: Inline hash and operator== key functions
* gl_shader_cache: Check previous pipeline before checking hash map
* gl_graphics_pipeline: Port optimizations from Vulkan pipelines
* emit_glsl_special: Skip initialization of frag_color0
* shader: Calibrate loop safety threshold
* buffer_cache: Fix debugging leftover
* glsl: Add missing ; in EmitSetSampleMask
* buffer_cache: Fix size reductions not having in mind bind sizes
* glsl: Fix output varying initialization when transform feedback is used
* shaders: Allow shader notify when async shaders is disabled
* texture_pass: Fix is_read image qualification
* shader: Align constant buffer sizes to 16 bytes
* spirv: Properly handle devices without int8 and int16
* spirv: Handle small storage buffer loads on devices with no support
* vk_graphics_pipeline: Use VK_KHR_push_descriptor when available
* glsl: Fix cbuf component indexing bug falback
* shader: Simplify MergeDualVertexPrograms
* shader: Properly manage attributes not written from previous stages
* glsl: Only declare fragment outputs on fragment shaders
* shader: Split profile and runtime info headers
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