rpcs3 vulkan-wip Git (2016/07/01) is compiled. rpcs3 vulkan-wip is a branch of rpcs3.rpcs3 is an open source PlayStation 3 (PS3) emulator for the Microsoft Windows. Current versions can run only small homebrew for PS3. Developers are planning to make it to emulate PS3 on its speed in the near future.
rpcs3 purpose:
- Make PS3 developers easily test their apps and homebrews on PC without crashing their PS3 or moving their apps from PC to PS3.
- Just playing PS3 games on your PC and have fun! ( In the future )
rpcs3 vulkan-wip Git Changelog:
* Merge branch 'vulkan-wip' of https://github.com/kd-11/rpcs3 into vulkan-wip
* vk: Avoid double-copy for vertex attributes
fix buffer overflow
* DX12: depth buffer compare should perform only if depth testing is enabled (#1848)
* Add optimal build options to CMakeLists (#1841)
Provides two options when building RPCS3
USE_SYSTEM_FFMPEG BOOL (default: OFF)
USE_SYSTEM_LIBPNG BOOL (default: OFF)
These options lets the user select between the system provided and builtin libraries of ffmpeg and libpng to overcome possible system issues.
Also adds support for older libpng releases if the user doesn't have libpng 1.5 or higher.
* Vulkan/GL: add default case for front face in case of garbage value (#1844)
* DX12: using better approximation for constant color/alpha blending (#1839)
* DX12: using better approximation for constant color/alpha blending
* typo fix
* Comment updated.
* Merge pull request #1840 from RPCS3/WIP
RSX improvements
* Updated rsx_program_decompiler
* Added WIP vertex textures support
* RSX shaders cache: group programs by indexes
* RSX: added hack to the nv3089::image_in
Remove it when textures cache will be implemented properly
* RSX: added proper nv0039::buffer_notify implementation from rsx_cache branch
* Improved shaders cache
* Merge pull request #1813 from Nekotekina/llvm1
PPU LLVM: Improvements
* LLVM: Indirect call map
* cpu_thread compressed
* Syscall analysis implemented
* CMP, TEST instruction support
* LLVM: Added JIT.cpp
Refactoring, used -fno-rtti option
* PPU LLVM: Thread context argument
* DX12 : add remaining constant color/alpha blending (#1834)
* Merge pull request #1828 from RPCS3/WIP
Random improvements
* Fixed _var_base move ctor
* Implemented alpha kill and fog
* RSX: Added legacy non-array vertex attributes support (if count of elements > 1)
Fixed ps1ght games
* Avoid using flip hack if it's possible
Also added some documentation about it
* Do not throw exception if cellDiscGame* executed
That not a critical situation, simple message in the log should be a good enough
* Shaders decompiler: support non 2D textures
Do not validate programs with undefined textures uniforms
Minor fix
* vk: push back border color to sampler (#1832)
* vk: push back border color to sampler
* use approximate color
* Add TODO for VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK
* sys_ppu_thread_create break fix (#1824)
* GL: fix few texture swizzle remap (#1823)
* GL: fix few texture swizzle remap
* GL: add texture format HILO8 & HILO_S8
* VK: add mapping for X32_FLOAT
* sys_net: set other options using setockopt() (#1815)
* sys_net: set other options using setockopt()
* typo fix
* Typo fix #2
* Merge pull request #1816 from RPCS3/WIP
OpenGL renderer: improved vertex attributes setup
* OpenGL rendered: use textures cache
* Fixed LLVM & MemLeak builds
* OpenGL renderer: improved vertex attributes setup
Minor fixes
* Merge pull request #1806 from RPCS3/WIP
WIP Shaders Decompiler (OpenGL only)
* OpenGL renderer: Proper clipping implementation
* OpenGL renderer: check for gl errors in release builds.
Ignore null-sized textures
Cleanup
* OpenGL renderer: Fixed texture bias setup.
* OpenGL renderer: use correct MVP matrix. Cleanup
Simplified gl::ring_buffer helper
* Added rsx_program_decompiler to the CMakeLists
* Updated rsx_program_decompiler
* Try to fix appveyor build
* Fill fragment constants
* Use sampler buffers in vertex shaders
* Missed changes
* Try to use new shaders decompiler in OpenGL backend
* PPU LLVM: Some instructions simplified
Download: rpcs3 vulkan-wip Git (2016/07/01) x64
Source: Here
2016-07-01
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