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EmuCR: PPSSPPPPSSPP Git (2017/02/14) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

PPSSPP Git Changelog:
* Get rid of "AutoInit", instead always keep the network initialized.
See #9305
* D3D11, Vulkan: Switch to 4x3 matrixes where possible.
Lets us unify more shader code between D3D11 and D3D9, and fixes HW
skinning on D3D11.
* Merge pull request #9296 from hrydgard/d3d11-impl
D3D11 Backend
* D3D11: Support window resize
* Enable dualsource blend effects (glows on transparent things in Wipeout, for example)
* D3D11: Improved alpha/color test, like in GL/Vulkan
* Hide the D3D11 backend if Windows version is older than Win8
* D3D11 Stencil ref fix, fixes Star Ocean stencil-depth
* D3D11: Fix some color issues by doing thing similarly to DX9. Can be optimized later.
* D3D11 Attempt at fixing Star Ocean stencil .. doesn't quite work.
* Last one for today
* More D3D11 fixes, hopefully without breaking DX9
* Additional D3D11 fixes
* D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird...
* DX9 typo fix in PackDepthBuffer
* D3D11: Prepare for dual src blending support
* D3D11: Stencil and scissor work
* Minor tweaks
* Further D3D11 fixes
* Windows GEDebugger: Make display list view DPI-aware for easier debugging on high-dpi screens
* Fix the stencil buffer initialization stuff (not sure it's 100% working et)
* D3D11: Fix build issue in Release mode. Triangle fan workaround.
* D3D11: Fix reverse colors in drawpixels, fix a potential crash
* Assorted D3D11 fixes
* Fix DrawActiveTexture, now Buffered Rendering is starting to work
* Android buildfix
* D3D11: Change init method for textures, so we can support mipmapping
* Assorted fixes for memory leaks etc
* D3D11: Fix reversed colors, stencil improvements
* D3D11: Lumines is now playable in non-buffered, with reverse colors.
* D3D11: Fix clears
* More D3D11 improvements
* D3D11: Fix depth state
* D3D11: Cube now visible
* cube.elf now runs in D3D11 mode, still blackscreen
* More D3D11 progress
* Break on D3D11 validation errors in _DEBUG mode
* Make the first generated D3D11 shaders compile, fix various warnings
* Further stuff.
* Initial stab at porting the DX9 backend to D3D11. Not working yet.
* Some mostly empty files for D3D11
* Enable selecting D3D11 on Windows
* Start stubbing out a new D3D11 backend

EmuCR: PPSSPP

Download: PPSSPP Git (2017/02/14) x86
Download: PPSSPP Git (2017/02/14) x64
Download: PPSSPP Git (2017/02/14) Android
Source: Here



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