[PSX2] Dev PCSX2 SVNv1.5.0-dev-3108-gead3d21bd 2019-04-10 12:02:12

[2] @ Piątek, 26 Kwietnia 2019 18:25CET

[PSX2] Dev PCSX2 SVNv1.5.0-dev-3108-gead3d21bd 2019-04-10 12:02:12

Kolejna developerska wersja PCSX2 - emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa.

Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.

PCSX2 Developer version SVNv1.5.0-dev-3108-gead3d21bd 2019-04-10 12:02:12

PCSX2 Developer version SVNv1.5.0-dev-3107-g568b96b88 2019-04-10 12:00:32

  • gsdx ogl: only always uncommit texture in debug build It is good for memory but bad for the speed. There is likely a better trade-off but it should be enough for now

PCSX2 Developer version SVNv1.5.0-dev-3106-g70c3c1a48 2019-02-28 17:40:24

  • gsdx ogl: always commit a sparse texture when force_texture_clear is enabled The goal is to ensure the behavior of the option. VRAM usage isn't important as option is mainly intented for debug purpose.

PCSX2 Developer version SVNv1.5.0-dev-3105-ge77aac0bf 2019-02-28 00:44:03

  • gsdx-ogl: Do some integer casts for destination texture commit to StretchRect. Fixes warning.

PCSX2 Developer version SVNv1.5.0-dev-3104-gbdcf83ca4 2019-02-27 10:53:32

  • gsdx ogl: sparse texture: only commit new area Avoid potential driver overhead

PCSX2 Developer version SVNv1.5.0-dev-3103-gbb306dfe9 2019-02-26 15:36:28

  • gsdx hw: commit texture before a clear in OI hack Note I didn't bother to compute the draw region for single game hack. Gain would be 0 if game doesn't suffer of memory issue in the first place

PCSX2 Developer version SVNv1.5.0-dev-3102-g116a5d822 2019-02-18 19:48:08

  • gsdx-ogl: update Save() to use committed size of texture

PCSX2 Developer version SVNv1.5.0-dev-3101-g961828321 2019-02-17 07:02:32

  • gsdx-ogl: Add detection of Sparse Depth in isDss()

PCSX2 Developer version SVNv1.5.0-dev-3100-g55e95cc55 2019-02-16 08:21:20

  • gsdx-ogl: add destination texture commit to StretchRect

PCSX2 Developer version SVNv1.5.0-dev-3099-ge9989a596 2019-02-14 18:31:44

  • gsdx: enable sparse render target in TC

PCSX2 Developer version SVNv1.5.0-dev-3098-ga1cdeb2fd 2019-02-14 18:30:24

  • gsdx: add uncommit in recycle

PCSX2 Developer version SVNv1.5.0-dev-3097-g4e675ef6e 2019-02-14 18:28:31

  • gsdx-ogl: add texture commit ogl renderer

PCSX2 Developer version SVNv1.5.0-dev-3096-gba782e90c 2019-02-07 12:20:23

  • gsdx ogl: enable sparse feature on GSdevice interface Note: remain * To really use sparse texture * To debug it ^^

PCSX2 Developer version SVNv1.5.0-dev-3095-g16d5f477f 2019-02-07 12:17:15

  • gsdx ogl: implement CommitPages

PCSX2 Developer version SVNv1.5.0-dev-3094-ge8b2d036e 2019-02-07 12:16:32

  • gsdx ogl: handle creation of sparse texture

PCSX2 Developer version SVNv1.5.0-dev-3093-g9e7069f37 2019-02-07 12:11:47

  • gsdx hw: add API to manage sparse texture allocation DX/GL should implement "CommitPages" to really commit memory Note: CommitPages should also update the m_committed_size member

PCSX2 Developer version SVNv1.5.0-dev-3092-g643ed528c 2019-02-07 12:08:44

  • gsdx hw: allow to create sparse texture at device level Obviously texture allocation should be updated too
→ NOWSZY [PSX2] Dev PCSX2 SVNv1.5.0-dev-3170-g14178cb18 2019-06-19 10:25:27

PCSX2 Developer version SVNv1.5.0-dev-3170-g14178cb18 2019-06-19 10:25:27

PCSX2 Developer version SVNv1.5.0-dev-3169-gde1717c1a 2019-06-19 07:08:43

PCSX2 Developer version SVNv1.5.0-dev-3168-g43981f598 2019-06-19 06:24:23

→ NOWSZY [PSX2] Dev PCSX2 SVNv1.5.0-dev-3167-g300f16df6 2019-06-18 22:34:17

PCSX2 Developer version SVNv1.5.0-dev-3167-g300f16df6 2019-06-18 22:34:17

PCSX2 Developer version SVNv1.5.0-dev-3166-g9401e52b0 2019-06-18 22:06:35

  • gsdx-d3d11/gui: Move the nvidia hack toggle to Disable Safe Features. With the sprite hack removed it was no longer possible to toggle this hack on nvidia gpus, the toggle has been moved to Disable Safe Features. It some issues caused by the hack in sotc, fatal frame and border offset issues.
  • Download: pcsx2-v1.5.0-dev-3166-g9401e52b0-windows-x86.7z

PCSX2 Developer version SVNv1.5.0-dev-3165-g61b984a6c 2019-06-18 20:33:03

PCSX2 Developer version SVNv1.5.0-dev-3164-g11cd6b56c 2019-06-18 20:21:03

→ NOWSZY [PSX2] Dev PCSX2 SVNv1.5.0-dev-3163-g1fc351663 2019-06-17 17:22:25

PCSX2 Developer version SVNv1.5.0-dev-3163-g1fc351663 2019-06-17 17:22:25

  • GameDB: Naruto games fixes and beta trial updates (#2994) Added VU clamping to none for Ulitmate Ninja 2 to fix minor visual issues with lights. - Tested by boberto5888 Added VU clamping to extra for Ulitmate Ninja 3 to fix minor visual issues with lights as well as missing QTE. - Tested by boberto5888 Added beta trial serials. - Tested by atomic83github
  • Download: pcsx2-v1.5.0-dev-3163-g1fc351663-windows-x86.7z
→ NOWSZY [PSX2] Dev PCSX2 SVNv1.5.0-dev-3162-g4195b77fa 2019-06-17 09:31:16

PCSX2 Developer version SVNv1.5.0-dev-3162-g4195b77fa 2019-06-17 09:31:16

PCSX2 Developer version SVNv1.5.0-dev-3161-g9acb871c7 2019-06-17 09:17:03

  • GSdx-Dialog: Remove useless member variable The adapter ID was needed to be passed before for a legacy DX9 hack which is no longer present, I figured it could cause a potential conflict when the adapter value stored at INI is outdated. (which is now a possibility after lightning removed reference device) The other alternative would be to just force set the INI value on dialog initialization to avoid unavailable values in the INI file, but that would be a rough for a person transitioning from debug build to release build using the reference device option, so just removing this outdated variable for now, I rather doubt we'd be needing it in the future, in case we need adapter passing to subdialogs, the former suggestion needs to be implemented. Not implementing it right now since there's no need for it.
  • Download: pcsx2-v1.5.0-dev-3161-g9acb871c7-windows-x86.7z
→ NOWSZY [PSX2] Dev PCSX2 SVNv1.5.0-dev-3160-gcc6a58da1 2019-06-17 00:50:27

PCSX2 Developer version SVNv1.5.0-dev-3160-gcc6a58da1 2019-06-17 00:50:27

PCSX2 Developer version SVNv1.5.0-dev-3159-g563772fdf 2019-06-17 02:33:17

PCSX2 Developer version SVNv1.5.0-dev-3158-ge6d42338a 2019-06-17 00:11:47

→ NOWSZY [PSX2] Dev PCSX2 SVNv1.5.0-dev-3157-ge89f46139 2019-06-16 21:25:25

PCSX2 Developer version SVNv1.5.0-dev-3157-ge89f46139 2019-06-16 21:25:25

PCSX2 Developer version SVNv1.5.0-dev-3156-ga936cd9eb 2019-06-16 16:24:42

PCSX2 Developer version SVNv1.5.0-dev-3155-g34bedddd5 2019-06-16 16:13:16

  • gsdx-d3d11: Update nvidia hack handling. Don't query the api for the adapter description twice.

PCSX2 Developer version SVNv1.5.0-dev-3154-g55f4dea46 2019-06-14 20:28:18

  • gsdx-gui: Purge Sprite hack from the gui. Collaborator: lightningterror

PCSX2 Developer version SVNv1.5.0-dev-3153-g39f509fea 2019-06-16 16:06:08

  • gsdx-hw: Remove no longer needed Sprite hack, replaced by improved atst code already.

PCSX2 Developer version SVNv1.5.0-dev-3152-g6a122268c 2019-06-14 20:24:37

  • gsdx-d3d11: Update d3d shader macro handling to a much better algorithm. Bonus, remove unused options variable D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS.
→ NOWSZY [PSX2] Dev PCSX2 SVNv1.5.0-dev-3151-gcec185fd6 2019-06-15 22:35:17

PCSX2 Developer version SVNv1.5.0-dev-3151-gcec185fd6 2019-06-15 22:35:17

→ NOWSZY [PSX2] Dev PCSX2 SVNv1.5.0-dev-3150-g0781cb65b 2019-06-14 23:32:58

PCSX2 Developer version SVNv1.5.0-dev-3150-g0781cb65b 2019-06-14 23:32:58

→ NOWSZY [PSX2] Dev PCSX2 SVNv1.5.0-dev-3149-g322878980 2019-06-13 14:52:03

PCSX2 Developer version SVNv1.5.0-dev-3149-g322878980 2019-06-13 14:52:03

PCSX2 Developer version SVNv1.5.0-dev-3148-g602435901 2019-06-13 13:38:24

PCSX2 Developer version SVNv1.5.0-dev-3147-g60cf62fea 2019-06-09 18:38:11

PCSX2 Developer version SVNv1.5.0-dev-3146-g6bdd4ff18 2019-06-06 17:56:22

  • GSdx-d3d11: Ported SW blending variables from OGL to DX11 PSSelector/BSSelector/pixel shader.

PCSX2 Developer version SVNv1.5.0-dev-3145-g718042e6a 2019-06-06 16:21:32

  • GSdx: Made a DX11/OGL-independent blend map in GSDevice.cpp. Convert to OGL/DX11 specific constants at run time.
→ NOWSZY [PSX2] Dev PCSX2 SVNv1.5.0-dev-3144-ga3bf46ecd 2019-06-06 04:21:02

PCSX2 Developer version SVNv1.5.0-dev-3144-ga3bf46ecd 2019-06-06 04:21:02

Tagi: Sony, Playstation, Psx, Bobbudowniczy

wstecz26/04/2019 18:25
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Kolejna developerska wersja PCSX2 - emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa. Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.
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Kolejna developerska wersja PCSX2 - emulatora konsoli Sony Playstation II serwowana przez automatyczny build Orphisa. Ostatnia oficjalna wersja tego emulatora to PCSX2 1.4.0.
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