Dolphin SVN r7258 - 模擬器

By Iris
at 2011-02-27T19:44
at 2011-02-27T19:44
Table of Contents
http://www.dolphin-emulator.com/download.html
Dolphin SVN r7258 is released. Dolphin is the first Gamecube emulator able to
run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It
has a partial Wii support and plays most Gamecube games. SSSE3 and SSE4
optimized are enabled in this build.
Dolphin SVN changelog:
r7252
Core/Core/Src/DSP: Drop the indirect addressing hackery from DSP Jit
Was made possible by the move of Core/DSPCommon to Core/Core.
This should not give a significant speed difference, but frees
another register for register allocator use on x64 and
generally simplifies the code.
r7253
Add EFB encode-to-RAM support in DX11 backend. It could probably be
simplified a lot, and not all the possible formats are implemented. I tried
to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL
compiler is broken. "Dynamic mode" is implemented, but disabled for now.
r7254
add new files from r7253 to vs2010 projects.
r7255
PS3 controllers have some input elements with very large value fields
that cause IOHIDValueGetIntegerValue() to smash the stack when trying
to convert them.
In practice, all relevant axes seem to also be available as either
8 or 16-bit values, so just ignore anything that doesn't look like
that (or a button).
Fixes issue 3931.
r7256
Fix a brain-fart....
r7257
Fix a memory leak in the breakpoint window.
Parent message alerts by the active window. This way if another window is
open it isn't pushed behind the main window. We probably should parent the
message alerts by the calling window instead, but this may be good enough.
Make sure there is only one instance of some modeless windows (Cheats Manager
and Net Play).
r7258
Improve DX11 efb-encoder shader code generation a little
--
Dolphin SVN r7258 is released. Dolphin is the first Gamecube emulator able to
run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It
has a partial Wii support and plays most Gamecube games. SSSE3 and SSE4
optimized are enabled in this build.
Dolphin SVN changelog:
r7252
Core/Core/Src/DSP: Drop the indirect addressing hackery from DSP Jit
Was made possible by the move of Core/DSPCommon to Core/Core.
This should not give a significant speed difference, but frees
another register for register allocator use on x64 and
generally simplifies the code.
r7253
Add EFB encode-to-RAM support in DX11 backend. It could probably be
simplified a lot, and not all the possible formats are implemented. I tried
to use the dynamic-linking feature of shader model 5, but Microsoft's HLSL
compiler is broken. "Dynamic mode" is implemented, but disabled for now.
r7254
add new files from r7253 to vs2010 projects.
r7255
PS3 controllers have some input elements with very large value fields
that cause IOHIDValueGetIntegerValue() to smash the stack when trying
to convert them.
In practice, all relevant axes seem to also be available as either
8 or 16-bit values, so just ignore anything that doesn't look like
that (or a button).
Fixes issue 3931.
r7256
Fix a brain-fart....
r7257
Fix a memory leak in the breakpoint window.
Parent message alerts by the active window. This way if another window is
open it isn't pushed behind the main window. We probably should parent the
message alerts by the calling window instead, but this may be good enough.
Make sure there is only one instance of some modeless windows (Cheats Manager
and Net Play).
r7258
Improve DX11 efb-encoder shader code generation a little
--
Tags:
模擬器
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