PCSX2 SVN r1575 - 模擬器
By Edith
at 2009-07-27T18:02
at 2009-07-27T18:02
Table of Contents
http://emu.crimsonrain.com/2009/07/pcsx2-svn-r1575.html
PCSX2 SVN Changelog:
r1570
microVU: more regAlloc work...
r1571
GSdx:
- Automatic texture filtering should be ok now, occasionally point filtering
was used. Tested it on the ps2 and figured with no mip levels LoD and
minification settings are just ignored altogether.
- Also run a few tests on the gather instruction with the reference
rasterizer and found a fatal flaw with it. It returns the four samples for
bilinear sampling (in a funny order, which isn't documented of course, x =
bl, y = br, z = tr, w = tl), but there is no way to guess which four were
selected exactly.
Due to some hidden rounding error it might grab different texels than I would
when calculating the position of the upper-left texel, of which the
fractional part is be used for the interpolation. When the texel positions do
not match it leaves annoying discontinuity errors. Oh well...
r1572
wxgui: Improved threading model used by the log window, plus a few minor
fixes to main window startup/shutdown code.
r1573
microVU:
- Finished implementing regAlloc. Sadly the speedgain wasn't great (0%~2% in
the games I tried). I think the speedup should be bigger with a CPU that
supports SSE4.1, but I don't have one to test :p
r1574
microVU: tweaking/testing some stuff...
r1575
microVU: fixed a bug in my clamping code from r1568. Fixes TOTA invisible
characters when clamp-mode set to 'normal'
--
PCSX2 SVN Changelog:
r1570
microVU: more regAlloc work...
r1571
GSdx:
- Automatic texture filtering should be ok now, occasionally point filtering
was used. Tested it on the ps2 and figured with no mip levels LoD and
minification settings are just ignored altogether.
- Also run a few tests on the gather instruction with the reference
rasterizer and found a fatal flaw with it. It returns the four samples for
bilinear sampling (in a funny order, which isn't documented of course, x =
bl, y = br, z = tr, w = tl), but there is no way to guess which four were
selected exactly.
Due to some hidden rounding error it might grab different texels than I would
when calculating the position of the upper-left texel, of which the
fractional part is be used for the interpolation. When the texel positions do
not match it leaves annoying discontinuity errors. Oh well...
r1572
wxgui: Improved threading model used by the log window, plus a few minor
fixes to main window startup/shutdown code.
r1573
microVU:
- Finished implementing regAlloc. Sadly the speedgain wasn't great (0%~2% in
the games I tried). I think the speedup should be bigger with a CPU that
supports SSE4.1, but I don't have one to test :p
r1574
microVU: tweaking/testing some stuff...
r1575
microVU: fixed a bug in my clamping code from r1568. Fixes TOTA invisible
characters when clamp-mode set to 'normal'
--
Tags:
模擬器
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