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August 13th, 2013, 11:14 Posted By: wraggster
via http://www.emucr.com/
PPSSPP Git (2013/08/12) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
PPSSPP Git Changelog:
* Merge pull request #3134 from unknownbrackets/gpu-thread
Improve separate CPU thread performance, fix condition variable misuse
* Improve performance on x64 at least.
Maybe can just ignore for 32? I'm not sure how bad it would be if it read
in between...
* Fix condition variable misuse.
* Merge pull request #3132 from unknownbrackets/stackwalk
Add a stack walk debugging function
* Add a function to walk the stack, not yet perfect.
Could use improvements, but with a decent symbol table does very well so
far in the games I tested it in.
* Branch targets are relative to next instr.
* Merge pull request #3127 from unknownbrackets/gpu-thread
Use a timer to keep gpu/cpu in sync periodically
* Use a timer to keep gpu/cpu in sync periodically.
Fixes Diva Extend demo, at least, losing FPS.
* Merge pull request #3129 from unknownbrackets/mips-minor
MIPS table cleanup
* Use the flags in MIPSCodeUtils.
* Consider these as taking a IMM16 as well.
* Get rid of IsDelaySlotInfoSafe since flags are ok.
* Cleanup the remaining MIPS tables, reporting.
* Cleanup flags on VFPU4 sub MIPS tables.
* Clean up the COP1 MIPS tables, and reporting.
* Cleanup some COP2/VFPU2 table flags.
* Clean up the SPECIAL3 and REGIMM table flags.
* Make sure we're reporting unknown instructions.
* Correct SPECIAL2 and separate COP1S and COP1W.
* Clean up the SPECIAL MIPS table, mostly flags.
* Clean up the immediate MIPS table, mostly flags.
* Fix some formatting in the MIPS table.
And also a couple cases of manually specifying RS.
* Simplify some MIPS table flags.
* Fix a couple potential infinite loops.
* Merge pull request #3131 from thedax/ps1EbootErrorMsg
Add an error message specifically for PS1 eboots.
* Add an error message specifically for PS1 eboots.
* GCC buildfix (processes more of templates earlier than MSVC)
* Update native with 32-bit hang fix
* Count numFlips in a way consistent with our frame timing.
* Minor optimization, sketch on an lvl.q jit implementation
* More microoptimization
* Some microoptimization
* Merge pull request #3123 from MrYadro/master
Make more strings translatable.
* Make more strings translatable.
* Merge pull request #3125 from raven02/patch-15
Some games like FF Type-0 inits viewport as 0x0
* Some games like FF Type-0 inits viewport as 0x0
* Merge pull request #3126 from unknownbrackets/io-async
Use a separate thread for reading/writing
* Set the IO thread's name for debugging.
* Give sceIoWrite the same treatment, for savedata.
* Run sceIoRead operations on a separate thread.
This should improve stutter. Also verified via a timer to improve
performance (although, not very much, ~0.07 seconds during an entire
game load.)
* Start and stop a separate thread for IO.
Not actually running anything on it yet.
* Add a class to manage IO on a separate thread.
Also separate the logic for exiting the loop based on coreState. IO and
audio won't necessarily be tied to the frame.
http://www.sendspace.com/file/io8smi
http://www.sendspace.com/file/5a945t
For more information and downloads, click here!
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