Créé par Ben Vanik alias Noxa (PSP Player), il s’agit d’un projet de recherche pour développer un émulateur Xbox 360. Notez qu’il vous faudra une machine très performante pour lancer des jeux commerciaux de façon fluide. Plus d’informations ici sans oublier le site de développement là [master]. Un manager permettant de gérer l’émulateur Xenia est disponible ici.

– [GPU] Change « bpe » to « bpb » (bytes per block) in comments
– Forgotten in the other « element » to « block » change.
– [GPU] Change « element » name back to « block » in texture addressing
– The 32_32_32_FLOAT format seems to be vertex-only, so it looks like there can’t be storage elements smaller than a single texel.
– So, use a more precise name that can’t be confused with « picture element » (pixel) or « texture element » (texel) that represents a single logical pixel rather than a storage block of pixels.
– [D3D12] Include recent D3D12 headers from the Microsoft GitHub
– [GPU] Change texture address local X offsetting back to addition
– More likely to be emitted as an immediate load/store offset in host
hardware shaders.
– [GPU] Use XOR to flip X texel group in all load/resolve shaders
– For visual consistency (missed in the commit that added LocalXAddressXor).
– [GPU] XeResolveLocalXAddressXor comment typo correction
– [GPU] Simplify local X offsetting with resolution scaling
– Switch between even and odd 16-byte element sequences along X by simply flipping a bit rather than going to a different resolution-scaled group of pixels, by increasing the size of the group within the constraints imposed by tiling.
– Misc fixes








