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Accepting request 542857 from home:xenonpk - Update to version 1.4.2~git20171118: * Remove trailing whitespace from CMakeLists.txt * Vulkan: Fix stencil clears to a specific value. Should help #10150 * Silence travis gcc version errors. - Update to version 1.4.2~git20171117: * Remove wrong comments * GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554, finally! * Win32: Improvements to vulkan init error handling * Temporarily turn off Vulkan threading on AMD, see issue #10097. * Vulkan: Forgot to enable our various depth rounding features. * Vulkan: Flush at display list waits. Fixes #10095 * Minor cleanup, and more terrifying orientation hackery * Android: When creating shortcuts, put the file path in data, not in Extras. * Fix the "vulkan not found" message on android. Fixes #10034 * Make remoteiso_subdir and server editable on Android. Fixes #10142. Really need a better mechanism for these fields. * Workaround orientation bug in Android when unlocking the screen. * Unify RebindFramebuffer, mostly. * Vulkan: Fix bug where shader blend texture overwrote normal texture binding. Fixes #10135 * Update .gitignore for libretro builds. * Fix headless to work better in vulkan mode * Make test.py python3-compatible, print out command lines better. * Vulkan screenshots: Fix R/G swap bug. Thanks unknown. * Make sure the device supports transfers from swapchain images when taking screenshots. * Windows/Vulkan: implement screenshots. Something is iffy with the red/blue swap though... * Vulkan: Dual Src blending strikes again! Disable it on nVidia X1 (Shield TV) due to driver bugs, sigh. * Vulkan: Show the preferred depth-stencil format in the feature list. * Just more accurate feature flags for Vulkan. * Headless: Prevent segfaults with Vulkan. * Headless: Fix crash with null GPU. * Links from the UI: Change from http:// to https:// wherever possible. * Add missing ID for CTTR compat hack. * Fix Memory Leak :D * spaces->underscores:) * Fixes problem switching between non-through triangles and rects. Helps a small part of #6554 * More duplicate code removal * Small changes. Thx [Unknown] * Change KernelTimeNow to KernelTimeNowFormatted and return nice timestamp. * Requested changes. * Blah;p. Buildfix. * Fix linux build. * Add an option to allow resetting video/audio dump on save/load state. * Use gameID and emulated timestamp for Avi/Wav dump filenames. * Fix texture conversion. * Vulkan: Use optimal alignment for texture uploads. May help stutter in #10105 ? * Kill off more unused duplicate code * Oops * Delete unused duplicate functions * Fix annoying little flicker when starting a game. * Vulkan shader view (debug): Add a simple textural representation (incomplete) of pipelines * Vulkan: Make sure to clear the pipeline key to avoid padding bytes causing us to allocate duplicate pipelines. * D3D11: Similarly to the last vulkan commit, don't create lots of dupe vertex input layouts * Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats. * DevScreens: In shader viewer tabs, show the number of each shader type. * Unify Execute_Bezier and Execute_Spline * Minor cleanup, fix a comment. * Vulkan: Minor validation error fix * Nitpicking! Correct minor version for non Nvidia. * Win32: Add (debug) to window title in debug builds * Fix driver version display on Vulkan. Enable dualsrc blend on newer AMD drivers. Fixes #10109 * SoftGPU: Oops, fix silly typo. * Vulkan: Remove experimental warning. * Vulkan: Cut down on asserts during init. * TexCache: Add NEON alpha checks for Vulkan. * TexCache: Simplify CheckAlpha funcs and SIMD. * TexCache: Check alpha before scaling. * TexCache: Remove simple 0/1 alpha check. * Vulkan: Avoid checking texture alpha after scale. * Fix bug where readback buffers would be created too small sometimes. Should help #10098 * Vulkan: Tweak stencil value from clears. * Vulkan: When deriving stencilref from color, don't forget to update the value. - Update to version 1.4.2~git20171112: * UI: Typo fix. * Buildfixes for Android * Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P * Vulkan: Speed up and simplify hardware tesselation by using storage buffers. * hwtess: Shrink Vulkan UV textures * Make the interface to hw tess slightly more flexible. * Vulkan: Use a device allocator for tesselation data textures. Add comment about better solutions. * Vulkan: Support wide lines if available on the GPU. * Vulkan readback: Resize the readback buffer dynamically as necessary. * SoftGPU: Add a clear mode fast path. * Debugger: Prevent clear while stepping. * SoftGPU: Thread by width for wide polygons. * SoftGPU: Fix crash when stride is 0. * Vulkan hw tess: Assorted minor fixes. Works on Mali now. * Vulkan hw tess: Use pushbuffers instead of temp images to upload data. * Vulkan hw tess: Don't reuse the same dynamic texture for multiple draws, not safe. * Remove unused pointer. * Vulkan: Noticed a framebuffer refcount leak, and changed my mind regarding those :) Let's do it this way instead. * Reduce a ERROR_LOG_REPORT to a warning (vfpu branches in delay slots) * SaveState: Avoid clearing shaders in all backends. * D3D11: Clear input layouts on shader clear. * D3D11: Avoid clearing shaders on load state. * SaveState: Fix use-after-resize iterator. * Vulkan: Enable the "accurate depth" codepath, using the same formula as D3D9. * Android: Cleaner way to avoid double-resizing the backbuffer. * Fix blackscreen when resolution is set to auto. Fixes #10081 * Experimenally disable dual source blending on AMD too for Vulkan, see #10065 * MotoGP: Compat hack to disable framebuffer readbacks. * Buildfix 32-bit * Ditch a silly vertex count limit that only makes sense for GLES, so move it there. * Fix race condition. * Fix a few more device-loss bugs. * Avoid double-initializing the Vulkan backbuffer on startup. * Logging improvements, avoid resetting the Android text drawer unnecessarily * More minor vulkan fixes and cleanups. Don't actually call "Resized" if the size stays the same. * Change Android logging ID from "NativeApp" to "PPSSPP" * More logging and tweaking * Vulkan: Remove duplicate depalShaderCache, fix a number of instances where we didn't use the deleter properly. * Keep the draw context up to date in a bunch of places. More logging. * Vulkan: Improve init/shutdown logging on Android. Fix a bug where we'd not run InitDeviceObjects on GPU_Vulkan sometimes. * Fix some ports * Upgrade glslang to a fresh version (used to compile Vulkan shaders). Might help #10065 ?) * Ooops * Vulkan: Disable dual source blending on Intel GPUs, fixes #10074. * Show textual names of Vulkan GPU vendors * Improve Vulkan device selection mechanism to prefer discrete GPUs * Cleanup gradle output. * Cheats: Fix pointer command count offset. * Cheats: Clamp pointer command data to avail. * Fix 0x6 code types * Vulkan: Apply simple workaround for Mali driver bug (see #10070), and minor cleanup. * Fix some minor things found by running Sizer on PPSSPP * Cheats: Enable for any non-zero number. * Disable lwl/lwr on ARM64 JIT again. Seems b9b2656e9313 broke things, see #10020 * Count readbacks in a frame and show in GPU debug stats. * Cheats: Split parsing and execution. * Try harder to free up memory from the Android native font rendering system. Might help #10069 * Vulkan: If acquiring a frame fails (happens sometimes during window resize), skip swapping the frame. Should help #10063 * Vulkan: Wait for orderly thread stop on resize. * Vulkan: Fix deadlock on resize. * Vulkan: Some error handling improvement. Might get us a clue for #10065 * Vulkan: The validation layers don't like zero-size blits. * Vulkan: Better way to make sure we bind the backbuffer at some point. * Vulkan: Convert depth format on readback. * Vulkan: Show textures in GE debugger. * Vulkan: Add texture image readback. * Vulkan: Fix non-16 bit indexed drawing. * Vulkan: Allow clearing the backbuffer to any color. * D3D11: Show FBO-as-texture in GE debugger. * TexCache: Warning fix. * Use W^X on OpenBSD. * Don't use "threadsafe events" for Ge stuff. * Vulkan: Fix leak in WipeQueue(). * Turn on multithreaded vulkan * Remove/deprecate GPU tick sync * Get rid of GPUCommon's "Internal" functions. * Delete ProcessEvent and the GPUEvent enum * Delete GPUCommon::ScheduleEvent * Get rid of a bunch of sync stuff that's no longer needed. * Get rid of the sync around curTickEst * Delete the mutex in GPUCommon. * Vulkan: Fix framebuffer leak. * Remove the setting to run the display list interpreter on a separate thread. * Vulkan: Correct logicop dirtying. * Vulkan multithread: Fix race condition. * TexCache: Detect textures in FBO gutters. * GPU: Properly Release() FBOs. * SaveState: Correct free on error and uncomp format. * SaveState: Use malloc to avoid Android OOM crash. * Vulkan: Make sure backbuffer is bound for UI. * Vulkan: Resignal unexecuted fences on thread stop. * Vulkan: Wait for queue idle in DestroyBackbuffers. * GPU: Restore initial readback on output. * Vulkan: Refcount framebuffer deletes. * Vulkan: Account inside frame from push side. * Add missing Google Maven repository * Buildfix again. Should fix #10046 this time. * Unify a little bit of depal code. * Vulkan: Fix bug in depal causing Sonic Rivals to be grayscale. * Minor depal state dirtying fix * Add <cmath> include. Will hopefully help #10046 * Cleanups and fixes around Vulkan stencil upload. thx unknown * Should be bufferWidth here, not width. Thanks unknown. * Vulkan: Fix a comment. * Vulkan: Allow sync when using threading. * Vulkan: Fix out-of-sync frames on threading. * Vulkan: Trigger condvar only at frame end. * Vulkan: Fix segfault on swapchain fail. * Fix issue in framebuffer size calculation when viewport is bogus in through mode. Fixes #10043. * Tiny cleanups. * Vulkan: Minor fixes. * Stop leaking framebuffers on shutdown. Fix other shutdown issues. * Minor optimization. * Remove some code duplication * Vulkan: Implement stencil upload (for Star Ocean). OBS-URL: https://build.opensuse.org/request/show/542857 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=19
2017-11-24 10:03:20 +01:00
-------------------------------------------------------------------
Sat Nov 18 20:08:27 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171118:
* Remove trailing whitespace from CMakeLists.txt
* Vulkan: Fix stencil clears to a specific value. Should help #10150
* Silence travis gcc version errors.
-------------------------------------------------------------------
Fri Nov 17 19:49:33 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171117:
* Remove wrong comments
* GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554, finally!
* Win32: Improvements to vulkan init error handling
* Temporarily turn off Vulkan threading on AMD, see issue #10097.
* Vulkan: Forgot to enable our various depth rounding features.
* Vulkan: Flush at display list waits. Fixes #10095
* Minor cleanup, and more terrifying orientation hackery
* Android: When creating shortcuts, put the file path in data, not in Extras.
* Fix the "vulkan not found" message on android. Fixes #10034
* Make remoteiso_subdir and server editable on Android. Fixes #10142. Really need a better mechanism for these fields.
* Workaround orientation bug in Android when unlocking the screen.
* Unify RebindFramebuffer, mostly.
* Vulkan: Fix bug where shader blend texture overwrote normal texture binding. Fixes #10135
* Update .gitignore for libretro builds.
* Fix headless to work better in vulkan mode
* Make test.py python3-compatible, print out command lines better.
* Vulkan screenshots: Fix R/G swap bug. Thanks unknown.
* Make sure the device supports transfers from swapchain images when taking screenshots.
* Windows/Vulkan: implement screenshots. Something is iffy with the red/blue swap though...
* Vulkan: Dual Src blending strikes again! Disable it on nVidia X1 (Shield TV) due to driver bugs, sigh.
* Vulkan: Show the preferred depth-stencil format in the feature list.
* Just more accurate feature flags for Vulkan.
* Headless: Prevent segfaults with Vulkan.
* Headless: Fix crash with null GPU.
* Links from the UI: Change from http:// to https:// wherever possible.
* Add missing ID for CTTR compat hack.
* Fix Memory Leak :D
* spaces->underscores:)
* Fixes problem switching between non-through triangles and rects. Helps a small part of #6554
* More duplicate code removal
* Small changes. Thx [Unknown]
* Change KernelTimeNow to KernelTimeNowFormatted and return nice timestamp.
* Requested changes.
* Blah;p. Buildfix.
* Fix linux build.
* Add an option to allow resetting video/audio dump on save/load state.
* Use gameID and emulated timestamp for Avi/Wav dump filenames.
* Fix texture conversion.
* Vulkan: Use optimal alignment for texture uploads. May help stutter in #10105 ?
* Kill off more unused duplicate code
* Oops
* Delete unused duplicate functions
* Fix annoying little flicker when starting a game.
* Vulkan shader view (debug): Add a simple textural representation (incomplete) of pipelines
* Vulkan: Make sure to clear the pipeline key to avoid padding bytes causing us to allocate duplicate pipelines.
* D3D11: Similarly to the last vulkan commit, don't create lots of dupe vertex input layouts
* Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats.
* DevScreens: In shader viewer tabs, show the number of each shader type.
* Unify Execute_Bezier and Execute_Spline
* Minor cleanup, fix a comment.
* Vulkan: Minor validation error fix
* Nitpicking! Correct minor version for non Nvidia.
* Win32: Add (debug) to window title in debug builds
* Fix driver version display on Vulkan. Enable dualsrc blend on newer AMD drivers. Fixes #10109
* SoftGPU: Oops, fix silly typo.
* Vulkan: Remove experimental warning.
* Vulkan: Cut down on asserts during init.
* TexCache: Add NEON alpha checks for Vulkan.
* TexCache: Simplify CheckAlpha funcs and SIMD.
* TexCache: Check alpha before scaling.
* TexCache: Remove simple 0/1 alpha check.
* Vulkan: Avoid checking texture alpha after scale.
* Fix bug where readback buffers would be created too small sometimes. Should help #10098
* Vulkan: Tweak stencil value from clears.
* Vulkan: When deriving stencilref from color, don't forget to update the value.
-------------------------------------------------------------------
Sun Nov 12 18:31:34 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171112:
* UI: Typo fix.
* Buildfixes for Android
* Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P
* Vulkan: Speed up and simplify hardware tesselation by using storage buffers.
* hwtess: Shrink Vulkan UV textures
* Make the interface to hw tess slightly more flexible.
* Vulkan: Use a device allocator for tesselation data textures. Add comment about better solutions.
* Vulkan: Support wide lines if available on the GPU.
* Vulkan readback: Resize the readback buffer dynamically as necessary.
* SoftGPU: Add a clear mode fast path.
* Debugger: Prevent clear while stepping.
* SoftGPU: Thread by width for wide polygons.
* SoftGPU: Fix crash when stride is 0.
* Vulkan hw tess: Assorted minor fixes. Works on Mali now.
* Vulkan hw tess: Use pushbuffers instead of temp images to upload data.
* Vulkan hw tess: Don't reuse the same dynamic texture for multiple draws, not safe.
* Remove unused pointer.
* Vulkan: Noticed a framebuffer refcount leak, and changed my mind regarding those :) Let's do it this way instead.
* Reduce a ERROR_LOG_REPORT to a warning (vfpu branches in delay slots)
* SaveState: Avoid clearing shaders in all backends.
* D3D11: Clear input layouts on shader clear.
* D3D11: Avoid clearing shaders on load state.
* SaveState: Fix use-after-resize iterator.
* Vulkan: Enable the "accurate depth" codepath, using the same formula as D3D9.
* Android: Cleaner way to avoid double-resizing the backbuffer.
* Fix blackscreen when resolution is set to auto. Fixes #10081
* Experimenally disable dual source blending on AMD too for Vulkan, see #10065
* MotoGP: Compat hack to disable framebuffer readbacks.
* Buildfix 32-bit
* Ditch a silly vertex count limit that only makes sense for GLES, so move it there.
* Fix race condition.
* Fix a few more device-loss bugs.
* Avoid double-initializing the Vulkan backbuffer on startup.
* Logging improvements, avoid resetting the Android text drawer unnecessarily
* More minor vulkan fixes and cleanups. Don't actually call "Resized" if the size stays the same.
* Change Android logging ID from "NativeApp" to "PPSSPP"
* More logging and tweaking
* Vulkan: Remove duplicate depalShaderCache, fix a number of instances where we didn't use the deleter properly.
* Keep the draw context up to date in a bunch of places. More logging.
* Vulkan: Improve init/shutdown logging on Android. Fix a bug where we'd not run InitDeviceObjects on GPU_Vulkan sometimes.
* Fix some ports
* Upgrade glslang to a fresh version (used to compile Vulkan shaders). Might help #10065 ?)
* Ooops
* Vulkan: Disable dual source blending on Intel GPUs, fixes #10074.
* Show textual names of Vulkan GPU vendors
* Improve Vulkan device selection mechanism to prefer discrete GPUs
* Cleanup gradle output.
* Cheats: Fix pointer command count offset.
* Cheats: Clamp pointer command data to avail.
* Fix 0x6 code types
* Vulkan: Apply simple workaround for Mali driver bug (see #10070), and minor cleanup.
* Fix some minor things found by running Sizer on PPSSPP
* Cheats: Enable for any non-zero number.
* Disable lwl/lwr on ARM64 JIT again. Seems b9b2656e9313 broke things, see #10020
* Count readbacks in a frame and show in GPU debug stats.
* Cheats: Split parsing and execution.
* Try harder to free up memory from the Android native font rendering system. Might help #10069
* Vulkan: If acquiring a frame fails (happens sometimes during window resize), skip swapping the frame. Should help #10063
* Vulkan: Wait for orderly thread stop on resize.
* Vulkan: Fix deadlock on resize.
* Vulkan: Some error handling improvement. Might get us a clue for #10065
* Vulkan: The validation layers don't like zero-size blits.
* Vulkan: Better way to make sure we bind the backbuffer at some point.
* Vulkan: Convert depth format on readback.
* Vulkan: Show textures in GE debugger.
* Vulkan: Add texture image readback.
* Vulkan: Fix non-16 bit indexed drawing.
* Vulkan: Allow clearing the backbuffer to any color.
* D3D11: Show FBO-as-texture in GE debugger.
* TexCache: Warning fix.
* Use W^X on OpenBSD.
* Don't use "threadsafe events" for Ge stuff.
* Vulkan: Fix leak in WipeQueue().
* Turn on multithreaded vulkan
* Remove/deprecate GPU tick sync
* Get rid of GPUCommon's "Internal" functions.
* Delete ProcessEvent and the GPUEvent enum
* Delete GPUCommon::ScheduleEvent
* Get rid of a bunch of sync stuff that's no longer needed.
* Get rid of the sync around curTickEst
* Delete the mutex in GPUCommon.
* Vulkan: Fix framebuffer leak.
* Remove the setting to run the display list interpreter on a separate thread.
* Vulkan: Correct logicop dirtying.
* Vulkan multithread: Fix race condition.
* TexCache: Detect textures in FBO gutters.
* GPU: Properly Release() FBOs.
* SaveState: Correct free on error and uncomp format.
* SaveState: Use malloc to avoid Android OOM crash.
* Vulkan: Make sure backbuffer is bound for UI.
* Vulkan: Resignal unexecuted fences on thread stop.
* Vulkan: Wait for queue idle in DestroyBackbuffers.
* GPU: Restore initial readback on output.
* Vulkan: Refcount framebuffer deletes.
* Vulkan: Account inside frame from push side.
* Add missing Google Maven repository
* Buildfix again. Should fix #10046 this time.
* Unify a little bit of depal code.
* Vulkan: Fix bug in depal causing Sonic Rivals to be grayscale.
* Minor depal state dirtying fix
* Add <cmath> include. Will hopefully help #10046
* Cleanups and fixes around Vulkan stencil upload. thx unknown
* Should be bufferWidth here, not width. Thanks unknown.
* Vulkan: Fix a comment.
* Vulkan: Allow sync when using threading.
* Vulkan: Fix out-of-sync frames on threading.
* Vulkan: Trigger condvar only at frame end.
* Vulkan: Fix segfault on swapchain fail.
* Fix issue in framebuffer size calculation when viewport is bogus in through mode. Fixes #10043.
* Tiny cleanups.
* Vulkan: Minor fixes.
* Stop leaking framebuffers on shutdown. Fix other shutdown issues.
* Minor optimization.
* Remove some code duplication
* Vulkan: Implement stencil upload (for Star Ocean).
Accepting request 538670 from home:xenonpk - Update to version 1.4.2~git20171101: * Small fix for a bad block transfer in Soul Calibur * Fix bug in Vulkan's vertex shader generator, causing stretched characters in Jeanne D'arc. * DenseHashMap: Speed up clearing. Became more important since I had to disable keeping descriptor sets around between frames. * Complete a comment. * Vulkan: Fix colors for low-bpp depal (actually fixing the shadows of ff-type0) * Make VulkanTexture "immutable". * Add some disabled code to submit "init" command buffers separately to the queue for debugging. * Always recreate DrawPixelsTex to avoid inter-frame races. * Use the global curFrame counter. No need for a vector for pushing cmdbufs. * Add a QueueRunner logging facility. Set up a subpass dependency for the backbuffer pass. * Add and update some comments. * Vulkan: Make backbuffer transitions part of backbuffer render pass. Optimize depth buffer memory operations. * Decimate descriptors every frame until I find a better solution. Fixes flicker in videos in several games. * Remove disabling of validation warning. It works. * Vulkan: Fix depal and shader blending. * Vulkan depal code now passes validation, but produces black. * Implement the rest of Vulkan framebuffer depal. Not yet working though. * Some reorganization. Start implementing framebuffer depal for Vulkan. * Delete superfluous bind of temporary render target on creation. * Implement GetFramebufferAPITexture for Vulkan - Update to version 1.4.2~git20171029: * Share the conversion code between vulkan and D3D, fixing the missing format thing. * Color-convert directly during the readback, saves a copy. Like we already do in D3D11. * Revert most of the last commit - will do it differently. * Use the CPU color conversion from GLES for readbacks in Vulkan (and D3D11). Fix bug. * Fix Vulkan framebuffer readbacks, as long as they're in R8G8B8A8. * Vulkan: Rough untested implementation of synchronous readbacks. * VulkanRenderManager: Split out BeginFrame and EndFrame from Run * Comment cleanup * Refactor: Split out VulkanQueueRunner from VulkanRenderManager * Forgot to update the Android target version here to 26. * Another buildfix * Fix integer overflow affecting very large draw calls * More buildfixes, warning fix, memory leak fix * 32-bit android buildfix attempt * Bump descriptor set limits, which became insufficient with the addition of tesselation (should really use separate big desc layouts for them) * Remove misguided hack. * Warning fixes * Remove a bad check making us use the wrong way to copy depth buffers. Add a cap so we can try to unify BlitFramebufferDepth later. * Assorted fixes * Fix (some) crashes on blits. Validation issues remain. * Forgot to add the CMakeLists.txt change to the last commit. * Warning fixes, CMakeLists.txt/Android.mk fixes * Fix some resource leaks and excessive logging in VulkanRenderManager * Clean out some obsolete code * VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions. * Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it? * Avoid re-binding pipelines. * Let's try a mutex. Doesn't completely solve the problem though.. * Make sure not to begin and end the init command buffer on different threads. * Vulkan: Don't forget to specify stencil load op in render passes * This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar) * Synchronization is HARD. need a rethink, methinks. * Move the VulkanRenderManager stuff to thin3d, fits in better there. * Rendering basics now works. * A multitude of fixes. The UI now works correctly, though of course ingame still broken. * It builds! With some shortcuts, of course. * Use RenderManager for thin3d stuff * Initial work on render queue manager - Update to version 1.4.2~git20171026: * Update gradle files to Android Studio 3.0 defaults. - Update to version 1.4.2~git20171024: * Automatically scroll textboxes when the caret ends up outside. Fixes #10026 . * Fix issue with caret position in text boxes caused by a bad hash function. Fletcher is 2-bytes-at-a-time and thus very inappropriate for short strings. * Can't use the camera stuff on Android versions before 11. Fixes #10029. - Update to version 1.4.2~git20171023: * Separate -Bsymbolic Shared linker flag * Ops typo * Better path fix x86_64 android - Update to version 1.4.2~git20171022: * Comment and typo fixes. * Vulkan: Fix silly mistake in blend constant checks, thanks Unknown. - Update to version 1.4.2~git20171021: * Bit more Vulkan barrier cleanup. * Various Vulkan image transition fixes and related * More work towards passing 1.61 Vulkan validation layers * Initial work on passing the latest Vulkan validation checks. * Don't call functions in asserts, they get compiled out in release... * Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed). * Have GetFramebufferDimensions return the backbuffer size for null in all backends. * Another minor cleanup (DescribeCodePtr) * Unify and move around code to cleanup some debug accessors * Unify GetFramebufferList() (trivial) * Unify DownloadFramebufferForClut * Remove more dummy code from Vulkan backend. * Unify FlushBeforeCopy. Remove old dummy methods from Vulkan framebuffer manager. * Add some safety checks. Fix some inadvertent Y-flips (bit hacky). * Unify some more framebuffer functions. Leave the GL stuff alone for now due to async. * Unify (well, almost) GetOutputFramebuffer (D3D11/GL) * Unify GetDepthBuffer/GetStencilBuffer in GL/D3D11 - Update to version 1.4.2~git20171017: * Minor refactoring of framebuffer readbacks. * Start moving PACK_ALIGNMENT into SafeGLReadPixels * Minor OpenGL refactor. * More format support in thin3d GL * Move GL readback to a Thin3D abstraction * Get rid of BindFramebufferForRead * D3D11: Move to CopyFramebufferToSync where easily possible. * Unify GetFramebuffer in GLES and D3D11. * D3D11: Fix a bug, add depth/stencil support to CopyFramebufferToMemorySync * Will fix Android-x86_64 cmake * restructure some flags x86_64 android * Re-enable gradle x86_64 android build * Address review comments. * Buildfix * Remove comment, add check. * RPI: use new vendor graphics library names * Add a controller profile for X360 controllers on RPI, fixes issue #10019 * Update lang submodule OBS-URL: https://build.opensuse.org/request/show/538670 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=18
2017-11-06 10:47:27 +01:00
-------------------------------------------------------------------
Wed Nov 01 14:46:49 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171101:
* Small fix for a bad block transfer in Soul Calibur
* Fix bug in Vulkan's vertex shader generator, causing stretched characters in Jeanne D'arc.
* DenseHashMap: Speed up clearing. Became more important since I had to disable keeping descriptor sets around between frames.
* Complete a comment.
* Vulkan: Fix colors for low-bpp depal (actually fixing the shadows of ff-type0)
* Make VulkanTexture "immutable".
* Add some disabled code to submit "init" command buffers separately to the queue for debugging.
* Always recreate DrawPixelsTex to avoid inter-frame races.
* Use the global curFrame counter. No need for a vector for pushing cmdbufs.
* Add a QueueRunner logging facility. Set up a subpass dependency for the backbuffer pass.
* Add and update some comments.
* Vulkan: Make backbuffer transitions part of backbuffer render pass. Optimize depth buffer memory operations.
* Decimate descriptors every frame until I find a better solution. Fixes flicker in videos in several games.
* Remove disabling of validation warning. It works.
* Vulkan: Fix depal and shader blending.
* Vulkan depal code now passes validation, but produces black.
* Implement the rest of Vulkan framebuffer depal. Not yet working though.
* Some reorganization. Start implementing framebuffer depal for Vulkan.
* Delete superfluous bind of temporary render target on creation.
* Implement GetFramebufferAPITexture for Vulkan
-------------------------------------------------------------------
Sun Oct 29 19:28:27 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171029:
* Share the conversion code between vulkan and D3D, fixing the missing format thing.
* Color-convert directly during the readback, saves a copy. Like we already do in D3D11.
* Revert most of the last commit - will do it differently.
* Use the CPU color conversion from GLES for readbacks in Vulkan (and D3D11). Fix bug.
* Fix Vulkan framebuffer readbacks, as long as they're in R8G8B8A8.
* Vulkan: Rough untested implementation of synchronous readbacks.
* VulkanRenderManager: Split out BeginFrame and EndFrame from Run
* Comment cleanup
* Refactor: Split out VulkanQueueRunner from VulkanRenderManager
* Forgot to update the Android target version here to 26.
* Another buildfix
* Fix integer overflow affecting very large draw calls
* More buildfixes, warning fix, memory leak fix
* 32-bit android buildfix attempt
* Bump descriptor set limits, which became insufficient with the addition of tesselation (should really use separate big desc layouts for them)
* Remove misguided hack.
* Warning fixes
* Remove a bad check making us use the wrong way to copy depth buffers. Add a cap so we can try to unify BlitFramebufferDepth later.
* Assorted fixes
* Fix (some) crashes on blits. Validation issues remain.
* Forgot to add the CMakeLists.txt change to the last commit.
* Warning fixes, CMakeLists.txt/Android.mk fixes
* Fix some resource leaks and excessive logging in VulkanRenderManager
* Clean out some obsolete code
* VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions.
* Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it?
* Avoid re-binding pipelines.
* Let's try a mutex. Doesn't completely solve the problem though..
* Make sure not to begin and end the init command buffer on different threads.
* Vulkan: Don't forget to specify stencil load op in render passes
* This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar)
* Synchronization is HARD. need a rethink, methinks.
* Move the VulkanRenderManager stuff to thin3d, fits in better there.
* Rendering basics now works.
* A multitude of fixes. The UI now works correctly, though of course ingame still broken.
* It builds! With some shortcuts, of course.
* Use RenderManager for thin3d stuff
* Initial work on render queue manager
-------------------------------------------------------------------
Thu Oct 26 11:00:35 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171026:
* Update gradle files to Android Studio 3.0 defaults.
-------------------------------------------------------------------
Tue Oct 24 22:15:17 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171024:
* Automatically scroll textboxes when the caret ends up outside. Fixes #10026 .
* Fix issue with caret position in text boxes caused by a bad hash function. Fletcher is 2-bytes-at-a-time and thus very inappropriate for short strings.
* Can't use the camera stuff on Android versions before 11. Fixes #10029.
-------------------------------------------------------------------
Mon Oct 23 15:37:55 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171023:
* Separate -Bsymbolic Shared linker flag
* Ops typo
* Better path fix x86_64 android
-------------------------------------------------------------------
Sun Oct 22 20:02:03 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171022:
* Comment and typo fixes.
* Vulkan: Fix silly mistake in blend constant checks, thanks Unknown.
-------------------------------------------------------------------
Sat Oct 21 14:09:54 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171021:
* Bit more Vulkan barrier cleanup.
* Various Vulkan image transition fixes and related
* More work towards passing 1.61 Vulkan validation layers
* Initial work on passing the latest Vulkan validation checks.
* Don't call functions in asserts, they get compiled out in release...
* Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed).
* Have GetFramebufferDimensions return the backbuffer size for null in all backends.
* Another minor cleanup (DescribeCodePtr)
* Unify and move around code to cleanup some debug accessors
* Unify GetFramebufferList() (trivial)
* Unify DownloadFramebufferForClut
* Remove more dummy code from Vulkan backend.
* Unify FlushBeforeCopy. Remove old dummy methods from Vulkan framebuffer manager.
* Add some safety checks. Fix some inadvertent Y-flips (bit hacky).
* Unify some more framebuffer functions. Leave the GL stuff alone for now due to async.
* Unify (well, almost) GetOutputFramebuffer (D3D11/GL)
* Unify GetDepthBuffer/GetStencilBuffer in GL/D3D11
-------------------------------------------------------------------
Wed Oct 18 17:42:02 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171017:
* Minor refactoring of framebuffer readbacks.
* Start moving PACK_ALIGNMENT into SafeGLReadPixels
* Minor OpenGL refactor.
* More format support in thin3d GL
* Move GL readback to a Thin3D abstraction
* Get rid of BindFramebufferForRead
* D3D11: Move to CopyFramebufferToSync where easily possible.
* Unify GetFramebuffer in GLES and D3D11.
* D3D11: Fix a bug, add depth/stencil support to CopyFramebufferToMemorySync
* Will fix Android-x86_64 cmake
* restructure some flags x86_64 android
* Re-enable gradle x86_64 android build
* Address review comments.
* Buildfix
* Remove comment, add check.
* RPI: use new vendor graphics library names
* Add a controller profile for X360 controllers on RPI, fixes issue #10019
* Update lang submodule
Accepting request 534093 from home:xenonpk - Update to version 1.4.2~git20171015: * Windows: Fix over/under write for multibyte chars. * Savedata: Handle disk full properly in GETSIZE. * Gamedata: Fix savestates for data install. * OSK: Limit allowed keyboards based on input mask. - Update to version 1.4.2~git20171011: * UWP buildfix. See comments in #9575 - Update to version 1.4.2~git20171009: * Extra safety when switching GPU backends, fix possible Vulkan shutdown issue. Should help #10005 - Update to version 1.4.2~git20171004: * Added default control pad mapping for control pads not found in SDL's game controller database file. * Fix savestates from before 1.4.2-420. Fixes #9998. Unfortunately this also breaks states between 420 and 468, so please save normally before upgrading if you were using one of those. * Add ini-only "Savedata Upgrade" setting. - Update to version 1.4.2~git20171002: * Add additional button defines. * Finish making extra psp keys mappable. * Remove unnecessary ifdef. Thanks Bracket-. See #9548 comments. * Oops, forgot this one. * Fix typo causing Y axis in joystick tester not to be mirrored correctly if backwards. Should fix #9300 * Add Horipad One config. * gamecontrollerdb.txt: Add 8Bitdo NES30 Pro mappings for Linux * Reorder SDL init a bit, allowing us to read the fullscreen option early enough to fix #9086 * Vulkan: If there are no GPUs available, fail properly instead of asserting. - Update to version 1.4.2~git20170928: * Fix the build on the buildbot by avoiding fancy new Java features. Fixes #9979 * Don't default to coldbird adhoc server, it doesn't run anymore (?) - Update to version 1.4.2~git20170923: * GLES: Add OpenGL 3.x core profile support. * GLSL: Set extension flags for elided core exts. * GLES: Android buildfix. * GLES: Allow hwtess for GL 3.1 w/o shader4. * Update lang submodule - Update to version 1.4.2~git20170921: * Headless: Add support for SDL. * GPU: Reset shader state on shader reset. * Headless: Reduce some duplication. * Headless: Oops, call SDL_Init(). OBS-URL: https://build.opensuse.org/request/show/534093 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=17
2017-10-19 11:34:43 +02:00
-------------------------------------------------------------------
Sun Oct 15 11:11:45 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171015:
* Windows: Fix over/under write for multibyte chars.
* Savedata: Handle disk full properly in GETSIZE.
* Gamedata: Fix savestates for data install.
* OSK: Limit allowed keyboards based on input mask.
-------------------------------------------------------------------
Thu Oct 12 16:54:16 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171011:
* UWP buildfix. See comments in #9575
-------------------------------------------------------------------
Mon Oct 09 13:26:00 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171009:
* Extra safety when switching GPU backends, fix possible Vulkan shutdown issue. Should help #10005
-------------------------------------------------------------------
Fri Oct 06 13:55:05 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171004:
* Added default control pad mapping for control pads not found in SDL's game controller database file.
* Fix savestates from before 1.4.2-420. Fixes #9998. Unfortunately this also breaks states between 420 and 468, so please save normally before upgrading if you were using one of those.
* Add ini-only "Savedata Upgrade" setting.
-------------------------------------------------------------------
Mon Oct 02 15:35:55 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171002:
* Add additional button defines.
* Finish making extra psp keys mappable.
* Remove unnecessary ifdef. Thanks Bracket-. See #9548 comments.
* Oops, forgot this one.
* Fix typo causing Y axis in joystick tester not to be mirrored correctly if backwards. Should fix #9300
* Add Horipad One config.
* gamecontrollerdb.txt: Add 8Bitdo NES30 Pro mappings for Linux
* Reorder SDL init a bit, allowing us to read the fullscreen option early enough to fix #9086
* Vulkan: If there are no GPUs available, fail properly instead of asserting.
-------------------------------------------------------------------
Thu Sep 28 12:06:47 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170928:
* Fix the build on the buildbot by avoiding fancy new Java features. Fixes #9979
* Don't default to coldbird adhoc server, it doesn't run anymore (?)
-------------------------------------------------------------------
Mon Sep 25 13:59:21 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170923:
* GLES: Add OpenGL 3.x core profile support.
* GLSL: Set extension flags for elided core exts.
* GLES: Android buildfix.
* GLES: Allow hwtess for GL 3.1 w/o shader4.
* Update lang submodule
-------------------------------------------------------------------
Fri Sep 22 12:54:22 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170921:
* Headless: Add support for SDL.
* GPU: Reset shader state on shader reset.
* Headless: Reduce some duplication.
* Headless: Oops, call SDL_Init().
-------------------------------------------------------------------
Fri Sep 15 18:49:23 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170914:
* add support for smart keyboard
* map '`' to back instad of esc
* forget to modify cmakelists
* GPU: Dirty viewport on RT width/height change.
* Add uniform to make post process aware of videos. And an example effect ~ subtle AA in-game/heavy smoothing for videos.
Accepting request 522274 from home:xenonpk - Update to version 1.4.2~git20170903: * Add Sony PS3 controller mappings - Update to version 1.4.2~git20170901: * Integrate sceUsbGps and sceUsbCam with Android * Integrate sceUsbGps and sceUsbCam with Android - 2 * More mingw patches * More mingw patches pt. 2 * Simplify this conditional * PACK should be defined different for Win32 based on whether we compile with Mingw or MSVC * Revert "PACK should be defined different for Win32 based on whether" * Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11 * Remove snprintf compatibility hacks for MSVC versions before 2015 * Remove Globals.h * Buildfix * Linux buildfix * mingw patches - Update to version 1.4.2~git20170830: * Assorted cleanup of Vulkan init code. Show Vulkan extensions in system info. * Separate VulkanContext::CreateDevice into ChooseDevice and CreateDevice to give an opportunity to enable extensions. * Buildfix * Minor cleanups * Fix bug in vulkan init. Add some sanity checks to GL shader cache loading. * Add a hack to override the default framebuffer on non-iOS, to unblock the new RetroArch port attempt (#9936) * Fix a PIC compliance bug in the VFPU. Comment other cases properly (for easy searching). * apple buildfix * Patches to make it possible to compile with mingw, pt. 1 * Removed MSVC check * Change this to _MSC_VER * Remove this too - we will use UNICODE and _UNICODE defines for mingw build * SafeMem: Remove the "far" optimization that saves 3 bytes sometimes but is really dangerous and not worth the complexity. - Update to version 1.4.2~git20170825: * Another couple of control mappings, see #9825 * Fix possible crash when loading GL shader caches. Should help #9930. - Update to version 1.4.2~git20170824: * Bump the GL shader cache version - Update to version 1.4.2~git20170821: * Make keys names translatable in pop-up * Reuse some already translated strings * Add a new translation category for the remote ISO feature * Oops, forgot this one * Implement vertex caching for Vulkan. * Vulkan vertex cache: Fix bug with "pure prim" draws (where we avoid the index buffer) * Make FLAG_FLUSHBEFORE a no-op, move flushes into the execution functions. * Fastpath in fastrunloop when diff=0. Remove need for Execute for UV scale/offset. * Minor cleanups * Buildfix for X86 Android * Crashfix on older devices * Vulkan: Add code (disabled) to be able to run with more in-flight frames. Only improves performance marginally and needs more testing. * FRAGMENT_SHADER needs to be marked dirty if shademode changes. Fixes #9904. * Make control mapping pop-up title translatable * Make dev menu pop-up title translatable * Fixed invalid preprocessor directive * ARM: Delete obsolete comments and check * More vulkan microoptimizations. Add more profiler scopes. * Vulkan: Fix some inefficient command pool usage, might also fix a race condition * Vulkan: Fix bug sometimes causing the wrong renderpass to be ended at exit, causing crashes. * Add hooks for Marvel video copy func. * Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap. * SIMD-optimize some data conv routines used in uniform updates. * Include Hashmaps.h in CMakeLists.txt. * Maintain the hashmap from time to time. Fix a bug in count reset on grow. * Optimize uniform uploads for D3D9 and GL as well. * Buildfix * 32-bit buildfix * And yet another buildfix. * Minor optimizations (use the new hashmap in a few more places) * ... And also for the vertex decoder (DenseHashMap) * Switch over the GL shader manager to the new hashmaps. * Buildfix * Fix some missing dirty flags (affects FS_BIT_LMODE) * Keeping descriptorsets around between frames can cause problems if we run out.. Try to prevent that. Need a better method than this though. * Linux buildfix * GPU: Consider bbox failed with zero verts. * GPU: Fix alignment on signal jump/call. * This might not always be 16-byte aligned. - Update to version 1.4.2~git20170816: * Simple micro-optimization in AdvanceVerts * Can't dirty VERTEXSHADER_STATE before the flush in Execute_VertexTypeSkinning, causes obscure bugs when software skinning is enabled * NEON-optimize bone matrix loads * Vulkan: More minor optimization (avoid pipeline cache lookups when possible) * NEON-optimize CLUT loads * Neon-optimize the audio s32->s16 packing function * Initial work on supporting sustained perf mode * Cleaner Vulkan shutdown * Add controller entries from gabomdq/SDL_GameControllerDB * Oops, forgot to update NativeQueryConfig, thanks unknown * Spacing - Update to version 1.4.2~git20170815: * Ensure everything is dirty on frame start. * All: Only convert blend state if "dirty" * All: Only convert depth stencil state if dirty * All: Only convert raster state if dirty * Dirty RASTER_STATE when switching between rect and non-rect primitives (culling) * All: Only convert viewportscissor state if dirty * Dirty viewport state on framebuf resize. * Add some missing VIEWPORTSCISSOR dirtying. * D3D11: Make better use of the dirty flags to avoid state calls * All: Only recompute the vertex shader ID when dirty * Dirty vertexshader state on hw bezier/spline. * Dirty things on stencil buffer upload. * Dirty-flag the fragment shader ID. * Add some missing fragment shader state changes. * Dirty on various framebuf state helpers. * Oops, broke Vulkan in the rebase somehow. Fixed. * Use dirty-flags more in Vulkan state setting * Dirty-track the current pipeline to avoid many vkBindPipeline calls. * Fix minor blendstate oversight, restore a disabled optimization * Vulkan: Fix some more state dirtying issues. OBS-URL: https://build.opensuse.org/request/show/522274 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=15
2017-09-10 13:15:36 +02:00
-------------------------------------------------------------------
Wed Sep 06 14:40:28 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170903:
* Add Sony PS3 controller mappings
-------------------------------------------------------------------
Fri Sep 01 15:46:54 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170901:
* Integrate sceUsbGps and sceUsbCam with Android
* Integrate sceUsbGps and sceUsbCam with Android - 2
* More mingw patches
* More mingw patches pt. 2
* Simplify this conditional
* PACK should be defined different for Win32 based on whether we compile with Mingw or MSVC
* Revert "PACK should be defined different for Win32 based on whether"
* Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11
* Remove snprintf compatibility hacks for MSVC versions before 2015
* Remove Globals.h
* Buildfix
* Linux buildfix
* mingw patches
-------------------------------------------------------------------
Wed Aug 30 14:41:46 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170830:
* Assorted cleanup of Vulkan init code. Show Vulkan extensions in system info.
* Separate VulkanContext::CreateDevice into ChooseDevice and CreateDevice to give an opportunity to enable extensions.
* Buildfix
* Minor cleanups
* Fix bug in vulkan init. Add some sanity checks to GL shader cache loading.
* Add a hack to override the default framebuffer on non-iOS, to unblock the new RetroArch port attempt (#9936)
* Fix a PIC compliance bug in the VFPU. Comment other cases properly (for easy searching).
* apple buildfix
* Patches to make it possible to compile with mingw, pt. 1
* Removed MSVC check
* Change this to _MSC_VER
* Remove this too - we will use UNICODE and _UNICODE defines for mingw build
* SafeMem: Remove the "far" optimization that saves 3 bytes sometimes but is really dangerous and not worth the complexity.
-------------------------------------------------------------------
Sun Aug 27 10:01:28 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170825:
* Another couple of control mappings, see #9825
* Fix possible crash when loading GL shader caches. Should help #9930.
-------------------------------------------------------------------
Fri Aug 25 10:02:54 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170824:
* Bump the GL shader cache version
-------------------------------------------------------------------
Tue Aug 22 13:05:30 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170821:
* Make keys names translatable in pop-up
* Reuse some already translated strings
* Add a new translation category for the remote ISO feature
* Oops, forgot this one
* Implement vertex caching for Vulkan.
* Vulkan vertex cache: Fix bug with "pure prim" draws (where we avoid the index buffer)
* Make FLAG_FLUSHBEFORE a no-op, move flushes into the execution functions.
* Fastpath in fastrunloop when diff=0. Remove need for Execute for UV scale/offset.
* Minor cleanups
* Buildfix for X86 Android
* Crashfix on older devices
* Vulkan: Add code (disabled) to be able to run with more in-flight frames. Only improves performance marginally and needs more testing.
* FRAGMENT_SHADER needs to be marked dirty if shademode changes. Fixes #9904.
* Make control mapping pop-up title translatable
* Make dev menu pop-up title translatable
* Fixed invalid preprocessor directive
* ARM: Delete obsolete comments and check
* More vulkan microoptimizations. Add more profiler scopes.
* Vulkan: Fix some inefficient command pool usage, might also fix a race condition
* Vulkan: Fix bug sometimes causing the wrong renderpass to be ended at exit, causing crashes.
* Add hooks for Marvel video copy func.
* Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap.
* SIMD-optimize some data conv routines used in uniform updates.
* Include Hashmaps.h in CMakeLists.txt.
* Maintain the hashmap from time to time. Fix a bug in count reset on grow.
* Optimize uniform uploads for D3D9 and GL as well.
* Buildfix
* 32-bit buildfix
* And yet another buildfix.
* Minor optimizations (use the new hashmap in a few more places)
* ... And also for the vertex decoder (DenseHashMap)
* Switch over the GL shader manager to the new hashmaps.
* Buildfix
* Fix some missing dirty flags (affects FS_BIT_LMODE)
* Keeping descriptorsets around between frames can cause problems if we run out.. Try to prevent that. Need a better method than this though.
* Linux buildfix
* GPU: Consider bbox failed with zero verts.
* GPU: Fix alignment on signal jump/call.
* This might not always be 16-byte aligned.
-------------------------------------------------------------------
Wed Aug 16 21:38:47 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170816:
* Simple micro-optimization in AdvanceVerts
* Can't dirty VERTEXSHADER_STATE before the flush in Execute_VertexTypeSkinning, causes obscure bugs when software skinning is enabled
* NEON-optimize bone matrix loads
* Vulkan: More minor optimization (avoid pipeline cache lookups when possible)
* NEON-optimize CLUT loads
* Neon-optimize the audio s32->s16 packing function
* Initial work on supporting sustained perf mode
* Cleaner Vulkan shutdown
* Add controller entries from gabomdq/SDL_GameControllerDB
* Oops, forgot to update NativeQueryConfig, thanks unknown
* Spacing
-------------------------------------------------------------------
Tue Aug 15 09:58:20 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170815:
* Ensure everything is dirty on frame start.
* All: Only convert blend state if "dirty"
* All: Only convert depth stencil state if dirty
* All: Only convert raster state if dirty
* Dirty RASTER_STATE when switching between rect and non-rect primitives (culling)
* All: Only convert viewportscissor state if dirty
* Dirty viewport state on framebuf resize.
* Add some missing VIEWPORTSCISSOR dirtying.
* D3D11: Make better use of the dirty flags to avoid state calls
* All: Only recompute the vertex shader ID when dirty
* Dirty vertexshader state on hw bezier/spline.
* Dirty things on stencil buffer upload.
* Dirty-flag the fragment shader ID.
* Add some missing fragment shader state changes.
* Dirty on various framebuf state helpers.
* Oops, broke Vulkan in the rebase somehow. Fixed.
* Use dirty-flags more in Vulkan state setting
* Dirty-track the current pipeline to avoid many vkBindPipeline calls.
* Fix minor blendstate oversight, restore a disabled optimization
* Vulkan: Fix some more state dirtying issues.
-------------------------------------------------------------------
Thu Aug 10 13:07:18 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170808:
* Common: fix MAP_32BIT after 9f24203ef8f6
* Windows: Use system API to toggle fullscreen.
* GPU: Correct 1080p/720p crop for ultrawide/similar.
* Windows: Support multi-display full screen.
* Core: Handle 20-bit volumes in SIMD optimizations.
* GLES: Set target w/h in buffered rendering.
* Update submodule lang
* Make a state object for the Android audio wrapper
* Make the OpenSL wrapper an object too, to make sure it's always initialized the same.
* Minor GPU disassembler update
* Android: Turn off resizability until we can properly fix the sizing logic. Helps #9866
* Android: Fix scaling issue on configuration changes. Why was that division by 2 there??
* Turn g_dpi into a float, because why not
* Separate X and Y dpi_scale
* Re-enable resizing the window on Android, change onConfigurationChanged flags
* More splitting of dpi vars
* updateDisplayMetrics was a poorly defined method, removed it.
* Consolidate DPI/sizing handling on Android
* Buildfixes
* Another buildfix
* Review fixes, thanks unknown
* Android: Add some missing codepaths when using Vulkan, might fix audio/controller issues on task switching
* Format string fixes in DPI logging
* Misc cleanup
* Always shut down audio, regardless of why the task is being destroyed. Might help #9771
* Disable codepath that requires vibration permission which we don't have
* Make some decls private
* Android: Fix bug where the surface size could be wrong after task switching and automatic recreation
* Reset the UI state properly in NativeInit. Fixes #9771
* Disable the x86-64 Android build until it can be debugged. Works around #9814 (all such devices can run the x86 build instead)
* Strip spaces from pasted IP addresses. Helps #9795. Fix accidental typo
* Fix space stripping in a few more string input methods. Helps #9795
* Update lang, add language name for Laotian
-------------------------------------------------------------------
Mon Jul 31 20:30:26 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170724:
* Update lang submodule
-------------------------------------------------------------------
Mon Jul 17 15:11:32 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170713:
* Vulkan debug mode: In case of missing validation layers, warn, don't error out.
-------------------------------------------------------------------
Mon Jul 10 15:54:23 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170710:
* x64: Use context register to access saved_flags
* X64 vertex decoder: Use relative memory accesses when loading matrices.
* X86/X64: We have the context register loaded, let's use it more.
* X64/X86: Even more use of the context register
* Remove more RIP addressing
* Buildfix attempt
* Some code cleanup. More work towards removing RIP addressing
* More RIP removal
* Move mscxr_temp to MIPSState
* Remove RIP access from some matrix ops, SafeMem
* Move another couple of temps into MIPSState
* Move tempValues into MIPSState
* More RIP elimination
* Guess what? More RIP elimination (but keep the fast path too)
* Surprise! More. Making many commits for easier bisects.
* Access FPU temps through CTXREG
* More RIP removal. Also add some comments to make it easy to just search for "M(&" to find remaining offenders.
* Get rid of sincostemp global. Solution not tested on linux yet.
* Remove some rip addressing in vertex decoder
* Get rid of remaining RIP addressing in vertex decoder
* X64: Fix bug in a case in the MOVQ emitter : rex byte should be after the 0x66 prefix
* x64: Enable non-RIP addressing for FPU registers
* vminmax_sreg only needs a single element
* Replace vminmax_sreg with mips->temp
* RegCacheFPU
* Workaround
* Fix software skinning
* Buildfix for platforms with standards-compliant offsetof (no dynamic indexing allowed)k
* 32-bit fixes
* Delete some unnecessary loads. These loads are done properly inside trigCallHelper.
* x86-64: Linux ABI fix
* Turning off the "close memory finder" lets us find more RIP addressing...
* More RIP elimination
* More RIP addressing in software skinning..
* More RIP fixes
* x64: Fix coreState rip checks.
* x64: Avoid clobbering jr dest in cases.
* Update gamecontrollerdb.txt
-------------------------------------------------------------------
Tue Jul 04 16:45:18 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170703:
* Fix Windows XP support in LocalFileLoader
* D3D11: Fix texture scaling with blank first half.
* GPU: Clean up some GLES3 defaults.
* UI: Show slow message based on refresh rate.
* Minor debugging feature: Show vertex normals in GE debugger
* Don't use stat64 unless we need to
* Fix build with NDK 15. This does force us to make do with 32-bit file sizes...
-------------------------------------------------------------------
Tue Jun 27 15:21:15 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170627:
* Fix running slow message , it's always show when game run stable above 98% speed
* Oops
* Add credit developer
* Add 1 line
* Fixes
* Fixes
-------------------------------------------------------------------
Mon Jun 26 18:12:12 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170624:
* Make the Loader API thread-safe
* Also support atomic windows readAt
* Add conservative locking arond Caching/HTTP FLs
* Remove use of C file api in LocalFileLoader
* Add a note about thread-safety req in FileLoader
* Fix windows build
* Core: Windows buildfix.
* Core: Buildfix.
-------------------------------------------------------------------
Mon Jun 19 07:45:17 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170618:
* GE Debugger: Buildfix for BSD.
-------------------------------------------------------------------
Wed Jun 14 10:42:41 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170613:
* Apply a hack to simulate USB created files.
-------------------------------------------------------------------
Fri Jun 09 15:37:05 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170609:
* Fix UWP build
* D3D11: Fix Star Ocean again (wasn't clearing stencil properly)
* Port a small simplification to D3D9
-------------------------------------------------------------------
Fri Jun 09 09:00:28 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170608:
* Warning fix
* Start sketching native text rendering for Android
* Fix assorted JNI issues, the calls work now.
* Font rendering code runs but it sure ain't right
* It works!
* Fix vertical positioning, eliminate double-&
* Buildfix buildbot
* Address comments, make things closer to the Win32 code. Things work better.
* Fix some comments
* Buildfix qt
* We are already shipping Roboto-Condensed.ttf, let's use it
* Implemented sceUtilityGetSystemParamInt
* Format fix
* Fix get/set confusion
* Fix minor overallocation during elf loading
* Refuse to load truncated ~PSP files.
* ELF loading potential out-of-bounds fix
* GE Debugger: Gah, fix some pointer size errors.
* SoftGPU: Avoid some compile warnings.
* UI: Add some missing overrides.
* Build: Include Roboto in buildscripts.
* Core: Set cwd for non-ms0:/ games on boot.
* sceVaudio: Fix typo in constant name.
-------------------------------------------------------------------
Tue Jun 06 09:05:04 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170605:
* GPU: Refactor common frame dumping code.
* Core: Refactor repeating disc id homebrew code.
* GE Debugger: Initial structure for GE data dumping.
* GE Debugger: Implement basic recording.
* GE Debugger: Record memcpy/memset too.
* GE Debugger: Simple framework to load dumps.
* GE Debugger: Oops, emit transfer/clut cmds.
* GE Debugger: Start a module/thread for dump runs.
* GPU: Add a debug method to grab list tick wait.
* GE Debugger: Initial GE dump replay.
* GE Debugger: Oops, don't record if not active.
* GE Debugger: Record init state and display buf.
* GE Debugger: Clear after replay finished.
* GE Debugger: Fix matrix dumping.
* GE Debugger: Wait to get the right display buf.
* GE Debugger: Load commands more directly.
* GE Debugger: Fix memmem and cleanup.
* GE Debugger: Implement memory transfer commands.
* GE Debugger: Fix recording in softgpu.
* GE Debugger: Fix clut command recording.
* GE Debugger: Align texture/vertex/etc. data.
* GE Debugger: Allocate replay memory smarter.
* Jit: Fix syscall outside delay slot.
* GE Debugger: Fix replay FPS.
* GE Debugger: Run replay using stalling.
* GE Debugger: Compress GE dumps.
* GE Debugger: Add record button.
* GE Debugger: Reduce memory allocation.
* GPU: Stall properly on matrix data.
* GE Debugger: Add some comments and cleanup.
* GE Debugger: Pass filename into dump replay.
* GE Debugger: Fix replay timing drift.
* Patch unusual way of checking for firmware version.
-------------------------------------------------------------------
Mon Jun 05 07:59:44 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170604:
* Add "ignoreAddress" to texture replacement.
* Expose XXHASH for Texture Replacement
* Disable ignoreAddress on quick hash and inform the user about it.
* Add reduceHash option, to hash 50% of texture when it's otherwise unreliable.
* Fix jpeg's with width not matching psp buffer size.
* Needs to be square! O.o
* Initialize pspWidth and increase the max size.
* UI: Fix Take Screenshot support.
* SoftGPU: Support Take Screenshot partially.
* GLES: Copy only depth in BlitFramebufferDepth.
* Vulkan: Allow blit/copy of depth or stencil only.
* SoftGPU: Fix separate mip cluts in linear jit.
* Implement software skinning for the Vulkan backend. Fixes #9753
* Fixes for D3D11 postprocessing
* UI: Translate AVI start/stop strings.
* Some unification in DrawEngine
* Unify DecodeVertsStep
* Unify ComputeMiniHash
* Unify transformed arrays
* Unify SetupVertexDecoder
* UI: Fix fade-out when editing touch controls.
* UI: Enable mouse settings only if checked.
* UI: Allow texture ini create only within game.
* UI: Remove padding hack for setting info message.
* UI: Fix text wrap when kerning adjusts spaces.
* UI: Make some tooltips less technical.
* Fix reported null pointer error in the Java code
* Split TextDrawer into interface and implementation.
* Split out DrawTextWin32 into its own file, to be further split later.
* Split out the Qt font drawer in its own file.
-------------------------------------------------------------------
Thu Jun 01 09:49:57 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170601:
* SoftGPU: Move sampler code to a dedicated file.
* SoftGPU: Stub a jit for texel fetch.
* SoftGPU: Implement basic jit structure.
* SoftGPU: Refactor out texture format logic.
* SoftGPU: Jit texel fetch for non-clut/non-swizzle.
* SoftGPU: Stop calling bufw pixels bytes.
* SoftGPU: Jit swizzled texel lookup.
* SoftGPU: Jit CLUT lookup.
* SoftGPU: Jit 16 bit texel decode.
* SoftGPU: Expose jit cache for profiling.
* SoftGPU: Reduce overhead in sampler jit.
* SoftGPU: Specialize CLUT4 jit.
* SoftGPU: Implement separate CLUT in samplerjit.
* SoftGPU: Reduce sampler id fuzz.
* SoftGPU: Jit the linear sampling too.
* SoftGPU: Support separate mip CLUTs with linear.
* SoftGPU: Correct linear filter rounding issue.
* Android: Just like on Windows, prompt to restart when changing graphics backend.
* Simplify some cwc detection code, respect _C2 as activation.
* Remove unnecessary \ / conversion.
* Vulkan: Fix minor bug when clearing the back buffer (loaded stencil for no reason)
* Delete obsolete function ClearBuffer
* Fix scaling post-shaders on OpenGL. See #9742
* Update glslang submodule
* Update lang submodule
* Update submodule SPIRV-Cross, remove workarounds that are no longer needed
* Remove obsolete workaround.
* Implement sceJpegDecodeMJpeg & sceJpegDecodeMJpegSuccessively
* UI: Start a render pass while stepping.
* Vulkan: Increment engine version.
* GLES: Fix startup crash on desktop OpenGL < 4.
* GPU: Block mipmap autogen for matching size.
* GPU: Fix negative mip levels with const workaround.
* Vulkan: Fix Cardboard rendering.
* Fix crash on macOS. Fixes #9751
-------------------------------------------------------------------
Wed May 31 08:30:30 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170530:
* Android: Fallback to OpenGL if Vulkan fails to init.
* Only show the Vulkan setting if Vulkan might be available.
* For now, only check for vulkan availability on Windows and Android.
* Fix a bunch of emu features for Homebrew by better identification.
* Try using first screenshot as an icon if no icon is present.
* Add savestates to the list(with automatic rename)
* Add new format to CWC as well, don't think it's worth auto-rename.
* Add matching title for savestates. Cosmetic ~ for savestate manager.
* Oops, missed this one:].
* Corrections, some %i->%d around other code as well.
* Oops.
* Postprocessing fix after the Vulkan refactor. Should help #9742.
-------------------------------------------------------------------
Tue May 30 08:50:56 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170530:
* Reporting: Add compat description to UI.
* Reporting: Default better when perfect selected.
* Separate BeginFrame from BeginSurfaceRenderPass
* Start work on separating frame from backbuffer renderpass
* BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr)
* Draw overlays at the proper time in the frame.
* Start refactoring things to be more vulkan-friendly
* Thin3D GL: Avoid using external functions internally.
* Remove some unnecessary framebuffer binding
* Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
* Further steps towards Vulkan framebuffer support
* Silence a perf warning
* Further steps towards Vulkan framebuffer support
* Vulkan backend: Fix various issues, can almost run in buffered now (except the final blit)
* Buffered rendering is starting to work, though still kinda broken.
* Vulkan: Use suboptimal clears instead of no clears in buffered
* Vulkan: Fix binding framebuffers as textures
* Add a way to query the current renderpass (for debug checks)
* Fix a number of bugs and stuff affecting Vulkan on Mali
* Increase the number of sampler/image descriptors further.
* Clearing fix, drawpixels fix/hack
* Don't forget to initialize logicop..
* Vulkan: Some barrier optimization
* Address a bunch of review comments.
* Fix more review comments.
* Vulkan: Implement depth buffer copies. Not sure all the barriers are right..
* Vulkan: Implement BlitFramebuffer
-------------------------------------------------------------------
Sun May 28 16:04:56 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170527:
* Android: Fix minor typo.
-------------------------------------------------------------------
Sat May 27 12:51:23 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2.0~git20170527:
* added ps1controller mapping in gamecontrollerdb for Linux
* Remove the Mipmap setting. One step forward for #8171
* Remove "Always Depth Write" setting. One step forward for #8171
* Make extra sure that asserts arrive in the Android log.
* Show the Android "board name" in system information.
* Don't erase and rewrite the dispatcher when the cache is cleared. Fixes #9708
* Buildfix
* Update README for 1.4.2
* Strncpy doesn't terminate correctly, switch to truncate_cpy.
* Switch strncpy to truncate_cpy in a bunch of places.
* Buildfix, oops
* Should probably stick to the old way here.
* SoftGPU: Correct mipmaps for points.
* SoftGPU: Support UVGen for points and lines.
* SoftGPU: Stop calling bufw pixels bytes.
* GPU: Cleanup some gstate accesses.
* Slightly speed up booting when there are symbols to load.
* Update to v1.4.2
-------------------------------------------------------------------
Thu May 25 08:21:25 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.1.0~git20170524:
* SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718
* Some constification in ElfReader, sanity checks in sceKernelMutex. Might help #9718 a little bit, though probably not the Elf issue (and if the workarea pointer is bad, it's not likely the game will limp along for much longer)
* Fix crash when pressing F12 in software mode.
* thin3d gles: Unbind buffers after drawing. Fixes #9715
* Use InitMemoryForGamePBP also for homebrew(PSP_PBP_DIRECTORY).
* Throw in a few more checks in ElfReader
* Reset (through renaming) and hide the software rendering setting on Android. Only show it if it's already enabled.
* Typo fix, MOBILE_DEVICE
-------------------------------------------------------------------
Wed May 24 08:16:46 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.1.0~git20170524:
* Init rtcBaseTime.tv_usec to 0
* D3D9: Correct half-pixel offset.
-------------------------------------------------------------------
Tue May 23 17:59:44 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.1.0~git20170523:
* Update readme for 1.4.1, which will be released soon
* README: Add mention of framebuffer blit fix
* Update version to 1.4.1
-------------------------------------------------------------------
Mon May 22 07:59:04 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170521:
* Add sceKernelLoadExec_28D0D249.
* Don't use partial-restart unless debugger is present.
-------------------------------------------------------------------
Sun May 21 14:09:37 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170521:
* Quick hack to enable analog stick sensitivity on non-windows platforms.
* Make sure the analog sensitivity defaults correctly on non-Windows
* Windows: Avoid input race condition on GPU switch.
* SoftGPU: Use vertexjit for submitted primitives.
* SoftGPU: Fix rendering when using Direct3D 9.
-------------------------------------------------------------------
Fri May 19 11:58:12 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170519:
* gradle: Add a "flavor dimension" to make Android Studio 3.0 happy
* Remove unused methods
* Minor GameInfo memory handling improvements. Still not great.
* When what we need is a shared_ptr, we should just go ahead and use one.
* More paranoia
* Found a suspicious hang report that makes me think this mutex should be recursive.
* Many reported ANRs were from homebrew installs. Make sure installs run on the background thread.
* Prevent a deadlock between View::eventMutex_ and ScreenManager::inputMutex_ by locking here so the reverse lock order can't happen.
* Move up Software Rendering to Rendering where it belongs. Makes it easier to turn it off if enabled by accident. Also warn if used and it runs slow.
* Since we know from #9601 that e9d5eb694b is wrong, at least make it more specific.
* Really no need to hold eventMutex_ while dispatching events, only when interacting with the queue. Might fix further deadlocks (see #9698)
* Update gpu_features.cpp
* Typo fix
-------------------------------------------------------------------
Wed May 17 18:47:08 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170517:
* Update gpu_features.cpp
* Update buildassets.sh
* Update copyrelease.sh
-------------------------------------------------------------------
Wed May 17 07:43:49 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170516:
* Update ab.cmd
* Update gradle plugin version
* Remove slowness warning if software renderer is enabled, it'll show on almost everything.
* Update ab.sh
-------------------------------------------------------------------
Mon May 15 10:57:15 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170515:
* GPU: Consistently bias const mip levels.
* GPU: Flush on mipmap slope change.
* SoftGPU: Multiply S/T early via SIMD.
* SoftGPU: Improve wsum recip SIMD.
* Fix typo in VertexDecoder
* SoftGPU: Correct texturing for pixel centers.
* SoftGPU: Correct rendering for pixel centers.
* SoftGPU: Match GLES lighting better, use floats.
* SoftGPU: Correct fog for rectangles.
* SoftGPU: Don't wrap negative positions.
* D3D11: Fix initialization of mipmaps.
* GE Debugger: Fix bias display for auto mip mode.
* SoftGPU: Fix texture vertex preview in debugger.
* SoftGPU: Avoid rcp due to precision issues.
* SoftGPU: Quick hack to fix scissor w/2x2 pixels.
* SoftGPU: Implement lines in transform mode.
* SoftGPU: Support flat shading for lines.
* SoftGPU: Bias bottom right side of line drawing.
* SoftGPU: Implement simple mipmapping for lines.
* SoftGPU: Implement pretend antialias.
* SoftGPU: Clip lines entirely outside early.
-------------------------------------------------------------------
Tue May 09 19:09:24 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170509:
* Update lang
-------------------------------------------------------------------
Tue May 09 08:02:56 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170509:
* x86: More optimal 4444 in vertexjit.
* x86: Minor memory copy perf improvement.
* x86: Minor optimization for s16 through positions.
* SoftGPU: Apply clamp/wrap in through.
* SoftGPU: Improve texcoord rounding.
* SoftGPU: Refactor mask calculation and use SSE.
* SoftGPU: Fix separate mipmap cluts.
* SoftGPU: Process mipmaps in texturing.
* SoftGPU: Round screencoords.
* SoftGPU: Calculate mip level based on float bits.
* UI: Enable some settings for software rendering.
-------------------------------------------------------------------
Sun May 07 18:16:59 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170507:
* UnitTest: Correct vertex and jit tests.
* GPU: Remove now-unused vertex decoder funcs.
* arm: Jit throughmode 16-bit texcoords.
* Work towards a clean vulkan shutdown.
* More vulkan fixes
* More vulkan shutdown fixes
* Vulkan: Remove obsolete warning suppressions. Increase descriptor pool sizes.
* Windows debug builds: Only break on Vulkan validation warnings if a debugger is attached.
-------------------------------------------------------------------
Fri May 05 18:29:35 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170505:
* Fix to partial restarts (when switching backends), plus misc. Helps #9666
* Oops again.. sigh
* Windows: Initialize WindowsHost in EmuThread.
-------------------------------------------------------------------
Fri May 05 09:36:58 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170505:
* Handle alt+tab and drop down menu when mouse is confined and game is running
-------------------------------------------------------------------
Thu May 04 07:33:00 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170504:
* Experiment (#9647): Wipe RawInput buffers
* Experiment (#9647): Prevent NaN values from getting into the UI system through TouchInput
* Add a constructor to GestureDetector, to see if that fixes initialization
* Also memset.
-------------------------------------------------------------------
Mon May 01 14:32:56 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170501:
* Windows: Fix minor leak in disassembly UI.
* UI: Make GPU events more consistent.
* D3D11: Free swapchain on graphics reset.
* Minor OCD fix;].
* Fix "copy type" pointer cwc
* UI: Allow choosing bgs (android)
* Remove blank line
* Windows: Simplify host shutdown.
* Core: Cleanup MAC address handling.
* UI: Fix crash on item select with hidden items.
* System: Use a separate API for bool props.
* Windows: Init with OpenGL 4.5 if possible.
* SoftGPU: Implement CONTINUE prim type.
* Arg, gcc buildfix.
* Add some paranoid checks around touch IDs that probably won't help #9647
* Oops
* Fix: in some extreme case on-screen touch controls get stuck on iOS
-------------------------------------------------------------------
Fri Apr 28 07:56:49 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170427:
* Mouse Control(Windows only for now)
* Try on a nicer mapping workaround.
* Polish the new workaround, seems to be nice and simple.
* Add Tip to inform user how to use mouse control.
* Handle more mouse buttons(middle, 4, 5)
* Add an option to trap mouse within window/display area.
* Fix ALT key mapping.
-------------------------------------------------------------------
Wed Apr 26 08:18:23 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170425:
* GPU: Rebuild FBOs when they now have storage.
* Core: Fix PPGe text drawing with missing icon.
* GPU: Attempt recreate of FBOs if failed.
* Core: Fix log spam in debug mode.
* GPU: Consistently use useBufferedRendering_.
* GPU: Centralize fb resize, move to begin of frame.
* GPU: Fix black screen on buffered render enable.
-------------------------------------------------------------------
Mon Apr 24 15:35:55 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170424:
* Fix postprocess shader submenu.
-------------------------------------------------------------------
Mon Apr 24 07:47:39 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170423:
* Headless: Fix DirectX11 support on Windows.
* Headless: Enable mipmaps.
* GPU: Correct const mip 0 detection.
* D3D11: Approximate AUTO/CONST mip bias.
* D3D9: Disable mips when mip filtering disabled.
* D3D9: Support AUTO mip bias and approximate CONST.
* Vulkan: NULL initialize some handles.
* GLES: Support AUTO and CONST mip bias.
* SoftGPU: Use texture bufw in bytes.
* SoftGPU: Rasterize triangles in chunks of 4 pixels.
* SoftGPU: Interpolate through texturing better.
* GLES: Avoid MIN/MAX LOD without LOD control flag.
* SoftGPU: Grab 4 S/T coords in non-through too.
-------------------------------------------------------------------
Fri Apr 21 08:14:57 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4~git20170421:
* Windows: Fix buffer overflow on load.
* Headless: Fix graphics tests.
* IR: Cleanup some invalid ops.
-------------------------------------------------------------------
Tue Apr 18 08:37:28 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170418:
* UI: Proxy devmenu keypress through an event.
-------------------------------------------------------------------
Mon Apr 17 18:59:15 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170417:
* Linux: add another PS3 controller GUID
-------------------------------------------------------------------
Sun Apr 16 14:37:36 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170416:
* Vulkan: Detect swapchain init failure.
* Add a restarting flag to NativeInit/NativeShutdown.
* Windows: Avoid restarting completely on GPU change.
* Core: Remove bRestartRequired config hack.
* EditorConfig: Workaround MSVC2017 bug.
* SoftGPU: Correct negative coord handling.
* SoftGPU: Fix crash on matrix load.
* SoftGPU: Force render res to 1x.
* SoftGPU: Use common spline/bezier rendering.
* SoftGPU: Fix indices starting after 0.
* SoftGPU: Simplify index conversion.
* SoftGPU: Remove old spline handling code.
-------------------------------------------------------------------
Sat Apr 15 17:09:51 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170415:
* Remove unused parameter to DestroyAllFBOs().
* Destroy FBOs only on actual resize.
-------------------------------------------------------------------
Sat Apr 15 00:47:52 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170414:
* Disable pause button when not using touch. Remove per-game status from some settings which shouldn't be per-game.
-------------------------------------------------------------------
Thu Apr 13 08:54:57 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170413:
* Update lang submodule
* UI: Respect the pause button display setting.
-------------------------------------------------------------------
Wed Apr 12 10:01:26 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170412:
* Windows: Fix mismatch on multitouch finger up.
* Windows: Cleanup type conversion in touch.
* Fix framebuffer size flopping back and forth.
* Fix largest framebuf size in throughmode.
-------------------------------------------------------------------
Tue Apr 11 12:50:41 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170411:
* Fix issues with software GPU on D3D11
-------------------------------------------------------------------
Mon Apr 10 19:07:51 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170410:
* Update lang
* Track flags to reduce unnecessary VRAM zeroing.
* Cleanup 16-bit VRAM clearing.
* Skip downloads of cleared VRAM.
* Linux: Added support for Hidromancer gamepad device driver
-------------------------------------------------------------------
Sun Apr 09 11:59:20 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170409:
* Windows: Make the window positioning code slightly saner and more straightforward.
* Switch back to using CXSCREEN/CYSCREEN for centering instead of the virtual screen.
* Typo fix
* When not resetting Y position, clamp Y to 0 early. See #9563
* When resetting Y, make sure we don't end up outside the screen. See #9563
* SaveState: Correct crash on rewind usage.
-------------------------------------------------------------------
Fri Apr 07 08:36:15 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.20170407:
* Fix out-of-bounds framebuffer blit on color bind.
* QtMain: Renamed mis-named variable assets_dir to external_dir
* Use the root of the memstick as a tempdir for downloads. Should help #8711
-------------------------------------------------------------------
Thu Apr 06 16:22:05 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.20170406:
* Further fixes to #9554
* Make the gesture detector treat all touches fully individually. Fixes issues with last commit.
* Windows: Fix check state after menu translate.
* Allow using any touchId to scroll. Should help #9554.
* Restore calls to UpdateUI from sceUmd, now that it's faster.
* Fix XInput polling in UWP apps. Should help #9555
* Touch on Windows Desktop: Apply the DPI scale *after* ScreenToClient.
* Minor cleanup with GOLD define - only use it in System_GetPropertyInt
* Operator precedence fix in ifdef
* Remove unused code
* Make scroll gesture detector compatible with other touches than #0. Should help #9554.
* Remove unnecessary disable-buildtime-git-version-creation.patch
-------------------------------------------------------------------
Mon Sep 26 14:54 UTC 2016 - pousaduarte@gmail.com
- Update to latest git snapshot
* use qt build