2016-09-27 11:20:21 +02:00
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#
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# spec file for package ppsspp
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2023-04-05 00:06:23 +02:00
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# Copyright (c) 2023 SUSE LLC
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2016-09-27 11:20:21 +02:00
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#
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# All modifications and additions to the file contributed by third parties
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# remain the property of their copyright owners, unless otherwise agreed
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# upon. The license for this file, and modifications and additions to the
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# file, is the same license as for the pristine package itself (unless the
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# license for the pristine package is not an Open Source License, in which
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# case the license is the MIT License). An "Open Source License" is a
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# license that conforms to the Open Source Definition (Version 1.9)
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# published by the Open Source Initiative.
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2019-10-23 21:22:13 +02:00
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# Please submit bugfixes or comments via https://bugs.opensuse.org/
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2016-09-27 11:20:21 +02:00
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Accepting request 841874 from home:Guillaume_G:branches:Emulators
- Exclude aarch64 and %arm as it never built due to openGL
vs openGL ES issue.
- Use again system ffmpeg
- Update to version 1.10.3~git20201014:
* Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
* Vulkan: fix stack overflow.
* libkirk: fix buffer overflow.
* Fix a couple of issues with #13477, found by aliaspider.
* VK: Whenever safely possible, shrink the render area.
* Fix OpenGL crash introduced in #13536
* Fix GPU profile display on notched screens
* compat.ini: Add ID for European version of Car Jack Streets
* Track and accumulate pipeline flags for render passes.
* Bugfix
* VK: Separate layout transitions from renderpasses again.
* Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
* VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
* Workaround for date bug in Car Jack Streets.
* Fixed timeout issue due to the latest CoreTiming::GetGlobalTimeUsScaled() have a possibility to get smaller number than the previous one.
* Added some network-related missing error codes.
* Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
* Fix additional snappy warnings.
* Warning fixes.
* Avoid a division in time_now_d(). Minor optimizations.
* VFPU: Compute sines and cosines in double precision.
* Make Qt apply fullscreen change from UI as well
* Make --windowed available on all platform and make sure to trigger resize
* Add an option to the in-game dev menu to reset counts on limited logging
* Change jpn0.pgf for a new one generated by nassau-tk
* Update gradle, assets/lang
* Prevent sceNetAdhocctlGetGameModeInfo from spamming Warn/Info Log on Street Supremacy
* Added socom.cc as an alternative Public Adhoc Server, just because they have statistic web page for players to find out which games are being played and how many players are there.
* Minor changes.
* Return early to reduce indentation on AdhocMatching code
* Updated AdhocPollSocket implementation to fix Bleach Heat the Soul 7, Fate Unlimited Codes, Carnage Heart EXA
* Prevent getting too many Kernel Errors in the log during a Shutdown cleanups due to kernelObjects already cleared.
* Prevent Dissidia 012 from opening too many ports when failed to connect continuously.
* Making the workaround that fix Gundam vs Gundam Next Plus to be optional as it can improve connectivity on other games over high latency networks, and fix GvG Next Plus properly.
* Updated AdhocSocket struct, and an attempt to reduce stutters by increasing the send buffer a little bit.
* Fix Falcom games (ie. Ys vs. Sora no Kiseki, Vantage Master Portable)
* Removing ETIMEDOUT from non-blocking socket's error checks
* Updated GameMode implementation to fix Bomberman, also improved performance on BattleZone. (+1 squashed commits)
* Fix NetconfDialog timings to get a better message transitions.
* Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
* Removing the workaround that fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link but having a side effect of 0.5 second lag
* Fix a recent bug in XinputDevice.h
* Sets the maximum memory stick size to 32GB like a Memory Stick Duo.
* Savedata:Skips non-directories in LISTALLDELETE mode.
* Simulates memory stick size to get fixed free space.
* SDL: Apply patch from issue #13516, fixing issue with Wacom tablets with readonly flags set.
* SDL: Implement multitouch support
* Buildfix - remove more Qt-specific code in TextureReplacer
* Also report a smaller memstick for Street Fighter Alpha 3 MAX (see #10462)
* Add compat.ini setting to work around memstick size math problem in Harry Potter - Goblet of Fire
* Fix libretro makefile build
* Add some recent contributors to the credits list.
* Delete useless Qt-specific path in TextureReplacer
* Vulkan: Automatically generate mipmaps for replacement textures.
* Cap the global thread pool at 16 threads.
* Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
* Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
* Buildfix linux
* Windows: Remove the native project.
* Complete the eradication of D3DX9 compiler loader
* Move text rendering to Common.
* Move most GPU things to Common.
* KeyMap fix (libretro)
* Libretro buildfixes
* Move fileutil, net, image loaders, ui to Common. (#13506)
* SaveData:Displays all saves like a PSP for LISTALLDELETE mode.
* iOS buildfix
* Mac/ios buildfix
* Move NativeApp.h to Common/System, split into NativeApp.h and System.h
* Move Display.cpp/h to Common.
* Move the profiler to Common
* Common.h shouldn't include Log.h.
* Move math and some file and data conversion files out from native to Common.
* iOS buildfix attempt
* Move native/util, native/data and native/i18 to Common/Data.
* Fixed missing cstring include.
* Move input utilities from native to Common/Input.
* Savedata:Corrects the performances when the data is broken.
* Move threading utils from native to Common
* Savedata:Supports empty file name for save/load/delete.
* Savedata:Improves the deleting functions.
* Libretro buildfix
* Windows: Correct some stdafx.h paths.
* Adnroid: Add back arm32 files for libpng.
* Android: Fix include paths.
* Global: Add back arm files for libpng.
* Merge ext/native/ext/... directly into ext.
* ByteSwap.h results in a file name collision on some systems with byteswap.h. Fix this by merging it into BitSet.h.
* Additional UWP buildfix
* UWP buildfix
* retro buildfix
* Buildfixes
* Remove some TLS.
* Remove unnecessary use of thread local storage
* Remove some color util functions
* Move buffer.cpp/h from base to Common
* Buildfixes
* Finish getting rid of basictypes.h
* Merge base/basictypes.h into Common/Common.h (mostly).
* Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
* Remove old define for thread local storage
* We no longer use TCHAR.
* Remove our usage of ssize_t
* Delete more useless math code
* Delete unused math code
* Delete more old detritus
* Delete some unused string functions
* Very minor optimization (divisions by constants are faster unsigned)
* Delete unused backtrace.cpp
* TimeUtil.cpp cleanup
* Fix issue with duplicate texture dumps.
* Add PSP color shader
* SDL: Adjust locale parsing for Ubuntu.
* Core: Fix memory size check.
* fix #13471
* glcore context switching
* Don't cache time in a variable.
* Enable BlockTransferAllowCreateFB for Burnout Dominator.
* Some GPU code cleanup. Disable some unnecessary reporting.
* More cleanup
* Cleanup
* IndexGenerator::AddStrip: Avoid the fallback by writing a few extra indices if necessary.
* Also optimize IndexGenerator::AddStrip for ARM NEON.
* Buildfix
* SSE-optimize IndexGenerator::AddStrip. Shaves about half a percent from GoW.
* Speed up game start under Windows by not filling the symbol listbox until the disasm window is opened.
* Windows debugger: Clean out old remains of multi-cpu support
* Reduce string allocations in Vulkan memory allocator
* Revert a bad optimization in word wrapper
* An attempt to improve connection stability.
* Fixed returned error code on sceNetAdhocctlDelHandler
* Minor fix to sceNetAdhocctlGetPeerInfo
* Added more info on some sceNet logs
* Prevent sceNetGetMallocStat from spamming debug log on some games.
* Remove some reporting that's normally just the result of garbage-as-display-list-execution.
* Remove an allocation in the word wrapper.
* Fix slowdowns due to careless use of auto
* Mark the PPGe font texture as reliable to avoid hashing it.
* Minor optimization in wrap_text.cpp
* Fixed PdpStat and PtpStat info
* Fixed returned error code of sceNetAdhocctlDisconnect
* Quick fix for #13459
* Fix regression where Gran Turismo ended up recreating the framebuffer on every frame in the menu.
* Update submodule ffmpeg to master
* Remove unused lastBoundTexture from Vulkan
* Comment fixes. Minor tweak.
* Cleanups in/around BlitFramebufferDepth
* Remove redundant bind on GL texture build. Improve dirtying of texture state.
* Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
* Set the texture dirty flags when binding a new framebuffer.
* Added alerted flags info on AdhocSocket to be used on PollSocket
* GPU debug stats: Show how many bytes of texture data we hash per frame
* Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
* Share GPUS stats formatting code between the backends (easier to add new stats)
* Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
* Remove some unnecessary function parameters, improve some comments.
* Using REPORT_ONCE to report some of GameMode HLE existance.
* Implementing Adhoc GameMode HLE
* Minor changes to adhoc timestamps
* A couple of D3D11 fixes.
* Fixed crash issue when creating/connecting to a null group name.
* Minor improvement to gl_debug_log.h
* Fix bug in GLES texture filter setup
* The new asserts found something.
* Unify BlitFramebufferDepth.
* Make the implementations of CopyFramebufferDepth more similar.
* Unify some GPU_SUPPORT* bits
* FPURegCache: The invariant checking is very slow in debug mode. Let's only turn it on when we need it.
* More asserts
* Use system date format on savestate as well
* Buildfix
* Help the compiler out a little bit in IndexGenerator::AddStrip.
* Some header include cleanup
* Add missing asserts after some VK resource creation functions
* Don't over-invalidate textures when a framebuffer is created or modified.
* Sneak in a fix for a limited memory leak in Vulkan vertex cache
* Delete TexCacheEntries that get replaced by a framebuffer
* Fix bug in new framebuffer code, reducing unnecessary texture invalidations.
* Check whether there may be more than one save file names by mode.
* Cache 60 FPS requirement
* Fix an issue of major performance drops when using accepted PTP Sockets.
* More moves
* Also move video filtering override.
* Move overrides to the end of GetSamplingParams
* Switch to a returned value and rename these functions.
* Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
* Make the signature of all the SetFramebufferSamplingParams the same
* Workarounds for D3D9's very limited mip level control.
* TextureCacheGLES: Also share the same sampler calculation for GLES.
* TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan.
* Comment fix
* Making sure the are no compiler warnings on adhoc code on android
* Prevent Client side from forever re-trying to connect to Exited Host on Shin Sangoku Musou Multi Raid 2
* Improve readability of the boolean expression mess in GetSamplingParams
* User chain support
* Linux: Use MAP_NORESERVE when finding a memory base pointer. See #13187
* TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry
* Always use a linear filter for video, unless forcing NEAREST filtering.
* Texfilter: Rewrite some checks in GetSamplingParams to be faster and more understandable.
* Remove some outdated debugging code (SetDebugTexture)
* Fix libretro OSX build
* MemMap: Check for MAP_FAILED in mmap call.
* Fix GetCurrentTextureDebug
* Try unknown's workaround for clang code gen bug. See #13187.
* Further simplify framebuffer matching.
* SaveState: Update to latest Snappy v1.1.8.
* x64: Fix stack alignment in vertex decoder, just because.
* Optimize a couple more single color conversion functions
* Optimize the DarkStalkers software rendering path a little more.
* Show how many times we evaluate framebuffers per frame in debug statistics.
* Re-fix BOF III - accidentally lost the texaddr offset
* Mostly fix Katamari by boosting fbs from the same frame
* Decouple framebuffers from texcache entries entirely.
* Update symbol list of disassembly window when loadexec.
* Don't read data more than data size of pgd files.
* Remove fbCache_ from TextureCacheCommon.cpp.
* Make SetColorUpdated static, reorder some fields
* Minor cleanups in CaptureDevice
* Fix Failed to Bind already used port issue on Android (and probably linux too). This should fix Dynasty Warrior Strikeforce and Shin Sangoku Musou Multi Raid 2
* Avoid getting Fatal signal 6 (SIGABRT) on linux/android when losing connectivity to the Adhoc Server.
* Allows reusing the same port for PtpListen and PtpOpen. This fixes Shin Sangoku Musou Multi Raid 2, and probably other games with similar issue (ie. Dynasty Warrior Strikeforce)
* Clients shouldn't try to detects timeout of other clients, because most of the time the client side doesn't have timeout information given, better wait for the host to tells them if a client got disconnected.
* Sleep a bit longer, especially when PPSSPP paused.
* Prevent spamming the log too much on some games
* Fixed sceNetAdhocMatchingGetMembers error return value
* Add option for the clear-fb-on-first-use speedhack. See #13295
* Resolve Adhoc Server DNS early and cache it so we don't need to resolve it again later.
* Stop waiting for connection on Exit to Menu to prevent causing lags.
* Combining PDP and PTP socket's array into a union array. Fixes Hot Shots Tennis that doesn't works well with socketId > 255
* softgpu: Correct cull handling for sprites.
* Headless: Setup logman earlier.
* GPU: Allow culling in through mode.
* Plugins: Schedule plugins before game thread.
* Plugins: Oops, typo.
* Plugins: Support for loading game-specific plugins.
* Module: Split out module start to use externally.
* Simulate blocking PtpFlush
* Allows blocking socket simulation on multiple threads simultaneously
* Making use Adhoc SocketAlert Flags to stop/abort blocking sockets
* Fixed return value when using Automatic Wlan Channel. Fixes Ridge Racer 2 and Warriors Orochi 2
* Changing default Wlan Channel to 11 on Automatic to be the same with real PSP
* Prevent sceNetGetMallocStat from spamming Info Logs
* TexCache: Correct detaching textures.
* Net: Fix memory corruption on save old state.
* Net: Correct save state from old loaded state.
* TexCache: Rename "Invalid" attach to "Inexact".
* TexCache: Always apply detach matches if found.
* GE Debugger: Include game ID inside dump file.
* Debugger: Add formats to breakpoint logging.
* Fixed SceNetAdhocctlParameter structure
* Added some more info in Debug Log to help debugging
* Added another HexData printing with offset and ASCII contents to help dumping some data in the logs
* Fixed an issue where the 1st line showing 17 bytes of data instead of 16 bytes like the rest of the lines
* Ignore SIGPIPE error on certain system (ie. Linux)
* An attempt to implement AdhocSocketAlert
* Oops forgot to replace these numbers with const on adhoc socket reindexing PR
* Imp sceKernelFindModuleByName
* Reindexing PDP and PTP socket using const/var instead of using confusing raw numbers
* Fix crash issue due to out of bound when indexing PDP socket
* Add draft sceKernelFindModuleByUID (#13380)
* Fix Phantasy Star Portable 2 Timeout issue
* Fix multiplayer on Valhalla Knights 2
* Fix AdhocMatching P2P Mode. This fix Bleach Heat the Soul 7
* Fix crash in Digimon Adventures.
* Minor changes to make sure the output struct/arg have similar value to the one from prx file (based on Kingdom Hearts BBS)
* Don't allocate PSP's Memory during DoState
* Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
* Fix possible stalled thread when PPSSPP closed down
* An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
* Increasing the shutdown delay so that there will be at least one "4=sceUtilityNetconfGetStatus()" after "0=sceUtilityNetconfShutdownStart()" instead of directly to "0=sceUtilityNetconfGetStatus()" (just like what happen when using utility.prx file with KHBBS on JPCSP)
* An attempt to differentiate adhoc connect, create, and join.
* Oops we already have local mac stored in context, no longer need to getLocalMac again
* Fix connection issue on games using AdhocMatching due to sometimes events are removed prematurely before being processed. This fix Gran Turismo where some peers could permanently be in "busy data" state.
* Fixed possible crash issue due to lingering leftover callback events from previous multiplayer session.
* Avoid using hleLog during a Shutdown
* An attempt to sort AdhocMatching Member List in order to make a consistent list on all players (based on Host). Also fixed some disconnection issue on other players when a player is leaving the room on Gran Turismo and Patapon 3.
* An attempt to make PDP and PTP ID to be unique so they can be polled properly together without getting conflicted ID. This fixes Gran Turismo.
* An attempt to fix sceNetAdhocPollSocket to works properly. This fixes one of the multiplayer mode on Bleach Heat the Soul 7
* Making sure the 1st 2-bits on the 1st byte of MAC address' OUI are zero to prevent issue with some games (ie. Gran Turismo)
* Default to P2P/Parent's MAC address if the target MAC on sceNetAdhocMatchingSendData is 00:00:00:00:00:00 (need to confirm whether this is correct or an error should be returned instead)
* Ignores the 1st byte of MAC address when comparing, since there might be games (ie. Gran Turismo) that tries to tamper/change the 1st byte during multiplayer upon use.
* Use >= 0x03080000 instead of 0x0307FFFF
* Add a check in sceKernelTerminateThread
* Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
* When going the other way, there can be multiple textures that need updating.
* Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
* Reschedule after resuming thread from suspend.
* Oops, crashfix for late change
* Add some ONCE-reporting of multiple candidate situations
* Forgot the if, oops.
* Shrink the "Cardboard VR Off" button.
* Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
* Apply the scoring model when creating/updating framebuffers too.
* Switch framebuffer matching to a scoring model.
* Extract AttachFramebufferToEntry function
* GE dump loading: Try to use the correct GameID so compat.ini flags apply.
* Add a check in sceKernelTerminateDeleteThread
* Remove wrong assert. Should fix #13354
* cmake: Remove outdated ARMV7 define.
* Global: Remove ARM64 define.
* GPU: Avoid compile error if ARM64=1 specified.
* TexCache: Try to avoid wrong texcache usage.
* TexCache: Improve quicktexhash by ~1-4% on NEON.
* Only clear when initializating kernelMemory and userMemory.
* Virtual framebuffer copies: Make a more informed guess on appropriate pixel format.
* Actually clear memory when initializating.
* Delete an unused buffer, saving 0.5MB of RAM.
* GPU: Remove ReliableHash aliases.
* GPU: Hash CLUT using XXH3 with replacements off.
* irjit: Switch to XXH3.
* GPU: Switch vertex/lookup hashes to XXH3.
* GPU: Remove neon xxhash implementation.
* Vulkan: Type comparison warning fix.
* unittest: Fix build on Android.
* Common: Update to latest xxhash.
* Net: Reduce PortManager log noise.
* Throw in a minor simplification in depal.
* Address feedback from #13341.
* Fix final subpass dependency for depth
* Correctly update image layout to the final one after a render pass.
* Log validation errors normally as well as using OutputDebugString.
* Improve LogSteps further. Break out PreprocessSteps.
* Naming fix, better names for temp fbos
* VulkanRenderManager: Improve logging. LogSteps output is much better.
* Fix longstanding depth/stencil view issue in Vulkan. Cleans up validation.
* Vulkan: Minor fix for depth/stencil pretransitions. Used DEPTH_ATTACHMENT_OPTIMAL by mistake in barrier.
* AspectMask fix
* Vulkan: Silly typo fix in barrier
* Exception: Don't trust sigaltstack().
* SavedataParam: Be careful with const char* to string. Might help #13187
* Update lang submodule
* http: Avoid logging errors for would block.
* TexCache: Force recreate texture on detach.
* Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
* Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
* Debugger: Check for no texture before debug bind.
* GPU: Properly detect clears.
* Quick Vulkan crashfix
* Some minor logging improvements that get to tag along the previous commit
* More explicit invalidation of any cached state in Thin3D. Fixes #13307
* UI: Use standard text wrapping for chat messages.
* UI: Allow text to use native fonts.
* UI: Split chat lines using Unicode.
* GPU: Fix some case warnings.
* Kernel: Avoid two different Heap structs.
* Avoid using getaddrinfo during initialization as it could blocked the thread if there is no network
* Audiocodec: Fix warning on older clang.
* native: Minor header cleanup.
* Windows: Show instance counter only with peers.
* Net: Use locking consistently for instance counter.
* Improve JPEG file detection (mainly for background image use)
* Small mistake in sceKernelExitDeleteThread
* Add a check in sceKernelExitDeleteThread
* GL: Re-enable mipmaps for thin3d textures.
* Windows: Make the instance counter go by 1, 2, 3.
* Windows: Auto-enable GL validation (debug messages) in debug builds
* More work on GL state leaks. Some things really need a redesign.
* Net: Simplify local IP lookup.
* Net: Cut down on local IP aliasing.
* Use ppsspp error name
* oop
* Fix sceKernelExitThread
* Add support for the 8Bitdo SF30/SN30 Pro controllers on SDL. See #13034
* Log the first 100 block transfers instead of just the first one. Should make it easier to spot interesting things without hacking the log code.
* Some logging improvements. Show more coordinates for block transfers, etc.
* Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
* Global: Unbreak build.
* Buildfix
* More Log.h cleanup.
* Move MsgHandler into Log.cpp/h
* More cleanup of Log.h, move AndroidAssert into MsgHandler.cpp/h.
* First step of cleaning up Log.h. Plus a few other bits and bobs.
* Fix undesired re-builds after runnning CMake
* Buildfixes
* Address feedback.
* Switch to PPSSPP's assert functions (don't use the system's)
* Fix newlines in logging before the manager is initialized.
* Buildfix
* Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats.
* Android.mk fix
* Update .editorconfig to match the encoding of the resource files.
* Move timeutil to Common. (Experiment to see how much work it is to move these).
* Address feedback
* UWP buildfix
* Vulkan: Fix tex upscaling 4444 swizzling.
* Debugger: Oops, fix comment typos.
* Finally delete base/logging.cpp/h. Carefully preserve behaviour on Android.
* Fix build of ZimTool/AtlasTool. Had to break the ugly backwards dependency from LogManager to g_Config.
* Getting really close to getting rid of base/logging.h now.
* Even more base/logging.h removal and fixes
* More base/logging.h cleanup
* Remove base/logging.h in a whole lot more places.
* Remove base/logging from a lot more files in native
* Remove base/logging.h from a whole bunch of files in native
* Remove base/logging from UI and more
* Remove most instances of base/logging.h from Common, Core, GPU, more
* Replace base/logging.h in VulkanContext and parts of native
* Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
* Recategorize some logging, in preparation for what's to come.
* Fix menu navigation from axis in linux
* Fix build with clang-cl
* Fix SSE detection with clang-cl
* Fix Windows/CMake build with Visual Studio
* Shows AdHoc and Access Point Connecting... Dialog
* Making sure std::min/max are not overridden by windows header's min/max
* Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
* An attempt to simulate a fake PSN authentication on Patapon 3
* Renaming sceNp* NIDs functions to their proper function names.
* Really no need to call clear() in the constructor for AudioChannel.
* Disable the instance counter in libretro builds.
* Fix some minor issues found by address-sanitizer on Linux
* UninstallExceptionHandler: Zero-initialize some structs. I've seen some weird crashes on the free() on Android.
* Minor logging improvements
* Global: Buildfix for parsers.
* Global: Move string number parse to text/parsers.
* Global: Reduce ini_file header complexity.
* Global: Make stringutil includes more explicit.
* Move Section out of IniFile so it can be forward declared. Unlocked further improvements to build speed.
* Can't avoid sstream in ini_file.h, it seems.
* Buildfix
* Remove sstream from stringutil.h. See #13267
* libretro: Buildfix.
* SaveState: Rename ChunkFile files to Serialize.
* Global: Remove some unused header code.
* SaveState: Split out Do types to reduce headers.
* Audio: Avoid exposing fixed size queue in header.
* SaveState: Add header to other makefiles.
* Global: Remove unnecessary includes.
* UI: Fix an override warning.
* Audiocodec: Silence a known warning.
* Global: Cut down on file/string includes.
* HLE: Fix some missing error logging.
* SaveState: Split Do() into a separate header.
* Address feedback
* Minor: Initialize a struct. Decrease logging in sceMt19937.
* Remove partial comment
* Vulkan: Implement depth texturing through depal.
* Some fixes
* Vulkan/generic: Initial prep for depth texturing
* Optimize value conversion in (unused) depth readback.
* These convenience overloads don't work in 32-bit builds, remove them.
* Set debug names for more framebuffers and textures
* Allow passing in an object name tag when creating framebuffers
* Vulkan: Start adding object names for easier validation debugging
* (Libretro) Buildfix for Windows
* Remove double disable function on frame duplication
* Enable pixel depth rounding for Nayuta no Kiseki. See issue #8744.
* Logging improvement
* Remove some unnecessary reporting.
* Fix issue where after a backend change restart, the new instance was considered secondary.
* Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
* Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
* Viewport state conversion: Move the pixel scaling to after the overage clipping.
* Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
* Also correct the allocated size.
* Correct the alignment size when allocate memory at a position.
* UI sound fix
* Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
* Texture from framebuffer: Logging improvements
* Clarify, but don't yet remove, a perf hack for ES devices. Remove a unused sync parameter from readbacks.
* Improve logging of unknown syscall imports.
* Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
* Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
* Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
* Move a line to a better place
* Expose SYSPROP_SYSTEMVERSION to Libretro Android core. This fixes crashes with targetSdk 29.
* Fix Android Libretro build issues.
* Fix texture upscaling and per game setting fix/cleanup
* Off by default
* Add a setting. Various tweaks to sound triggering.
* Add a couple of more sounds. Rename some vars.
* Hook up a couple more sounds. Unfortunately clickable back buttons now play both back and confirm sounds...
* Hook up the first UI sound, make it play.
* Read in WAV files for UI sounds
* Initial sound effects
* BackgroundAudio: Switch to a heap allocated buffer.
* Consolidate BackgroundAudio.cpp into a class
* libretro buildfix
* SaveState: On section version failure, log out the name of the bad section.
* Vulkan debug log: Remove some old exclusions, add a new one (for an old issue)
* Minor logging improvements
* Fix error in sceUsbMic savestate handling (need to accept old savestates without the section)
* Fix crashes issue due to 0 is a valid index to types_, using invalid index like -1 should give a better/clearer stack trace
* Save&Restore PSP Thread IDs to prevent using the wrong Thread ID after loading from save state, also making sure DoState have default value
* UI: Simplify on/off for hardware tex scaling.
* Vulkan: Allow custom texture upscaling shaders.
* UI: Add setting for texture upload shader.
* Lowering minVer of AfterAdhocMipsCall section.
* Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
* Update Vulkan headers to the latest, just to keep up.
* Add some comments and const-correctness, and a pointer type fix, to the "semaphore" crypto stuff.
* Reorganized Networking UI (#13232)
* Init parameters in __UsbMicInit to avoid incorrect initial state when you exit to menu from ingame.
* Patapon 3 Fix (#13231)
* Imp sceUtilsBufferCopyWithRange and sceUtilsBufferCopyByPollingWithRange (#13206)
* minor fix
* BuildFix
* Also partly implement in sceUsbCam.
* Flush audio buffer when a transmission is completed.
* Do state.
* Use UTF-8 code page to get the device names.
* Add basic Microphone support on Windows.
* Fix alpha channel handling in xBRZ texture filter shader
* Add two Kernel_Library's nids (#13218)
* Added a fake thread to process Apctl Request Events into Apctl State Changes
* Fix some lint warnings, and a "toast" on graphics init failure (instead of previous crashes)
* Android: Reduce asserts during startup.
* Some renaming and cleanup in the Android audio code
* Android: Can't call AlertDialog.Builder.setOnDismissListener before JELLYBEAN_MR1
* GL: Add some paranoid checks. Remove a useless option.
* Forgetting "return true" fooled the optimizer into crashing. Fixes #13215.
* oop
* Add two SysMemForKernel's nids
* Add two ThreadManForKernel 's nids
* Remove unnecessary vector from thin3d_gl texture handling.
* Remove wrong comment
* Don't trust the messy error checking in EmuScreen with figuring out what to do with zip files.
* Reduce use of multi-byte char switches.. saw this go wrong when stepping!?!
* ExceptionHandler uninstall: Don't crash if no exception handler already installed.
* Add some threadman's nids
* Added more stub for some unimplemented sceNetApctl* functions
* Add two ModuleMgrForKernel's nids
* Debugger: Add memory.read_*, memory write_*
* Attempt to fix an issue when the 3rd player joined causing problem to other players on Patapon 3 (this may also affects other games that use AdhocMatching)
* Added more info to AdhocMatching Logs to get a better insight
* UI: Fix consistency in vsync setting for iOS.
* Locking before changing peer linked list order, just to be safe.
* (Libretro Windows) Buildfix
* Added target/destination IP & port of sceNetAdhocPtpConnect in the log to get better insight
* Fix some logs text
* Fix an issue where a player got disconnected when another player tries to join. This should affects games that use AdhocMatching such as Patapon 3
* Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
* Libretro: Update minimum windows version to Vista. Committed on behalf of twinaphex
* D3D11 - don't forget to unbind secondary texture when we need to unbind.
* Just to be safe since SO_MAX_MSG_SIZE may not be available on all platform and forcing the definition to what windows use might be a bad idea.
* Making mac2str function easier/cleaner/safer to use for logging purpose
* Do UPnP stuff on it's own thread to prevent causing stutters/lags during multiplayer game due to blocking socket behavior on miniUPnP
* Provides quick IP fill on Adhoc Server IP address setting to makes player's life easier :)
* Need to make sure already connected to Adhoc Server before Creating/Joining a group. (Fix GTA VCS failed to join a group and unable to see any room)
* Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
* Fix issue when loading save state created from previous test version
* Correct a crash on a missing kernel object.
* Fix timeout comparison
* Minor fixes
* Fix possible crash issue during Networking Cleanup
* Fixed PortManager fallback Cleanup issue when exiting PPSSPP due to early WSACleanup
* Added an option to Disable Nagle Algorithm (Enable TCP No Delay)
* Fixed UPnP port opened by PPSSPP detection, and Updated PortManager to be compliant to general purpose usage
* Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators
* Further libretro buildfix
* Making sure there are no warnings on adhoc code when building on android studio
* Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
* libretro buildfix?
* Attempt to fix compilation error on Linux
* Fix Blinking game room issue on NFS Most Wanted, this will also fix lobby issue on Ridge Racer 2, Naruto Kizuna Drive, etc.
* Backport Mac/iOS buildfix from a later commit
* Use the alloc size from real PSP for FONT_OPEN_INTERNAL_STINGY mode. the
* Added UI to change WLAN Channel.
* An attempt to fix socket's behavior inconsistencies across platforms.
* Implement ANR2ME's solution for miniupnpcstring.h
* Oops
* Create an Android.mk for miniupnp
* Windows: Run the upnp string gen script regardless of architecture, and in UWP.
* Update the gradle version again.
* Add PortManager.cpp to Android.mk
* Switch to my miniupnpc fork with a UWP fix
* UWP: Unify linker options
* Set up Windows UWP project for miniupnpc.
* MiniUPNPC: Windows: Try to fix build on VS 2017, add more platforms.
* Fix UPnP error detection
* Added UPnP Support
* Windows: Add command to load up a new identical instance of PPSSPP.
* Temporary buildfix
* Warning fixes
* Backport a macOS buildfix from later
* Fix Local IP detection on non-Windows system
* Making sure Adhoc codes doesn't have compilation warnings
* Enabling KeepAlive on sockets
* Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner
* making sure there are no alignment warnings related to member of packed struct on android
* Improved multiplayer stability regardless of I/O Timing method
* Fix i18n type
* Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
* Another buildfix
* Buildfix
* Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
* Making sure adhoc callbacks runs on AdhocThread
* Silence secondary instances.
* PSP kernel: Improve logging when accessing bad kernel object handles.
* Make the instance counter global and initialized at startup.
* Remove some _XBOX stuff
* Apply a few lines from "Added UPnP support", removing extra WSA calls.
* Make PPSSPP_ID persistent every reset/changing game thus have persistent localhost IP
* Excluding Android from multiple-instance feature because i'm too lazy to learn ashmem :D
* Oops forgot to change this also for multiple-instance to work properly
* Support multiple instance of localhost Multiplayer on 1 PC
* Prevent reporting a bad memory access just because Tekken creates a mutex with a null name.
* sceMpegAvcCsc: added range validity tests.
* Buildfix
* Third part of getting rid of PanicAlert
* Step 2 of removing PanicAlert
* Step 1 of removing PanicAlert
* Remove category from _assert_msg_ functions. We don't filter these by category anyway.
* Fix a bug in crashhandler where we could end up disassembling far too much.
* EditorConfig: Separate indent style for libretro.
* Display: Allow unthrottle to skip only flipping.
* Support full VSync control in SDL OpenGL.
* Improve some logging, and print the line number from PanicAlerts.
* Update lang submodule
* Eliminate an unnecessary global g_Vulkan.
* Windows/Vulkan: Don't destroy the surface during resize, no need.
* More buildfixes
* Buildfix
* SDL: Avoid destroying the surface on resize.
* Cleanup log output on swapchain/surface recreation.
* Buildfix. Checking _POSIX_VERSION is not recommended anyway.
* Crash: Show disassembly of the instruction causing the crash, and the symbol name.
* Split the fault handling from MemMap.cpp to MemFault.cpp.
* Update README following unknows markup way
* Savedata: Correct AM/PM and time/date settings.
* Travis: Don't update python3.
* Fix
* (Libretro) Buildfix - add missing file x64Analyzer.cpp
* Windows ARM fix, cleanup
* Refactor MachineContext.h to reduce ifdefs elsewhere.
* There's no sigcontext on 64-bit iOS either, apparently.
* Yet another iOS buildfix attempt
* Another iOS buildfix attempt
* Various platform buildfixes
* Make fastmem memory exceptions report the exceptions to Core correctly.
* iOS buildfix attempt
* HandleFault: Add missing nullcheck
* Try USE_SIGACTION_ON_APPLE on IOS.
* MachineContext, Linux/Android: Try to support android-x86 (32-bit)
* Add x64Analyzer to Android.mk. Some minor cleanup
* More info on crash screen
* Exceptions: A bit more consistency in callback registeration.
* Mac/Linux buildfixes
* Draw a minimal crash dump on the emu screen after a crash (if bIgnoreBadMemAccess is false).
* ARM/ARM64 instruction analysis, hook up to handler
* Skip bad reads/writes by the guest executable.
* Simple exception handler so we can ignore accesses that happen within the PSP memory space.
* Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
* Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
* Osk: Draw shadows on all the letters.
* MsgDialog: Show better error messages.
* MsgDialog: Allow text to be wider.
* MsgDialog: Add scrollbar when message is long.
* PPGe: Draw nicer drop shadows.
* PPGe: Handle text shadows more consistently.
* Vulkan: Buildfix.
* Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
* Revert "Disable a new compiler warning that doesn't do us much good"
* (Libretro) Add MSVC 2019 target
* Change libretro.cpp to confirm to libretro code formatting conventions
* Disable a new compiler warning that doesn't do us much good
* (Libretro) Add optimal input read codepath - bitmasks
* Remove irrelevant comment
* Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
* GLES: Invalidate framebuffers bound DONT_CARE.
* Kernel: Check thread switch PC in release.
* jit: Add some basic checks in armjit/arm64jit.
* x86jit: Trigger exec exceptions.
* irjit: Add jump crash checks.
* UI: Allow non-ascii on crash dump screen.
* Core: Track exception on bad jumps.
* Core: Reset exception info on resume/reset.
* Kernel: Add a bit more thread info on crash.
* Add custom GLEW - interfaces with libretro get_proc_address - we need this for compatibility with DRM/KMS and Wayland contexts - otherwise we're limited to GLX context
* Travis: Use the default macOS image.
* Update v1.10.3 readme link
* Expose more information on the crash screen (current kernel thread)
* Address some feedback
* Draw a minimal crash dump on the emu screen after a caught crash.
* Formalize "core excpetions" as a concept
* Some code reformatting/renaming
* Centralize handling of memory exceptions a bit
* Split CORE_ERROR into CORE_BOOT_ERROR and CORE_RUNTIME_ERROR
* Update version for 1.10.3
* Update lang submodule
* Update README for 1.10.3
* Travis: Disable OSX/iOS until we can fix them
* Touch control layout screen: Make the expanded click zone around the controls symmetrical.
* Kernel: Add a little paranoia check on chained mipscalls.
* Fix decimal part
* Touch control layout: Make dragging a lot less "jumpy"
* TouchControlLayoutScreen: Reorder functions in the file to make more sense.
* Refactor TouchControlLayoutScreen - break out the actual editor into a separate view.
* (Libretro) Makefile build fixes
* (Libretro) Buildfixes
* Change wording of camera notch ignore setting
* Update version for 1.10.2
* Update README.md for 1.10.2
* Add some paranoid checks in AfterMatchingMipsCall::run().
* Add automated script for link on readme
* Android: Add option to ignore camera notches when sizing the display.
* Remove unnecessary logging of preview formats
* Link PR and issues in README
* Screen: Unlock the inputLock_ mutex slightly earlier in processFinishDialog
* Revert "Remove the I/O on Thread option - treat it as always on."
* http: Check cancel flag more often.
* Sneak in some paranoia in InstallZipScreen.cpp (another one from #13057)
* Check that we actually got a preview size.
* CameraHelper: Do a better job of choosing an appropriate preview size.
* Add a try/catch to Android camera device listing. Might help #13091 and the issue seen in #13057.
* Change default rendering resolution on Linux to auto
* Fix radio button in "Window size" menu
* Update submodule URL
* Fix reliability of the CMake generated version
* README.md update
* Update version to 1.10.1
* Update README, lang submodule for 1.10.1
* SaveState: Prevent edge case on old save state.
* SaveState: Make sure to default init net data.
* Add some excessive null checks to GameScreen::render(), might fix the crash seen in #13057
* Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
* Some paranoid checks in PPGeDraw. Might help the crash seen in #13047.
* Downloader: Join threads in CancelAll
* D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
* Different handling of Download lifetimes. Might help an issue from #13057 (1.10 crash mysteries)
* cmake: don't install bundled glslang
* Qt: unbreak build without SDL
* TextureDecoder: Fix misuse of NEON on all armv7
* Vulkan: Correct secondary texture binding in Draw.
* Draw: Allow 2 textures bound in Vulkan.
* GPU: Add sampler1 for postshader orig source.
* Draw: Fix textures and samplers at an offset.
* Draw: Use uniform locs for GLES, add samplers.
* GPU: Alternate FBOs for chained postshaders.
* GPU: Avoid immediate postshader FBO recreate.
* Android: Request stable layout and update on focus.
* GLES: Use debug groups for render steps.
* GLES: Avoid duplicate state resets.
* GLES: Delay buffer use in vertex cache.
* GLES: Fix disabled vertex cache code.
* GPU: Try a bit harder to determine safe size.
* Vulkan: Match safe size behavior on all backends.
* Io: Fix LBN timing for virtual discs.
* Io: Cleanup access bits for files.
* Headless: Handle umd mapping with block devices.
* Io: Open sce_lbn references and whole ISO faster.
* Io: Account for OpenAsync timing.
* Io: Fail without fd on bad device in OpenAsync.
* Io: Improve non-async open timing.
* Io: Track whether the game is on a UMD or storage.
* Io: Simulate VFAT bug only when simulating FAT32.
* Io: Improve timing of sceIoOpen().
* Io: Cleanup sceIoOpen errors and logging.
* Windows: Make init crash warnings more generic.
OBS-URL: https://build.opensuse.org/request/show/841874
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=268
2020-10-18 19:39:16 +02:00
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%define _lto_cflags %{nil}
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2019-10-23 21:22:13 +02:00
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Name: ppsspp
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2023-11-05 15:26:17 +01:00
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Version: 1.16.6
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2019-10-23 21:22:13 +02:00
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Release: 0
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Summary: PlayStation Portable Emulator
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2023-11-21 09:57:59 +01:00
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License: Apache-2.0 AND BSD-1-Clause AND BSL-1.0 AND GPL-2.0-or-later AND LGPL-2.0-or-later AND LGPL-2.1-or-later AND BSD-2-Clause AND BSD-3-Clause AND (BSD-2-Clause OR GPL-2.0-or-later) AND (BSD-3-Clause OR GPL-2.0-only) AND CC0-1.0 AND GPL-2.0-or-later WITH Autoconf-exception-3.0 AND GPL-3.0-or-later WITH Bison-exception-2.2 AND Libpng AND ISC AND IJG AND Zlib AND MIT AND CC-BY-4.0 AND FTL
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2019-10-23 21:22:13 +02:00
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Group: System/Emulators/Other
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2022-11-23 21:31:47 +01:00
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URL: https://www.ppsspp.org
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Source: https://github.com/hrydgard/ppsspp/releases/download/v%{version}/%{name}-%{version}.tar.xz
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2023-04-05 00:06:23 +02:00
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Patch0: ppsspp-1.14.4-system-png.patch
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Accepting request 841874 from home:Guillaume_G:branches:Emulators
- Exclude aarch64 and %arm as it never built due to openGL
vs openGL ES issue.
- Use again system ffmpeg
- Update to version 1.10.3~git20201014:
* Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
* Vulkan: fix stack overflow.
* libkirk: fix buffer overflow.
* Fix a couple of issues with #13477, found by aliaspider.
* VK: Whenever safely possible, shrink the render area.
* Fix OpenGL crash introduced in #13536
* Fix GPU profile display on notched screens
* compat.ini: Add ID for European version of Car Jack Streets
* Track and accumulate pipeline flags for render passes.
* Bugfix
* VK: Separate layout transitions from renderpasses again.
* Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
* VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
* Workaround for date bug in Car Jack Streets.
* Fixed timeout issue due to the latest CoreTiming::GetGlobalTimeUsScaled() have a possibility to get smaller number than the previous one.
* Added some network-related missing error codes.
* Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
* Fix additional snappy warnings.
* Warning fixes.
* Avoid a division in time_now_d(). Minor optimizations.
* VFPU: Compute sines and cosines in double precision.
* Make Qt apply fullscreen change from UI as well
* Make --windowed available on all platform and make sure to trigger resize
* Add an option to the in-game dev menu to reset counts on limited logging
* Change jpn0.pgf for a new one generated by nassau-tk
* Update gradle, assets/lang
* Prevent sceNetAdhocctlGetGameModeInfo from spamming Warn/Info Log on Street Supremacy
* Added socom.cc as an alternative Public Adhoc Server, just because they have statistic web page for players to find out which games are being played and how many players are there.
* Minor changes.
* Return early to reduce indentation on AdhocMatching code
* Updated AdhocPollSocket implementation to fix Bleach Heat the Soul 7, Fate Unlimited Codes, Carnage Heart EXA
* Prevent getting too many Kernel Errors in the log during a Shutdown cleanups due to kernelObjects already cleared.
* Prevent Dissidia 012 from opening too many ports when failed to connect continuously.
* Making the workaround that fix Gundam vs Gundam Next Plus to be optional as it can improve connectivity on other games over high latency networks, and fix GvG Next Plus properly.
* Updated AdhocSocket struct, and an attempt to reduce stutters by increasing the send buffer a little bit.
* Fix Falcom games (ie. Ys vs. Sora no Kiseki, Vantage Master Portable)
* Removing ETIMEDOUT from non-blocking socket's error checks
* Updated GameMode implementation to fix Bomberman, also improved performance on BattleZone. (+1 squashed commits)
* Fix NetconfDialog timings to get a better message transitions.
* Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
* Removing the workaround that fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link but having a side effect of 0.5 second lag
* Fix a recent bug in XinputDevice.h
* Sets the maximum memory stick size to 32GB like a Memory Stick Duo.
* Savedata:Skips non-directories in LISTALLDELETE mode.
* Simulates memory stick size to get fixed free space.
* SDL: Apply patch from issue #13516, fixing issue with Wacom tablets with readonly flags set.
* SDL: Implement multitouch support
* Buildfix - remove more Qt-specific code in TextureReplacer
* Also report a smaller memstick for Street Fighter Alpha 3 MAX (see #10462)
* Add compat.ini setting to work around memstick size math problem in Harry Potter - Goblet of Fire
* Fix libretro makefile build
* Add some recent contributors to the credits list.
* Delete useless Qt-specific path in TextureReplacer
* Vulkan: Automatically generate mipmaps for replacement textures.
* Cap the global thread pool at 16 threads.
* Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
* Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
* Buildfix linux
* Windows: Remove the native project.
* Complete the eradication of D3DX9 compiler loader
* Move text rendering to Common.
* Move most GPU things to Common.
* KeyMap fix (libretro)
* Libretro buildfixes
* Move fileutil, net, image loaders, ui to Common. (#13506)
* SaveData:Displays all saves like a PSP for LISTALLDELETE mode.
* iOS buildfix
* Mac/ios buildfix
* Move NativeApp.h to Common/System, split into NativeApp.h and System.h
* Move Display.cpp/h to Common.
* Move the profiler to Common
* Common.h shouldn't include Log.h.
* Move math and some file and data conversion files out from native to Common.
* iOS buildfix attempt
* Move native/util, native/data and native/i18 to Common/Data.
* Fixed missing cstring include.
* Move input utilities from native to Common/Input.
* Savedata:Corrects the performances when the data is broken.
* Move threading utils from native to Common
* Savedata:Supports empty file name for save/load/delete.
* Savedata:Improves the deleting functions.
* Libretro buildfix
* Windows: Correct some stdafx.h paths.
* Adnroid: Add back arm32 files for libpng.
* Android: Fix include paths.
* Global: Add back arm files for libpng.
* Merge ext/native/ext/... directly into ext.
* ByteSwap.h results in a file name collision on some systems with byteswap.h. Fix this by merging it into BitSet.h.
* Additional UWP buildfix
* UWP buildfix
* retro buildfix
* Buildfixes
* Remove some TLS.
* Remove unnecessary use of thread local storage
* Remove some color util functions
* Move buffer.cpp/h from base to Common
* Buildfixes
* Finish getting rid of basictypes.h
* Merge base/basictypes.h into Common/Common.h (mostly).
* Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
* Remove old define for thread local storage
* We no longer use TCHAR.
* Remove our usage of ssize_t
* Delete more useless math code
* Delete unused math code
* Delete more old detritus
* Delete some unused string functions
* Very minor optimization (divisions by constants are faster unsigned)
* Delete unused backtrace.cpp
* TimeUtil.cpp cleanup
* Fix issue with duplicate texture dumps.
* Add PSP color shader
* SDL: Adjust locale parsing for Ubuntu.
* Core: Fix memory size check.
* fix #13471
* glcore context switching
* Don't cache time in a variable.
* Enable BlockTransferAllowCreateFB for Burnout Dominator.
* Some GPU code cleanup. Disable some unnecessary reporting.
* More cleanup
* Cleanup
* IndexGenerator::AddStrip: Avoid the fallback by writing a few extra indices if necessary.
* Also optimize IndexGenerator::AddStrip for ARM NEON.
* Buildfix
* SSE-optimize IndexGenerator::AddStrip. Shaves about half a percent from GoW.
* Speed up game start under Windows by not filling the symbol listbox until the disasm window is opened.
* Windows debugger: Clean out old remains of multi-cpu support
* Reduce string allocations in Vulkan memory allocator
* Revert a bad optimization in word wrapper
* An attempt to improve connection stability.
* Fixed returned error code on sceNetAdhocctlDelHandler
* Minor fix to sceNetAdhocctlGetPeerInfo
* Added more info on some sceNet logs
* Prevent sceNetGetMallocStat from spamming debug log on some games.
* Remove some reporting that's normally just the result of garbage-as-display-list-execution.
* Remove an allocation in the word wrapper.
* Fix slowdowns due to careless use of auto
* Mark the PPGe font texture as reliable to avoid hashing it.
* Minor optimization in wrap_text.cpp
* Fixed PdpStat and PtpStat info
* Fixed returned error code of sceNetAdhocctlDisconnect
* Quick fix for #13459
* Fix regression where Gran Turismo ended up recreating the framebuffer on every frame in the menu.
* Update submodule ffmpeg to master
* Remove unused lastBoundTexture from Vulkan
* Comment fixes. Minor tweak.
* Cleanups in/around BlitFramebufferDepth
* Remove redundant bind on GL texture build. Improve dirtying of texture state.
* Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
* Set the texture dirty flags when binding a new framebuffer.
* Added alerted flags info on AdhocSocket to be used on PollSocket
* GPU debug stats: Show how many bytes of texture data we hash per frame
* Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
* Share GPUS stats formatting code between the backends (easier to add new stats)
* Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
* Remove some unnecessary function parameters, improve some comments.
* Using REPORT_ONCE to report some of GameMode HLE existance.
* Implementing Adhoc GameMode HLE
* Minor changes to adhoc timestamps
* A couple of D3D11 fixes.
* Fixed crash issue when creating/connecting to a null group name.
* Minor improvement to gl_debug_log.h
* Fix bug in GLES texture filter setup
* The new asserts found something.
* Unify BlitFramebufferDepth.
* Make the implementations of CopyFramebufferDepth more similar.
* Unify some GPU_SUPPORT* bits
* FPURegCache: The invariant checking is very slow in debug mode. Let's only turn it on when we need it.
* More asserts
* Use system date format on savestate as well
* Buildfix
* Help the compiler out a little bit in IndexGenerator::AddStrip.
* Some header include cleanup
* Add missing asserts after some VK resource creation functions
* Don't over-invalidate textures when a framebuffer is created or modified.
* Sneak in a fix for a limited memory leak in Vulkan vertex cache
* Delete TexCacheEntries that get replaced by a framebuffer
* Fix bug in new framebuffer code, reducing unnecessary texture invalidations.
* Check whether there may be more than one save file names by mode.
* Cache 60 FPS requirement
* Fix an issue of major performance drops when using accepted PTP Sockets.
* More moves
* Also move video filtering override.
* Move overrides to the end of GetSamplingParams
* Switch to a returned value and rename these functions.
* Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
* Make the signature of all the SetFramebufferSamplingParams the same
* Workarounds for D3D9's very limited mip level control.
* TextureCacheGLES: Also share the same sampler calculation for GLES.
* TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan.
* Comment fix
* Making sure the are no compiler warnings on adhoc code on android
* Prevent Client side from forever re-trying to connect to Exited Host on Shin Sangoku Musou Multi Raid 2
* Improve readability of the boolean expression mess in GetSamplingParams
* User chain support
* Linux: Use MAP_NORESERVE when finding a memory base pointer. See #13187
* TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry
* Always use a linear filter for video, unless forcing NEAREST filtering.
* Texfilter: Rewrite some checks in GetSamplingParams to be faster and more understandable.
* Remove some outdated debugging code (SetDebugTexture)
* Fix libretro OSX build
* MemMap: Check for MAP_FAILED in mmap call.
* Fix GetCurrentTextureDebug
* Try unknown's workaround for clang code gen bug. See #13187.
* Further simplify framebuffer matching.
* SaveState: Update to latest Snappy v1.1.8.
* x64: Fix stack alignment in vertex decoder, just because.
* Optimize a couple more single color conversion functions
* Optimize the DarkStalkers software rendering path a little more.
* Show how many times we evaluate framebuffers per frame in debug statistics.
* Re-fix BOF III - accidentally lost the texaddr offset
* Mostly fix Katamari by boosting fbs from the same frame
* Decouple framebuffers from texcache entries entirely.
* Update symbol list of disassembly window when loadexec.
* Don't read data more than data size of pgd files.
* Remove fbCache_ from TextureCacheCommon.cpp.
* Make SetColorUpdated static, reorder some fields
* Minor cleanups in CaptureDevice
* Fix Failed to Bind already used port issue on Android (and probably linux too). This should fix Dynasty Warrior Strikeforce and Shin Sangoku Musou Multi Raid 2
* Avoid getting Fatal signal 6 (SIGABRT) on linux/android when losing connectivity to the Adhoc Server.
* Allows reusing the same port for PtpListen and PtpOpen. This fixes Shin Sangoku Musou Multi Raid 2, and probably other games with similar issue (ie. Dynasty Warrior Strikeforce)
* Clients shouldn't try to detects timeout of other clients, because most of the time the client side doesn't have timeout information given, better wait for the host to tells them if a client got disconnected.
* Sleep a bit longer, especially when PPSSPP paused.
* Prevent spamming the log too much on some games
* Fixed sceNetAdhocMatchingGetMembers error return value
* Add option for the clear-fb-on-first-use speedhack. See #13295
* Resolve Adhoc Server DNS early and cache it so we don't need to resolve it again later.
* Stop waiting for connection on Exit to Menu to prevent causing lags.
* Combining PDP and PTP socket's array into a union array. Fixes Hot Shots Tennis that doesn't works well with socketId > 255
* softgpu: Correct cull handling for sprites.
* Headless: Setup logman earlier.
* GPU: Allow culling in through mode.
* Plugins: Schedule plugins before game thread.
* Plugins: Oops, typo.
* Plugins: Support for loading game-specific plugins.
* Module: Split out module start to use externally.
* Simulate blocking PtpFlush
* Allows blocking socket simulation on multiple threads simultaneously
* Making use Adhoc SocketAlert Flags to stop/abort blocking sockets
* Fixed return value when using Automatic Wlan Channel. Fixes Ridge Racer 2 and Warriors Orochi 2
* Changing default Wlan Channel to 11 on Automatic to be the same with real PSP
* Prevent sceNetGetMallocStat from spamming Info Logs
* TexCache: Correct detaching textures.
* Net: Fix memory corruption on save old state.
* Net: Correct save state from old loaded state.
* TexCache: Rename "Invalid" attach to "Inexact".
* TexCache: Always apply detach matches if found.
* GE Debugger: Include game ID inside dump file.
* Debugger: Add formats to breakpoint logging.
* Fixed SceNetAdhocctlParameter structure
* Added some more info in Debug Log to help debugging
* Added another HexData printing with offset and ASCII contents to help dumping some data in the logs
* Fixed an issue where the 1st line showing 17 bytes of data instead of 16 bytes like the rest of the lines
* Ignore SIGPIPE error on certain system (ie. Linux)
* An attempt to implement AdhocSocketAlert
* Oops forgot to replace these numbers with const on adhoc socket reindexing PR
* Imp sceKernelFindModuleByName
* Reindexing PDP and PTP socket using const/var instead of using confusing raw numbers
* Fix crash issue due to out of bound when indexing PDP socket
* Add draft sceKernelFindModuleByUID (#13380)
* Fix Phantasy Star Portable 2 Timeout issue
* Fix multiplayer on Valhalla Knights 2
* Fix AdhocMatching P2P Mode. This fix Bleach Heat the Soul 7
* Fix crash in Digimon Adventures.
* Minor changes to make sure the output struct/arg have similar value to the one from prx file (based on Kingdom Hearts BBS)
* Don't allocate PSP's Memory during DoState
* Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
* Fix possible stalled thread when PPSSPP closed down
* An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
* Increasing the shutdown delay so that there will be at least one "4=sceUtilityNetconfGetStatus()" after "0=sceUtilityNetconfShutdownStart()" instead of directly to "0=sceUtilityNetconfGetStatus()" (just like what happen when using utility.prx file with KHBBS on JPCSP)
* An attempt to differentiate adhoc connect, create, and join.
* Oops we already have local mac stored in context, no longer need to getLocalMac again
* Fix connection issue on games using AdhocMatching due to sometimes events are removed prematurely before being processed. This fix Gran Turismo where some peers could permanently be in "busy data" state.
* Fixed possible crash issue due to lingering leftover callback events from previous multiplayer session.
* Avoid using hleLog during a Shutdown
* An attempt to sort AdhocMatching Member List in order to make a consistent list on all players (based on Host). Also fixed some disconnection issue on other players when a player is leaving the room on Gran Turismo and Patapon 3.
* An attempt to make PDP and PTP ID to be unique so they can be polled properly together without getting conflicted ID. This fixes Gran Turismo.
* An attempt to fix sceNetAdhocPollSocket to works properly. This fixes one of the multiplayer mode on Bleach Heat the Soul 7
* Making sure the 1st 2-bits on the 1st byte of MAC address' OUI are zero to prevent issue with some games (ie. Gran Turismo)
* Default to P2P/Parent's MAC address if the target MAC on sceNetAdhocMatchingSendData is 00:00:00:00:00:00 (need to confirm whether this is correct or an error should be returned instead)
* Ignores the 1st byte of MAC address when comparing, since there might be games (ie. Gran Turismo) that tries to tamper/change the 1st byte during multiplayer upon use.
* Use >= 0x03080000 instead of 0x0307FFFF
* Add a check in sceKernelTerminateThread
* Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
* When going the other way, there can be multiple textures that need updating.
* Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
* Reschedule after resuming thread from suspend.
* Oops, crashfix for late change
* Add some ONCE-reporting of multiple candidate situations
* Forgot the if, oops.
* Shrink the "Cardboard VR Off" button.
* Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
* Apply the scoring model when creating/updating framebuffers too.
* Switch framebuffer matching to a scoring model.
* Extract AttachFramebufferToEntry function
* GE dump loading: Try to use the correct GameID so compat.ini flags apply.
* Add a check in sceKernelTerminateDeleteThread
* Remove wrong assert. Should fix #13354
* cmake: Remove outdated ARMV7 define.
* Global: Remove ARM64 define.
* GPU: Avoid compile error if ARM64=1 specified.
* TexCache: Try to avoid wrong texcache usage.
* TexCache: Improve quicktexhash by ~1-4% on NEON.
* Only clear when initializating kernelMemory and userMemory.
* Virtual framebuffer copies: Make a more informed guess on appropriate pixel format.
* Actually clear memory when initializating.
* Delete an unused buffer, saving 0.5MB of RAM.
* GPU: Remove ReliableHash aliases.
* GPU: Hash CLUT using XXH3 with replacements off.
* irjit: Switch to XXH3.
* GPU: Switch vertex/lookup hashes to XXH3.
* GPU: Remove neon xxhash implementation.
* Vulkan: Type comparison warning fix.
* unittest: Fix build on Android.
* Common: Update to latest xxhash.
* Net: Reduce PortManager log noise.
* Throw in a minor simplification in depal.
* Address feedback from #13341.
* Fix final subpass dependency for depth
* Correctly update image layout to the final one after a render pass.
* Log validation errors normally as well as using OutputDebugString.
* Improve LogSteps further. Break out PreprocessSteps.
* Naming fix, better names for temp fbos
* VulkanRenderManager: Improve logging. LogSteps output is much better.
* Fix longstanding depth/stencil view issue in Vulkan. Cleans up validation.
* Vulkan: Minor fix for depth/stencil pretransitions. Used DEPTH_ATTACHMENT_OPTIMAL by mistake in barrier.
* AspectMask fix
* Vulkan: Silly typo fix in barrier
* Exception: Don't trust sigaltstack().
* SavedataParam: Be careful with const char* to string. Might help #13187
* Update lang submodule
* http: Avoid logging errors for would block.
* TexCache: Force recreate texture on detach.
* Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
* Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
* Debugger: Check for no texture before debug bind.
* GPU: Properly detect clears.
* Quick Vulkan crashfix
* Some minor logging improvements that get to tag along the previous commit
* More explicit invalidation of any cached state in Thin3D. Fixes #13307
* UI: Use standard text wrapping for chat messages.
* UI: Allow text to use native fonts.
* UI: Split chat lines using Unicode.
* GPU: Fix some case warnings.
* Kernel: Avoid two different Heap structs.
* Avoid using getaddrinfo during initialization as it could blocked the thread if there is no network
* Audiocodec: Fix warning on older clang.
* native: Minor header cleanup.
* Windows: Show instance counter only with peers.
* Net: Use locking consistently for instance counter.
* Improve JPEG file detection (mainly for background image use)
* Small mistake in sceKernelExitDeleteThread
* Add a check in sceKernelExitDeleteThread
* GL: Re-enable mipmaps for thin3d textures.
* Windows: Make the instance counter go by 1, 2, 3.
* Windows: Auto-enable GL validation (debug messages) in debug builds
* More work on GL state leaks. Some things really need a redesign.
* Net: Simplify local IP lookup.
* Net: Cut down on local IP aliasing.
* Use ppsspp error name
* oop
* Fix sceKernelExitThread
* Add support for the 8Bitdo SF30/SN30 Pro controllers on SDL. See #13034
* Log the first 100 block transfers instead of just the first one. Should make it easier to spot interesting things without hacking the log code.
* Some logging improvements. Show more coordinates for block transfers, etc.
* Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
* Global: Unbreak build.
* Buildfix
* More Log.h cleanup.
* Move MsgHandler into Log.cpp/h
* More cleanup of Log.h, move AndroidAssert into MsgHandler.cpp/h.
* First step of cleaning up Log.h. Plus a few other bits and bobs.
* Fix undesired re-builds after runnning CMake
* Buildfixes
* Address feedback.
* Switch to PPSSPP's assert functions (don't use the system's)
* Fix newlines in logging before the manager is initialized.
* Buildfix
* Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats.
* Android.mk fix
* Update .editorconfig to match the encoding of the resource files.
* Move timeutil to Common. (Experiment to see how much work it is to move these).
* Address feedback
* UWP buildfix
* Vulkan: Fix tex upscaling 4444 swizzling.
* Debugger: Oops, fix comment typos.
* Finally delete base/logging.cpp/h. Carefully preserve behaviour on Android.
* Fix build of ZimTool/AtlasTool. Had to break the ugly backwards dependency from LogManager to g_Config.
* Getting really close to getting rid of base/logging.h now.
* Even more base/logging.h removal and fixes
* More base/logging.h cleanup
* Remove base/logging.h in a whole lot more places.
* Remove base/logging from a lot more files in native
* Remove base/logging.h from a whole bunch of files in native
* Remove base/logging from UI and more
* Remove most instances of base/logging.h from Common, Core, GPU, more
* Replace base/logging.h in VulkanContext and parts of native
* Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
* Recategorize some logging, in preparation for what's to come.
* Fix menu navigation from axis in linux
* Fix build with clang-cl
* Fix SSE detection with clang-cl
* Fix Windows/CMake build with Visual Studio
* Shows AdHoc and Access Point Connecting... Dialog
* Making sure std::min/max are not overridden by windows header's min/max
* Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
* An attempt to simulate a fake PSN authentication on Patapon 3
* Renaming sceNp* NIDs functions to their proper function names.
* Really no need to call clear() in the constructor for AudioChannel.
* Disable the instance counter in libretro builds.
* Fix some minor issues found by address-sanitizer on Linux
* UninstallExceptionHandler: Zero-initialize some structs. I've seen some weird crashes on the free() on Android.
* Minor logging improvements
* Global: Buildfix for parsers.
* Global: Move string number parse to text/parsers.
* Global: Reduce ini_file header complexity.
* Global: Make stringutil includes more explicit.
* Move Section out of IniFile so it can be forward declared. Unlocked further improvements to build speed.
* Can't avoid sstream in ini_file.h, it seems.
* Buildfix
* Remove sstream from stringutil.h. See #13267
* libretro: Buildfix.
* SaveState: Rename ChunkFile files to Serialize.
* Global: Remove some unused header code.
* SaveState: Split out Do types to reduce headers.
* Audio: Avoid exposing fixed size queue in header.
* SaveState: Add header to other makefiles.
* Global: Remove unnecessary includes.
* UI: Fix an override warning.
* Audiocodec: Silence a known warning.
* Global: Cut down on file/string includes.
* HLE: Fix some missing error logging.
* SaveState: Split Do() into a separate header.
* Address feedback
* Minor: Initialize a struct. Decrease logging in sceMt19937.
* Remove partial comment
* Vulkan: Implement depth texturing through depal.
* Some fixes
* Vulkan/generic: Initial prep for depth texturing
* Optimize value conversion in (unused) depth readback.
* These convenience overloads don't work in 32-bit builds, remove them.
* Set debug names for more framebuffers and textures
* Allow passing in an object name tag when creating framebuffers
* Vulkan: Start adding object names for easier validation debugging
* (Libretro) Buildfix for Windows
* Remove double disable function on frame duplication
* Enable pixel depth rounding for Nayuta no Kiseki. See issue #8744.
* Logging improvement
* Remove some unnecessary reporting.
* Fix issue where after a backend change restart, the new instance was considered secondary.
* Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
* Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
* Viewport state conversion: Move the pixel scaling to after the overage clipping.
* Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
* Also correct the allocated size.
* Correct the alignment size when allocate memory at a position.
* UI sound fix
* Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
* Texture from framebuffer: Logging improvements
* Clarify, but don't yet remove, a perf hack for ES devices. Remove a unused sync parameter from readbacks.
* Improve logging of unknown syscall imports.
* Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
* Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
* Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
* Move a line to a better place
* Expose SYSPROP_SYSTEMVERSION to Libretro Android core. This fixes crashes with targetSdk 29.
* Fix Android Libretro build issues.
* Fix texture upscaling and per game setting fix/cleanup
* Off by default
* Add a setting. Various tweaks to sound triggering.
* Add a couple of more sounds. Rename some vars.
* Hook up a couple more sounds. Unfortunately clickable back buttons now play both back and confirm sounds...
* Hook up the first UI sound, make it play.
* Read in WAV files for UI sounds
* Initial sound effects
* BackgroundAudio: Switch to a heap allocated buffer.
* Consolidate BackgroundAudio.cpp into a class
* libretro buildfix
* SaveState: On section version failure, log out the name of the bad section.
* Vulkan debug log: Remove some old exclusions, add a new one (for an old issue)
* Minor logging improvements
* Fix error in sceUsbMic savestate handling (need to accept old savestates without the section)
* Fix crashes issue due to 0 is a valid index to types_, using invalid index like -1 should give a better/clearer stack trace
* Save&Restore PSP Thread IDs to prevent using the wrong Thread ID after loading from save state, also making sure DoState have default value
* UI: Simplify on/off for hardware tex scaling.
* Vulkan: Allow custom texture upscaling shaders.
* UI: Add setting for texture upload shader.
* Lowering minVer of AfterAdhocMipsCall section.
* Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
* Update Vulkan headers to the latest, just to keep up.
* Add some comments and const-correctness, and a pointer type fix, to the "semaphore" crypto stuff.
* Reorganized Networking UI (#13232)
* Init parameters in __UsbMicInit to avoid incorrect initial state when you exit to menu from ingame.
* Patapon 3 Fix (#13231)
* Imp sceUtilsBufferCopyWithRange and sceUtilsBufferCopyByPollingWithRange (#13206)
* minor fix
* BuildFix
* Also partly implement in sceUsbCam.
* Flush audio buffer when a transmission is completed.
* Do state.
* Use UTF-8 code page to get the device names.
* Add basic Microphone support on Windows.
* Fix alpha channel handling in xBRZ texture filter shader
* Add two Kernel_Library's nids (#13218)
* Added a fake thread to process Apctl Request Events into Apctl State Changes
* Fix some lint warnings, and a "toast" on graphics init failure (instead of previous crashes)
* Android: Reduce asserts during startup.
* Some renaming and cleanup in the Android audio code
* Android: Can't call AlertDialog.Builder.setOnDismissListener before JELLYBEAN_MR1
* GL: Add some paranoid checks. Remove a useless option.
* Forgetting "return true" fooled the optimizer into crashing. Fixes #13215.
* oop
* Add two SysMemForKernel's nids
* Add two ThreadManForKernel 's nids
* Remove unnecessary vector from thin3d_gl texture handling.
* Remove wrong comment
* Don't trust the messy error checking in EmuScreen with figuring out what to do with zip files.
* Reduce use of multi-byte char switches.. saw this go wrong when stepping!?!
* ExceptionHandler uninstall: Don't crash if no exception handler already installed.
* Add some threadman's nids
* Added more stub for some unimplemented sceNetApctl* functions
* Add two ModuleMgrForKernel's nids
* Debugger: Add memory.read_*, memory write_*
* Attempt to fix an issue when the 3rd player joined causing problem to other players on Patapon 3 (this may also affects other games that use AdhocMatching)
* Added more info to AdhocMatching Logs to get a better insight
* UI: Fix consistency in vsync setting for iOS.
* Locking before changing peer linked list order, just to be safe.
* (Libretro Windows) Buildfix
* Added target/destination IP & port of sceNetAdhocPtpConnect in the log to get better insight
* Fix some logs text
* Fix an issue where a player got disconnected when another player tries to join. This should affects games that use AdhocMatching such as Patapon 3
* Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
* Libretro: Update minimum windows version to Vista. Committed on behalf of twinaphex
* D3D11 - don't forget to unbind secondary texture when we need to unbind.
* Just to be safe since SO_MAX_MSG_SIZE may not be available on all platform and forcing the definition to what windows use might be a bad idea.
* Making mac2str function easier/cleaner/safer to use for logging purpose
* Do UPnP stuff on it's own thread to prevent causing stutters/lags during multiplayer game due to blocking socket behavior on miniUPnP
* Provides quick IP fill on Adhoc Server IP address setting to makes player's life easier :)
* Need to make sure already connected to Adhoc Server before Creating/Joining a group. (Fix GTA VCS failed to join a group and unable to see any room)
* Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
* Fix issue when loading save state created from previous test version
* Correct a crash on a missing kernel object.
* Fix timeout comparison
* Minor fixes
* Fix possible crash issue during Networking Cleanup
* Fixed PortManager fallback Cleanup issue when exiting PPSSPP due to early WSACleanup
* Added an option to Disable Nagle Algorithm (Enable TCP No Delay)
* Fixed UPnP port opened by PPSSPP detection, and Updated PortManager to be compliant to general purpose usage
* Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators
* Further libretro buildfix
* Making sure there are no warnings on adhoc code when building on android studio
* Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
* libretro buildfix?
* Attempt to fix compilation error on Linux
* Fix Blinking game room issue on NFS Most Wanted, this will also fix lobby issue on Ridge Racer 2, Naruto Kizuna Drive, etc.
* Backport Mac/iOS buildfix from a later commit
* Use the alloc size from real PSP for FONT_OPEN_INTERNAL_STINGY mode. the
* Added UI to change WLAN Channel.
* An attempt to fix socket's behavior inconsistencies across platforms.
* Implement ANR2ME's solution for miniupnpcstring.h
* Oops
* Create an Android.mk for miniupnp
* Windows: Run the upnp string gen script regardless of architecture, and in UWP.
* Update the gradle version again.
* Add PortManager.cpp to Android.mk
* Switch to my miniupnpc fork with a UWP fix
* UWP: Unify linker options
* Set up Windows UWP project for miniupnpc.
* MiniUPNPC: Windows: Try to fix build on VS 2017, add more platforms.
* Fix UPnP error detection
* Added UPnP Support
* Windows: Add command to load up a new identical instance of PPSSPP.
* Temporary buildfix
* Warning fixes
* Backport a macOS buildfix from later
* Fix Local IP detection on non-Windows system
* Making sure Adhoc codes doesn't have compilation warnings
* Enabling KeepAlive on sockets
* Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner
* making sure there are no alignment warnings related to member of packed struct on android
* Improved multiplayer stability regardless of I/O Timing method
* Fix i18n type
* Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
* Another buildfix
* Buildfix
* Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
* Making sure adhoc callbacks runs on AdhocThread
* Silence secondary instances.
* PSP kernel: Improve logging when accessing bad kernel object handles.
* Make the instance counter global and initialized at startup.
* Remove some _XBOX stuff
* Apply a few lines from "Added UPnP support", removing extra WSA calls.
* Make PPSSPP_ID persistent every reset/changing game thus have persistent localhost IP
* Excluding Android from multiple-instance feature because i'm too lazy to learn ashmem :D
* Oops forgot to change this also for multiple-instance to work properly
* Support multiple instance of localhost Multiplayer on 1 PC
* Prevent reporting a bad memory access just because Tekken creates a mutex with a null name.
* sceMpegAvcCsc: added range validity tests.
* Buildfix
* Third part of getting rid of PanicAlert
* Step 2 of removing PanicAlert
* Step 1 of removing PanicAlert
* Remove category from _assert_msg_ functions. We don't filter these by category anyway.
* Fix a bug in crashhandler where we could end up disassembling far too much.
* EditorConfig: Separate indent style for libretro.
* Display: Allow unthrottle to skip only flipping.
* Support full VSync control in SDL OpenGL.
* Improve some logging, and print the line number from PanicAlerts.
* Update lang submodule
* Eliminate an unnecessary global g_Vulkan.
* Windows/Vulkan: Don't destroy the surface during resize, no need.
* More buildfixes
* Buildfix
* SDL: Avoid destroying the surface on resize.
* Cleanup log output on swapchain/surface recreation.
* Buildfix. Checking _POSIX_VERSION is not recommended anyway.
* Crash: Show disassembly of the instruction causing the crash, and the symbol name.
* Split the fault handling from MemMap.cpp to MemFault.cpp.
* Update README following unknows markup way
* Savedata: Correct AM/PM and time/date settings.
* Travis: Don't update python3.
* Fix
* (Libretro) Buildfix - add missing file x64Analyzer.cpp
* Windows ARM fix, cleanup
* Refactor MachineContext.h to reduce ifdefs elsewhere.
* There's no sigcontext on 64-bit iOS either, apparently.
* Yet another iOS buildfix attempt
* Another iOS buildfix attempt
* Various platform buildfixes
* Make fastmem memory exceptions report the exceptions to Core correctly.
* iOS buildfix attempt
* HandleFault: Add missing nullcheck
* Try USE_SIGACTION_ON_APPLE on IOS.
* MachineContext, Linux/Android: Try to support android-x86 (32-bit)
* Add x64Analyzer to Android.mk. Some minor cleanup
* More info on crash screen
* Exceptions: A bit more consistency in callback registeration.
* Mac/Linux buildfixes
* Draw a minimal crash dump on the emu screen after a crash (if bIgnoreBadMemAccess is false).
* ARM/ARM64 instruction analysis, hook up to handler
* Skip bad reads/writes by the guest executable.
* Simple exception handler so we can ignore accesses that happen within the PSP memory space.
* Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
* Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
* Osk: Draw shadows on all the letters.
* MsgDialog: Show better error messages.
* MsgDialog: Allow text to be wider.
* MsgDialog: Add scrollbar when message is long.
* PPGe: Draw nicer drop shadows.
* PPGe: Handle text shadows more consistently.
* Vulkan: Buildfix.
* Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
* Revert "Disable a new compiler warning that doesn't do us much good"
* (Libretro) Add MSVC 2019 target
* Change libretro.cpp to confirm to libretro code formatting conventions
* Disable a new compiler warning that doesn't do us much good
* (Libretro) Add optimal input read codepath - bitmasks
* Remove irrelevant comment
* Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
* GLES: Invalidate framebuffers bound DONT_CARE.
* Kernel: Check thread switch PC in release.
* jit: Add some basic checks in armjit/arm64jit.
* x86jit: Trigger exec exceptions.
* irjit: Add jump crash checks.
* UI: Allow non-ascii on crash dump screen.
* Core: Track exception on bad jumps.
* Core: Reset exception info on resume/reset.
* Kernel: Add a bit more thread info on crash.
* Add custom GLEW - interfaces with libretro get_proc_address - we need this for compatibility with DRM/KMS and Wayland contexts - otherwise we're limited to GLX context
* Travis: Use the default macOS image.
* Update v1.10.3 readme link
* Expose more information on the crash screen (current kernel thread)
* Address some feedback
* Draw a minimal crash dump on the emu screen after a caught crash.
* Formalize "core excpetions" as a concept
* Some code reformatting/renaming
* Centralize handling of memory exceptions a bit
* Split CORE_ERROR into CORE_BOOT_ERROR and CORE_RUNTIME_ERROR
* Update version for 1.10.3
* Update lang submodule
* Update README for 1.10.3
* Travis: Disable OSX/iOS until we can fix them
* Touch control layout screen: Make the expanded click zone around the controls symmetrical.
* Kernel: Add a little paranoia check on chained mipscalls.
* Fix decimal part
* Touch control layout: Make dragging a lot less "jumpy"
* TouchControlLayoutScreen: Reorder functions in the file to make more sense.
* Refactor TouchControlLayoutScreen - break out the actual editor into a separate view.
* (Libretro) Makefile build fixes
* (Libretro) Buildfixes
* Change wording of camera notch ignore setting
* Update version for 1.10.2
* Update README.md for 1.10.2
* Add some paranoid checks in AfterMatchingMipsCall::run().
* Add automated script for link on readme
* Android: Add option to ignore camera notches when sizing the display.
* Remove unnecessary logging of preview formats
* Link PR and issues in README
* Screen: Unlock the inputLock_ mutex slightly earlier in processFinishDialog
* Revert "Remove the I/O on Thread option - treat it as always on."
* http: Check cancel flag more often.
* Sneak in some paranoia in InstallZipScreen.cpp (another one from #13057)
* Check that we actually got a preview size.
* CameraHelper: Do a better job of choosing an appropriate preview size.
* Add a try/catch to Android camera device listing. Might help #13091 and the issue seen in #13057.
* Change default rendering resolution on Linux to auto
* Fix radio button in "Window size" menu
* Update submodule URL
* Fix reliability of the CMake generated version
* README.md update
* Update version to 1.10.1
* Update README, lang submodule for 1.10.1
* SaveState: Prevent edge case on old save state.
* SaveState: Make sure to default init net data.
* Add some excessive null checks to GameScreen::render(), might fix the crash seen in #13057
* Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
* Some paranoid checks in PPGeDraw. Might help the crash seen in #13047.
* Downloader: Join threads in CancelAll
* D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
* Different handling of Download lifetimes. Might help an issue from #13057 (1.10 crash mysteries)
* cmake: don't install bundled glslang
* Qt: unbreak build without SDL
* TextureDecoder: Fix misuse of NEON on all armv7
* Vulkan: Correct secondary texture binding in Draw.
* Draw: Allow 2 textures bound in Vulkan.
* GPU: Add sampler1 for postshader orig source.
* Draw: Fix textures and samplers at an offset.
* Draw: Use uniform locs for GLES, add samplers.
* GPU: Alternate FBOs for chained postshaders.
* GPU: Avoid immediate postshader FBO recreate.
* Android: Request stable layout and update on focus.
* GLES: Use debug groups for render steps.
* GLES: Avoid duplicate state resets.
* GLES: Delay buffer use in vertex cache.
* GLES: Fix disabled vertex cache code.
* GPU: Try a bit harder to determine safe size.
* Vulkan: Match safe size behavior on all backends.
* Io: Fix LBN timing for virtual discs.
* Io: Cleanup access bits for files.
* Headless: Handle umd mapping with block devices.
* Io: Open sce_lbn references and whole ISO faster.
* Io: Account for OpenAsync timing.
* Io: Fail without fd on bad device in OpenAsync.
* Io: Improve non-async open timing.
* Io: Track whether the game is on a UMD or storage.
* Io: Simulate VFAT bug only when simulating FAT32.
* Io: Improve timing of sceIoOpen().
* Io: Cleanup sceIoOpen errors and logging.
* Windows: Make init crash warnings more generic.
OBS-URL: https://build.opensuse.org/request/show/841874
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=268
2020-10-18 19:39:16 +02:00
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BuildRequires: Mesa-devel
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2019-10-23 21:22:13 +02:00
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BuildRequires: cmake >= 3.6
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BuildRequires: fdupes
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BuildRequires: gcc-c++
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Accepting request 841874 from home:Guillaume_G:branches:Emulators
- Exclude aarch64 and %arm as it never built due to openGL
vs openGL ES issue.
- Use again system ffmpeg
- Update to version 1.10.3~git20201014:
* Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
* Vulkan: fix stack overflow.
* libkirk: fix buffer overflow.
* Fix a couple of issues with #13477, found by aliaspider.
* VK: Whenever safely possible, shrink the render area.
* Fix OpenGL crash introduced in #13536
* Fix GPU profile display on notched screens
* compat.ini: Add ID for European version of Car Jack Streets
* Track and accumulate pipeline flags for render passes.
* Bugfix
* VK: Separate layout transitions from renderpasses again.
* Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
* VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
* Workaround for date bug in Car Jack Streets.
* Fixed timeout issue due to the latest CoreTiming::GetGlobalTimeUsScaled() have a possibility to get smaller number than the previous one.
* Added some network-related missing error codes.
* Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
* Fix additional snappy warnings.
* Warning fixes.
* Avoid a division in time_now_d(). Minor optimizations.
* VFPU: Compute sines and cosines in double precision.
* Make Qt apply fullscreen change from UI as well
* Make --windowed available on all platform and make sure to trigger resize
* Add an option to the in-game dev menu to reset counts on limited logging
* Change jpn0.pgf for a new one generated by nassau-tk
* Update gradle, assets/lang
* Prevent sceNetAdhocctlGetGameModeInfo from spamming Warn/Info Log on Street Supremacy
* Added socom.cc as an alternative Public Adhoc Server, just because they have statistic web page for players to find out which games are being played and how many players are there.
* Minor changes.
* Return early to reduce indentation on AdhocMatching code
* Updated AdhocPollSocket implementation to fix Bleach Heat the Soul 7, Fate Unlimited Codes, Carnage Heart EXA
* Prevent getting too many Kernel Errors in the log during a Shutdown cleanups due to kernelObjects already cleared.
* Prevent Dissidia 012 from opening too many ports when failed to connect continuously.
* Making the workaround that fix Gundam vs Gundam Next Plus to be optional as it can improve connectivity on other games over high latency networks, and fix GvG Next Plus properly.
* Updated AdhocSocket struct, and an attempt to reduce stutters by increasing the send buffer a little bit.
* Fix Falcom games (ie. Ys vs. Sora no Kiseki, Vantage Master Portable)
* Removing ETIMEDOUT from non-blocking socket's error checks
* Updated GameMode implementation to fix Bomberman, also improved performance on BattleZone. (+1 squashed commits)
* Fix NetconfDialog timings to get a better message transitions.
* Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
* Removing the workaround that fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link but having a side effect of 0.5 second lag
* Fix a recent bug in XinputDevice.h
* Sets the maximum memory stick size to 32GB like a Memory Stick Duo.
* Savedata:Skips non-directories in LISTALLDELETE mode.
* Simulates memory stick size to get fixed free space.
* SDL: Apply patch from issue #13516, fixing issue with Wacom tablets with readonly flags set.
* SDL: Implement multitouch support
* Buildfix - remove more Qt-specific code in TextureReplacer
* Also report a smaller memstick for Street Fighter Alpha 3 MAX (see #10462)
* Add compat.ini setting to work around memstick size math problem in Harry Potter - Goblet of Fire
* Fix libretro makefile build
* Add some recent contributors to the credits list.
* Delete useless Qt-specific path in TextureReplacer
* Vulkan: Automatically generate mipmaps for replacement textures.
* Cap the global thread pool at 16 threads.
* Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
* Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
* Buildfix linux
* Windows: Remove the native project.
* Complete the eradication of D3DX9 compiler loader
* Move text rendering to Common.
* Move most GPU things to Common.
* KeyMap fix (libretro)
* Libretro buildfixes
* Move fileutil, net, image loaders, ui to Common. (#13506)
* SaveData:Displays all saves like a PSP for LISTALLDELETE mode.
* iOS buildfix
* Mac/ios buildfix
* Move NativeApp.h to Common/System, split into NativeApp.h and System.h
* Move Display.cpp/h to Common.
* Move the profiler to Common
* Common.h shouldn't include Log.h.
* Move math and some file and data conversion files out from native to Common.
* iOS buildfix attempt
* Move native/util, native/data and native/i18 to Common/Data.
* Fixed missing cstring include.
* Move input utilities from native to Common/Input.
* Savedata:Corrects the performances when the data is broken.
* Move threading utils from native to Common
* Savedata:Supports empty file name for save/load/delete.
* Savedata:Improves the deleting functions.
* Libretro buildfix
* Windows: Correct some stdafx.h paths.
* Adnroid: Add back arm32 files for libpng.
* Android: Fix include paths.
* Global: Add back arm files for libpng.
* Merge ext/native/ext/... directly into ext.
* ByteSwap.h results in a file name collision on some systems with byteswap.h. Fix this by merging it into BitSet.h.
* Additional UWP buildfix
* UWP buildfix
* retro buildfix
* Buildfixes
* Remove some TLS.
* Remove unnecessary use of thread local storage
* Remove some color util functions
* Move buffer.cpp/h from base to Common
* Buildfixes
* Finish getting rid of basictypes.h
* Merge base/basictypes.h into Common/Common.h (mostly).
* Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
* Remove old define for thread local storage
* We no longer use TCHAR.
* Remove our usage of ssize_t
* Delete more useless math code
* Delete unused math code
* Delete more old detritus
* Delete some unused string functions
* Very minor optimization (divisions by constants are faster unsigned)
* Delete unused backtrace.cpp
* TimeUtil.cpp cleanup
* Fix issue with duplicate texture dumps.
* Add PSP color shader
* SDL: Adjust locale parsing for Ubuntu.
* Core: Fix memory size check.
* fix #13471
* glcore context switching
* Don't cache time in a variable.
* Enable BlockTransferAllowCreateFB for Burnout Dominator.
* Some GPU code cleanup. Disable some unnecessary reporting.
* More cleanup
* Cleanup
* IndexGenerator::AddStrip: Avoid the fallback by writing a few extra indices if necessary.
* Also optimize IndexGenerator::AddStrip for ARM NEON.
* Buildfix
* SSE-optimize IndexGenerator::AddStrip. Shaves about half a percent from GoW.
* Speed up game start under Windows by not filling the symbol listbox until the disasm window is opened.
* Windows debugger: Clean out old remains of multi-cpu support
* Reduce string allocations in Vulkan memory allocator
* Revert a bad optimization in word wrapper
* An attempt to improve connection stability.
* Fixed returned error code on sceNetAdhocctlDelHandler
* Minor fix to sceNetAdhocctlGetPeerInfo
* Added more info on some sceNet logs
* Prevent sceNetGetMallocStat from spamming debug log on some games.
* Remove some reporting that's normally just the result of garbage-as-display-list-execution.
* Remove an allocation in the word wrapper.
* Fix slowdowns due to careless use of auto
* Mark the PPGe font texture as reliable to avoid hashing it.
* Minor optimization in wrap_text.cpp
* Fixed PdpStat and PtpStat info
* Fixed returned error code of sceNetAdhocctlDisconnect
* Quick fix for #13459
* Fix regression where Gran Turismo ended up recreating the framebuffer on every frame in the menu.
* Update submodule ffmpeg to master
* Remove unused lastBoundTexture from Vulkan
* Comment fixes. Minor tweak.
* Cleanups in/around BlitFramebufferDepth
* Remove redundant bind on GL texture build. Improve dirtying of texture state.
* Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
* Set the texture dirty flags when binding a new framebuffer.
* Added alerted flags info on AdhocSocket to be used on PollSocket
* GPU debug stats: Show how many bytes of texture data we hash per frame
* Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
* Share GPUS stats formatting code between the backends (easier to add new stats)
* Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
* Remove some unnecessary function parameters, improve some comments.
* Using REPORT_ONCE to report some of GameMode HLE existance.
* Implementing Adhoc GameMode HLE
* Minor changes to adhoc timestamps
* A couple of D3D11 fixes.
* Fixed crash issue when creating/connecting to a null group name.
* Minor improvement to gl_debug_log.h
* Fix bug in GLES texture filter setup
* The new asserts found something.
* Unify BlitFramebufferDepth.
* Make the implementations of CopyFramebufferDepth more similar.
* Unify some GPU_SUPPORT* bits
* FPURegCache: The invariant checking is very slow in debug mode. Let's only turn it on when we need it.
* More asserts
* Use system date format on savestate as well
* Buildfix
* Help the compiler out a little bit in IndexGenerator::AddStrip.
* Some header include cleanup
* Add missing asserts after some VK resource creation functions
* Don't over-invalidate textures when a framebuffer is created or modified.
* Sneak in a fix for a limited memory leak in Vulkan vertex cache
* Delete TexCacheEntries that get replaced by a framebuffer
* Fix bug in new framebuffer code, reducing unnecessary texture invalidations.
* Check whether there may be more than one save file names by mode.
* Cache 60 FPS requirement
* Fix an issue of major performance drops when using accepted PTP Sockets.
* More moves
* Also move video filtering override.
* Move overrides to the end of GetSamplingParams
* Switch to a returned value and rename these functions.
* Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
* Make the signature of all the SetFramebufferSamplingParams the same
* Workarounds for D3D9's very limited mip level control.
* TextureCacheGLES: Also share the same sampler calculation for GLES.
* TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan.
* Comment fix
* Making sure the are no compiler warnings on adhoc code on android
* Prevent Client side from forever re-trying to connect to Exited Host on Shin Sangoku Musou Multi Raid 2
* Improve readability of the boolean expression mess in GetSamplingParams
* User chain support
* Linux: Use MAP_NORESERVE when finding a memory base pointer. See #13187
* TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry
* Always use a linear filter for video, unless forcing NEAREST filtering.
* Texfilter: Rewrite some checks in GetSamplingParams to be faster and more understandable.
* Remove some outdated debugging code (SetDebugTexture)
* Fix libretro OSX build
* MemMap: Check for MAP_FAILED in mmap call.
* Fix GetCurrentTextureDebug
* Try unknown's workaround for clang code gen bug. See #13187.
* Further simplify framebuffer matching.
* SaveState: Update to latest Snappy v1.1.8.
* x64: Fix stack alignment in vertex decoder, just because.
* Optimize a couple more single color conversion functions
* Optimize the DarkStalkers software rendering path a little more.
* Show how many times we evaluate framebuffers per frame in debug statistics.
* Re-fix BOF III - accidentally lost the texaddr offset
* Mostly fix Katamari by boosting fbs from the same frame
* Decouple framebuffers from texcache entries entirely.
* Update symbol list of disassembly window when loadexec.
* Don't read data more than data size of pgd files.
* Remove fbCache_ from TextureCacheCommon.cpp.
* Make SetColorUpdated static, reorder some fields
* Minor cleanups in CaptureDevice
* Fix Failed to Bind already used port issue on Android (and probably linux too). This should fix Dynasty Warrior Strikeforce and Shin Sangoku Musou Multi Raid 2
* Avoid getting Fatal signal 6 (SIGABRT) on linux/android when losing connectivity to the Adhoc Server.
* Allows reusing the same port for PtpListen and PtpOpen. This fixes Shin Sangoku Musou Multi Raid 2, and probably other games with similar issue (ie. Dynasty Warrior Strikeforce)
* Clients shouldn't try to detects timeout of other clients, because most of the time the client side doesn't have timeout information given, better wait for the host to tells them if a client got disconnected.
* Sleep a bit longer, especially when PPSSPP paused.
* Prevent spamming the log too much on some games
* Fixed sceNetAdhocMatchingGetMembers error return value
* Add option for the clear-fb-on-first-use speedhack. See #13295
* Resolve Adhoc Server DNS early and cache it so we don't need to resolve it again later.
* Stop waiting for connection on Exit to Menu to prevent causing lags.
* Combining PDP and PTP socket's array into a union array. Fixes Hot Shots Tennis that doesn't works well with socketId > 255
* softgpu: Correct cull handling for sprites.
* Headless: Setup logman earlier.
* GPU: Allow culling in through mode.
* Plugins: Schedule plugins before game thread.
* Plugins: Oops, typo.
* Plugins: Support for loading game-specific plugins.
* Module: Split out module start to use externally.
* Simulate blocking PtpFlush
* Allows blocking socket simulation on multiple threads simultaneously
* Making use Adhoc SocketAlert Flags to stop/abort blocking sockets
* Fixed return value when using Automatic Wlan Channel. Fixes Ridge Racer 2 and Warriors Orochi 2
* Changing default Wlan Channel to 11 on Automatic to be the same with real PSP
* Prevent sceNetGetMallocStat from spamming Info Logs
* TexCache: Correct detaching textures.
* Net: Fix memory corruption on save old state.
* Net: Correct save state from old loaded state.
* TexCache: Rename "Invalid" attach to "Inexact".
* TexCache: Always apply detach matches if found.
* GE Debugger: Include game ID inside dump file.
* Debugger: Add formats to breakpoint logging.
* Fixed SceNetAdhocctlParameter structure
* Added some more info in Debug Log to help debugging
* Added another HexData printing with offset and ASCII contents to help dumping some data in the logs
* Fixed an issue where the 1st line showing 17 bytes of data instead of 16 bytes like the rest of the lines
* Ignore SIGPIPE error on certain system (ie. Linux)
* An attempt to implement AdhocSocketAlert
* Oops forgot to replace these numbers with const on adhoc socket reindexing PR
* Imp sceKernelFindModuleByName
* Reindexing PDP and PTP socket using const/var instead of using confusing raw numbers
* Fix crash issue due to out of bound when indexing PDP socket
* Add draft sceKernelFindModuleByUID (#13380)
* Fix Phantasy Star Portable 2 Timeout issue
* Fix multiplayer on Valhalla Knights 2
* Fix AdhocMatching P2P Mode. This fix Bleach Heat the Soul 7
* Fix crash in Digimon Adventures.
* Minor changes to make sure the output struct/arg have similar value to the one from prx file (based on Kingdom Hearts BBS)
* Don't allocate PSP's Memory during DoState
* Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
* Fix possible stalled thread when PPSSPP closed down
* An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
* Increasing the shutdown delay so that there will be at least one "4=sceUtilityNetconfGetStatus()" after "0=sceUtilityNetconfShutdownStart()" instead of directly to "0=sceUtilityNetconfGetStatus()" (just like what happen when using utility.prx file with KHBBS on JPCSP)
* An attempt to differentiate adhoc connect, create, and join.
* Oops we already have local mac stored in context, no longer need to getLocalMac again
* Fix connection issue on games using AdhocMatching due to sometimes events are removed prematurely before being processed. This fix Gran Turismo where some peers could permanently be in "busy data" state.
* Fixed possible crash issue due to lingering leftover callback events from previous multiplayer session.
* Avoid using hleLog during a Shutdown
* An attempt to sort AdhocMatching Member List in order to make a consistent list on all players (based on Host). Also fixed some disconnection issue on other players when a player is leaving the room on Gran Turismo and Patapon 3.
* An attempt to make PDP and PTP ID to be unique so they can be polled properly together without getting conflicted ID. This fixes Gran Turismo.
* An attempt to fix sceNetAdhocPollSocket to works properly. This fixes one of the multiplayer mode on Bleach Heat the Soul 7
* Making sure the 1st 2-bits on the 1st byte of MAC address' OUI are zero to prevent issue with some games (ie. Gran Turismo)
* Default to P2P/Parent's MAC address if the target MAC on sceNetAdhocMatchingSendData is 00:00:00:00:00:00 (need to confirm whether this is correct or an error should be returned instead)
* Ignores the 1st byte of MAC address when comparing, since there might be games (ie. Gran Turismo) that tries to tamper/change the 1st byte during multiplayer upon use.
* Use >= 0x03080000 instead of 0x0307FFFF
* Add a check in sceKernelTerminateThread
* Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
* When going the other way, there can be multiple textures that need updating.
* Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
* Reschedule after resuming thread from suspend.
* Oops, crashfix for late change
* Add some ONCE-reporting of multiple candidate situations
* Forgot the if, oops.
* Shrink the "Cardboard VR Off" button.
* Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
* Apply the scoring model when creating/updating framebuffers too.
* Switch framebuffer matching to a scoring model.
* Extract AttachFramebufferToEntry function
* GE dump loading: Try to use the correct GameID so compat.ini flags apply.
* Add a check in sceKernelTerminateDeleteThread
* Remove wrong assert. Should fix #13354
* cmake: Remove outdated ARMV7 define.
* Global: Remove ARM64 define.
* GPU: Avoid compile error if ARM64=1 specified.
* TexCache: Try to avoid wrong texcache usage.
* TexCache: Improve quicktexhash by ~1-4% on NEON.
* Only clear when initializating kernelMemory and userMemory.
* Virtual framebuffer copies: Make a more informed guess on appropriate pixel format.
* Actually clear memory when initializating.
* Delete an unused buffer, saving 0.5MB of RAM.
* GPU: Remove ReliableHash aliases.
* GPU: Hash CLUT using XXH3 with replacements off.
* irjit: Switch to XXH3.
* GPU: Switch vertex/lookup hashes to XXH3.
* GPU: Remove neon xxhash implementation.
* Vulkan: Type comparison warning fix.
* unittest: Fix build on Android.
* Common: Update to latest xxhash.
* Net: Reduce PortManager log noise.
* Throw in a minor simplification in depal.
* Address feedback from #13341.
* Fix final subpass dependency for depth
* Correctly update image layout to the final one after a render pass.
* Log validation errors normally as well as using OutputDebugString.
* Improve LogSteps further. Break out PreprocessSteps.
* Naming fix, better names for temp fbos
* VulkanRenderManager: Improve logging. LogSteps output is much better.
* Fix longstanding depth/stencil view issue in Vulkan. Cleans up validation.
* Vulkan: Minor fix for depth/stencil pretransitions. Used DEPTH_ATTACHMENT_OPTIMAL by mistake in barrier.
* AspectMask fix
* Vulkan: Silly typo fix in barrier
* Exception: Don't trust sigaltstack().
* SavedataParam: Be careful with const char* to string. Might help #13187
* Update lang submodule
* http: Avoid logging errors for would block.
* TexCache: Force recreate texture on detach.
* Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
* Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
* Debugger: Check for no texture before debug bind.
* GPU: Properly detect clears.
* Quick Vulkan crashfix
* Some minor logging improvements that get to tag along the previous commit
* More explicit invalidation of any cached state in Thin3D. Fixes #13307
* UI: Use standard text wrapping for chat messages.
* UI: Allow text to use native fonts.
* UI: Split chat lines using Unicode.
* GPU: Fix some case warnings.
* Kernel: Avoid two different Heap structs.
* Avoid using getaddrinfo during initialization as it could blocked the thread if there is no network
* Audiocodec: Fix warning on older clang.
* native: Minor header cleanup.
* Windows: Show instance counter only with peers.
* Net: Use locking consistently for instance counter.
* Improve JPEG file detection (mainly for background image use)
* Small mistake in sceKernelExitDeleteThread
* Add a check in sceKernelExitDeleteThread
* GL: Re-enable mipmaps for thin3d textures.
* Windows: Make the instance counter go by 1, 2, 3.
* Windows: Auto-enable GL validation (debug messages) in debug builds
* More work on GL state leaks. Some things really need a redesign.
* Net: Simplify local IP lookup.
* Net: Cut down on local IP aliasing.
* Use ppsspp error name
* oop
* Fix sceKernelExitThread
* Add support for the 8Bitdo SF30/SN30 Pro controllers on SDL. See #13034
* Log the first 100 block transfers instead of just the first one. Should make it easier to spot interesting things without hacking the log code.
* Some logging improvements. Show more coordinates for block transfers, etc.
* Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
* Global: Unbreak build.
* Buildfix
* More Log.h cleanup.
* Move MsgHandler into Log.cpp/h
* More cleanup of Log.h, move AndroidAssert into MsgHandler.cpp/h.
* First step of cleaning up Log.h. Plus a few other bits and bobs.
* Fix undesired re-builds after runnning CMake
* Buildfixes
* Address feedback.
* Switch to PPSSPP's assert functions (don't use the system's)
* Fix newlines in logging before the manager is initialized.
* Buildfix
* Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats.
* Android.mk fix
* Update .editorconfig to match the encoding of the resource files.
* Move timeutil to Common. (Experiment to see how much work it is to move these).
* Address feedback
* UWP buildfix
* Vulkan: Fix tex upscaling 4444 swizzling.
* Debugger: Oops, fix comment typos.
* Finally delete base/logging.cpp/h. Carefully preserve behaviour on Android.
* Fix build of ZimTool/AtlasTool. Had to break the ugly backwards dependency from LogManager to g_Config.
* Getting really close to getting rid of base/logging.h now.
* Even more base/logging.h removal and fixes
* More base/logging.h cleanup
* Remove base/logging.h in a whole lot more places.
* Remove base/logging from a lot more files in native
* Remove base/logging.h from a whole bunch of files in native
* Remove base/logging from UI and more
* Remove most instances of base/logging.h from Common, Core, GPU, more
* Replace base/logging.h in VulkanContext and parts of native
* Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
* Recategorize some logging, in preparation for what's to come.
* Fix menu navigation from axis in linux
* Fix build with clang-cl
* Fix SSE detection with clang-cl
* Fix Windows/CMake build with Visual Studio
* Shows AdHoc and Access Point Connecting... Dialog
* Making sure std::min/max are not overridden by windows header's min/max
* Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
* An attempt to simulate a fake PSN authentication on Patapon 3
* Renaming sceNp* NIDs functions to their proper function names.
* Really no need to call clear() in the constructor for AudioChannel.
* Disable the instance counter in libretro builds.
* Fix some minor issues found by address-sanitizer on Linux
* UninstallExceptionHandler: Zero-initialize some structs. I've seen some weird crashes on the free() on Android.
* Minor logging improvements
* Global: Buildfix for parsers.
* Global: Move string number parse to text/parsers.
* Global: Reduce ini_file header complexity.
* Global: Make stringutil includes more explicit.
* Move Section out of IniFile so it can be forward declared. Unlocked further improvements to build speed.
* Can't avoid sstream in ini_file.h, it seems.
* Buildfix
* Remove sstream from stringutil.h. See #13267
* libretro: Buildfix.
* SaveState: Rename ChunkFile files to Serialize.
* Global: Remove some unused header code.
* SaveState: Split out Do types to reduce headers.
* Audio: Avoid exposing fixed size queue in header.
* SaveState: Add header to other makefiles.
* Global: Remove unnecessary includes.
* UI: Fix an override warning.
* Audiocodec: Silence a known warning.
* Global: Cut down on file/string includes.
* HLE: Fix some missing error logging.
* SaveState: Split Do() into a separate header.
* Address feedback
* Minor: Initialize a struct. Decrease logging in sceMt19937.
* Remove partial comment
* Vulkan: Implement depth texturing through depal.
* Some fixes
* Vulkan/generic: Initial prep for depth texturing
* Optimize value conversion in (unused) depth readback.
* These convenience overloads don't work in 32-bit builds, remove them.
* Set debug names for more framebuffers and textures
* Allow passing in an object name tag when creating framebuffers
* Vulkan: Start adding object names for easier validation debugging
* (Libretro) Buildfix for Windows
* Remove double disable function on frame duplication
* Enable pixel depth rounding for Nayuta no Kiseki. See issue #8744.
* Logging improvement
* Remove some unnecessary reporting.
* Fix issue where after a backend change restart, the new instance was considered secondary.
* Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
* Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
* Viewport state conversion: Move the pixel scaling to after the overage clipping.
* Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
* Also correct the allocated size.
* Correct the alignment size when allocate memory at a position.
* UI sound fix
* Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
* Texture from framebuffer: Logging improvements
* Clarify, but don't yet remove, a perf hack for ES devices. Remove a unused sync parameter from readbacks.
* Improve logging of unknown syscall imports.
* Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
* Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
* Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
* Move a line to a better place
* Expose SYSPROP_SYSTEMVERSION to Libretro Android core. This fixes crashes with targetSdk 29.
* Fix Android Libretro build issues.
* Fix texture upscaling and per game setting fix/cleanup
* Off by default
* Add a setting. Various tweaks to sound triggering.
* Add a couple of more sounds. Rename some vars.
* Hook up a couple more sounds. Unfortunately clickable back buttons now play both back and confirm sounds...
* Hook up the first UI sound, make it play.
* Read in WAV files for UI sounds
* Initial sound effects
* BackgroundAudio: Switch to a heap allocated buffer.
* Consolidate BackgroundAudio.cpp into a class
* libretro buildfix
* SaveState: On section version failure, log out the name of the bad section.
* Vulkan debug log: Remove some old exclusions, add a new one (for an old issue)
* Minor logging improvements
* Fix error in sceUsbMic savestate handling (need to accept old savestates without the section)
* Fix crashes issue due to 0 is a valid index to types_, using invalid index like -1 should give a better/clearer stack trace
* Save&Restore PSP Thread IDs to prevent using the wrong Thread ID after loading from save state, also making sure DoState have default value
* UI: Simplify on/off for hardware tex scaling.
* Vulkan: Allow custom texture upscaling shaders.
* UI: Add setting for texture upload shader.
* Lowering minVer of AfterAdhocMipsCall section.
* Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
* Update Vulkan headers to the latest, just to keep up.
* Add some comments and const-correctness, and a pointer type fix, to the "semaphore" crypto stuff.
* Reorganized Networking UI (#13232)
* Init parameters in __UsbMicInit to avoid incorrect initial state when you exit to menu from ingame.
* Patapon 3 Fix (#13231)
* Imp sceUtilsBufferCopyWithRange and sceUtilsBufferCopyByPollingWithRange (#13206)
* minor fix
* BuildFix
* Also partly implement in sceUsbCam.
* Flush audio buffer when a transmission is completed.
* Do state.
* Use UTF-8 code page to get the device names.
* Add basic Microphone support on Windows.
* Fix alpha channel handling in xBRZ texture filter shader
* Add two Kernel_Library's nids (#13218)
* Added a fake thread to process Apctl Request Events into Apctl State Changes
* Fix some lint warnings, and a "toast" on graphics init failure (instead of previous crashes)
* Android: Reduce asserts during startup.
* Some renaming and cleanup in the Android audio code
* Android: Can't call AlertDialog.Builder.setOnDismissListener before JELLYBEAN_MR1
* GL: Add some paranoid checks. Remove a useless option.
* Forgetting "return true" fooled the optimizer into crashing. Fixes #13215.
* oop
* Add two SysMemForKernel's nids
* Add two ThreadManForKernel 's nids
* Remove unnecessary vector from thin3d_gl texture handling.
* Remove wrong comment
* Don't trust the messy error checking in EmuScreen with figuring out what to do with zip files.
* Reduce use of multi-byte char switches.. saw this go wrong when stepping!?!
* ExceptionHandler uninstall: Don't crash if no exception handler already installed.
* Add some threadman's nids
* Added more stub for some unimplemented sceNetApctl* functions
* Add two ModuleMgrForKernel's nids
* Debugger: Add memory.read_*, memory write_*
* Attempt to fix an issue when the 3rd player joined causing problem to other players on Patapon 3 (this may also affects other games that use AdhocMatching)
* Added more info to AdhocMatching Logs to get a better insight
* UI: Fix consistency in vsync setting for iOS.
* Locking before changing peer linked list order, just to be safe.
* (Libretro Windows) Buildfix
* Added target/destination IP & port of sceNetAdhocPtpConnect in the log to get better insight
* Fix some logs text
* Fix an issue where a player got disconnected when another player tries to join. This should affects games that use AdhocMatching such as Patapon 3
* Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
* Libretro: Update minimum windows version to Vista. Committed on behalf of twinaphex
* D3D11 - don't forget to unbind secondary texture when we need to unbind.
* Just to be safe since SO_MAX_MSG_SIZE may not be available on all platform and forcing the definition to what windows use might be a bad idea.
* Making mac2str function easier/cleaner/safer to use for logging purpose
* Do UPnP stuff on it's own thread to prevent causing stutters/lags during multiplayer game due to blocking socket behavior on miniUPnP
* Provides quick IP fill on Adhoc Server IP address setting to makes player's life easier :)
* Need to make sure already connected to Adhoc Server before Creating/Joining a group. (Fix GTA VCS failed to join a group and unable to see any room)
* Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
* Fix issue when loading save state created from previous test version
* Correct a crash on a missing kernel object.
* Fix timeout comparison
* Minor fixes
* Fix possible crash issue during Networking Cleanup
* Fixed PortManager fallback Cleanup issue when exiting PPSSPP due to early WSACleanup
* Added an option to Disable Nagle Algorithm (Enable TCP No Delay)
* Fixed UPnP port opened by PPSSPP detection, and Updated PortManager to be compliant to general purpose usage
* Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators
* Further libretro buildfix
* Making sure there are no warnings on adhoc code when building on android studio
* Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
* libretro buildfix?
* Attempt to fix compilation error on Linux
* Fix Blinking game room issue on NFS Most Wanted, this will also fix lobby issue on Ridge Racer 2, Naruto Kizuna Drive, etc.
* Backport Mac/iOS buildfix from a later commit
* Use the alloc size from real PSP for FONT_OPEN_INTERNAL_STINGY mode. the
* Added UI to change WLAN Channel.
* An attempt to fix socket's behavior inconsistencies across platforms.
* Implement ANR2ME's solution for miniupnpcstring.h
* Oops
* Create an Android.mk for miniupnp
* Windows: Run the upnp string gen script regardless of architecture, and in UWP.
* Update the gradle version again.
* Add PortManager.cpp to Android.mk
* Switch to my miniupnpc fork with a UWP fix
* UWP: Unify linker options
* Set up Windows UWP project for miniupnpc.
* MiniUPNPC: Windows: Try to fix build on VS 2017, add more platforms.
* Fix UPnP error detection
* Added UPnP Support
* Windows: Add command to load up a new identical instance of PPSSPP.
* Temporary buildfix
* Warning fixes
* Backport a macOS buildfix from later
* Fix Local IP detection on non-Windows system
* Making sure Adhoc codes doesn't have compilation warnings
* Enabling KeepAlive on sockets
* Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner
* making sure there are no alignment warnings related to member of packed struct on android
* Improved multiplayer stability regardless of I/O Timing method
* Fix i18n type
* Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
* Another buildfix
* Buildfix
* Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
* Making sure adhoc callbacks runs on AdhocThread
* Silence secondary instances.
* PSP kernel: Improve logging when accessing bad kernel object handles.
* Make the instance counter global and initialized at startup.
* Remove some _XBOX stuff
* Apply a few lines from "Added UPnP support", removing extra WSA calls.
* Make PPSSPP_ID persistent every reset/changing game thus have persistent localhost IP
* Excluding Android from multiple-instance feature because i'm too lazy to learn ashmem :D
* Oops forgot to change this also for multiple-instance to work properly
* Support multiple instance of localhost Multiplayer on 1 PC
* Prevent reporting a bad memory access just because Tekken creates a mutex with a null name.
* sceMpegAvcCsc: added range validity tests.
* Buildfix
* Third part of getting rid of PanicAlert
* Step 2 of removing PanicAlert
* Step 1 of removing PanicAlert
* Remove category from _assert_msg_ functions. We don't filter these by category anyway.
* Fix a bug in crashhandler where we could end up disassembling far too much.
* EditorConfig: Separate indent style for libretro.
* Display: Allow unthrottle to skip only flipping.
* Support full VSync control in SDL OpenGL.
* Improve some logging, and print the line number from PanicAlerts.
* Update lang submodule
* Eliminate an unnecessary global g_Vulkan.
* Windows/Vulkan: Don't destroy the surface during resize, no need.
* More buildfixes
* Buildfix
* SDL: Avoid destroying the surface on resize.
* Cleanup log output on swapchain/surface recreation.
* Buildfix. Checking _POSIX_VERSION is not recommended anyway.
* Crash: Show disassembly of the instruction causing the crash, and the symbol name.
* Split the fault handling from MemMap.cpp to MemFault.cpp.
* Update README following unknows markup way
* Savedata: Correct AM/PM and time/date settings.
* Travis: Don't update python3.
* Fix
* (Libretro) Buildfix - add missing file x64Analyzer.cpp
* Windows ARM fix, cleanup
* Refactor MachineContext.h to reduce ifdefs elsewhere.
* There's no sigcontext on 64-bit iOS either, apparently.
* Yet another iOS buildfix attempt
* Another iOS buildfix attempt
* Various platform buildfixes
* Make fastmem memory exceptions report the exceptions to Core correctly.
* iOS buildfix attempt
* HandleFault: Add missing nullcheck
* Try USE_SIGACTION_ON_APPLE on IOS.
* MachineContext, Linux/Android: Try to support android-x86 (32-bit)
* Add x64Analyzer to Android.mk. Some minor cleanup
* More info on crash screen
* Exceptions: A bit more consistency in callback registeration.
* Mac/Linux buildfixes
* Draw a minimal crash dump on the emu screen after a crash (if bIgnoreBadMemAccess is false).
* ARM/ARM64 instruction analysis, hook up to handler
* Skip bad reads/writes by the guest executable.
* Simple exception handler so we can ignore accesses that happen within the PSP memory space.
* Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
* Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
* Osk: Draw shadows on all the letters.
* MsgDialog: Show better error messages.
* MsgDialog: Allow text to be wider.
* MsgDialog: Add scrollbar when message is long.
* PPGe: Draw nicer drop shadows.
* PPGe: Handle text shadows more consistently.
* Vulkan: Buildfix.
* Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
* Revert "Disable a new compiler warning that doesn't do us much good"
* (Libretro) Add MSVC 2019 target
* Change libretro.cpp to confirm to libretro code formatting conventions
* Disable a new compiler warning that doesn't do us much good
* (Libretro) Add optimal input read codepath - bitmasks
* Remove irrelevant comment
* Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
* GLES: Invalidate framebuffers bound DONT_CARE.
* Kernel: Check thread switch PC in release.
* jit: Add some basic checks in armjit/arm64jit.
* x86jit: Trigger exec exceptions.
* irjit: Add jump crash checks.
* UI: Allow non-ascii on crash dump screen.
* Core: Track exception on bad jumps.
* Core: Reset exception info on resume/reset.
* Kernel: Add a bit more thread info on crash.
* Add custom GLEW - interfaces with libretro get_proc_address - we need this for compatibility with DRM/KMS and Wayland contexts - otherwise we're limited to GLX context
* Travis: Use the default macOS image.
* Update v1.10.3 readme link
* Expose more information on the crash screen (current kernel thread)
* Address some feedback
* Draw a minimal crash dump on the emu screen after a caught crash.
* Formalize "core excpetions" as a concept
* Some code reformatting/renaming
* Centralize handling of memory exceptions a bit
* Split CORE_ERROR into CORE_BOOT_ERROR and CORE_RUNTIME_ERROR
* Update version for 1.10.3
* Update lang submodule
* Update README for 1.10.3
* Travis: Disable OSX/iOS until we can fix them
* Touch control layout screen: Make the expanded click zone around the controls symmetrical.
* Kernel: Add a little paranoia check on chained mipscalls.
* Fix decimal part
* Touch control layout: Make dragging a lot less "jumpy"
* TouchControlLayoutScreen: Reorder functions in the file to make more sense.
* Refactor TouchControlLayoutScreen - break out the actual editor into a separate view.
* (Libretro) Makefile build fixes
* (Libretro) Buildfixes
* Change wording of camera notch ignore setting
* Update version for 1.10.2
* Update README.md for 1.10.2
* Add some paranoid checks in AfterMatchingMipsCall::run().
* Add automated script for link on readme
* Android: Add option to ignore camera notches when sizing the display.
* Remove unnecessary logging of preview formats
* Link PR and issues in README
* Screen: Unlock the inputLock_ mutex slightly earlier in processFinishDialog
* Revert "Remove the I/O on Thread option - treat it as always on."
* http: Check cancel flag more often.
* Sneak in some paranoia in InstallZipScreen.cpp (another one from #13057)
* Check that we actually got a preview size.
* CameraHelper: Do a better job of choosing an appropriate preview size.
* Add a try/catch to Android camera device listing. Might help #13091 and the issue seen in #13057.
* Change default rendering resolution on Linux to auto
* Fix radio button in "Window size" menu
* Update submodule URL
* Fix reliability of the CMake generated version
* README.md update
* Update version to 1.10.1
* Update README, lang submodule for 1.10.1
* SaveState: Prevent edge case on old save state.
* SaveState: Make sure to default init net data.
* Add some excessive null checks to GameScreen::render(), might fix the crash seen in #13057
* Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
* Some paranoid checks in PPGeDraw. Might help the crash seen in #13047.
* Downloader: Join threads in CancelAll
* D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
* Different handling of Download lifetimes. Might help an issue from #13057 (1.10 crash mysteries)
* cmake: don't install bundled glslang
* Qt: unbreak build without SDL
* TextureDecoder: Fix misuse of NEON on all armv7
* Vulkan: Correct secondary texture binding in Draw.
* Draw: Allow 2 textures bound in Vulkan.
* GPU: Add sampler1 for postshader orig source.
* Draw: Fix textures and samplers at an offset.
* Draw: Use uniform locs for GLES, add samplers.
* GPU: Alternate FBOs for chained postshaders.
* GPU: Avoid immediate postshader FBO recreate.
* Android: Request stable layout and update on focus.
* GLES: Use debug groups for render steps.
* GLES: Avoid duplicate state resets.
* GLES: Delay buffer use in vertex cache.
* GLES: Fix disabled vertex cache code.
* GPU: Try a bit harder to determine safe size.
* Vulkan: Match safe size behavior on all backends.
* Io: Fix LBN timing for virtual discs.
* Io: Cleanup access bits for files.
* Headless: Handle umd mapping with block devices.
* Io: Open sce_lbn references and whole ISO faster.
* Io: Account for OpenAsync timing.
* Io: Fail without fd on bad device in OpenAsync.
* Io: Improve non-async open timing.
* Io: Track whether the game is on a UMD or storage.
* Io: Simulate VFAT bug only when simulating FAT32.
* Io: Improve timing of sceIoOpen().
* Io: Cleanup sceIoOpen errors and logging.
* Windows: Make init crash warnings more generic.
OBS-URL: https://build.opensuse.org/request/show/841874
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=268
2020-10-18 19:39:16 +02:00
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BuildRequires: glslang-devel
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BuildRequires: pkgconfig
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BuildRequires: snappy-devel
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2019-10-23 21:22:13 +02:00
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BuildRequires: unzip
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2022-12-10 10:49:37 +01:00
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# Does not build with FFmpeg 5.0 yet
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# https://github.com/hrydgard/ppsspp/issues/15308
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BuildRequires: libavcodec-devel < 5
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Accepting request 841874 from home:Guillaume_G:branches:Emulators
- Exclude aarch64 and %arm as it never built due to openGL
vs openGL ES issue.
- Use again system ffmpeg
- Update to version 1.10.3~git20201014:
* Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
* Vulkan: fix stack overflow.
* libkirk: fix buffer overflow.
* Fix a couple of issues with #13477, found by aliaspider.
* VK: Whenever safely possible, shrink the render area.
* Fix OpenGL crash introduced in #13536
* Fix GPU profile display on notched screens
* compat.ini: Add ID for European version of Car Jack Streets
* Track and accumulate pipeline flags for render passes.
* Bugfix
* VK: Separate layout transitions from renderpasses again.
* Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
* VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
* Workaround for date bug in Car Jack Streets.
* Fixed timeout issue due to the latest CoreTiming::GetGlobalTimeUsScaled() have a possibility to get smaller number than the previous one.
* Added some network-related missing error codes.
* Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
* Fix additional snappy warnings.
* Warning fixes.
* Avoid a division in time_now_d(). Minor optimizations.
* VFPU: Compute sines and cosines in double precision.
* Make Qt apply fullscreen change from UI as well
* Make --windowed available on all platform and make sure to trigger resize
* Add an option to the in-game dev menu to reset counts on limited logging
* Change jpn0.pgf for a new one generated by nassau-tk
* Update gradle, assets/lang
* Prevent sceNetAdhocctlGetGameModeInfo from spamming Warn/Info Log on Street Supremacy
* Added socom.cc as an alternative Public Adhoc Server, just because they have statistic web page for players to find out which games are being played and how many players are there.
* Minor changes.
* Return early to reduce indentation on AdhocMatching code
* Updated AdhocPollSocket implementation to fix Bleach Heat the Soul 7, Fate Unlimited Codes, Carnage Heart EXA
* Prevent getting too many Kernel Errors in the log during a Shutdown cleanups due to kernelObjects already cleared.
* Prevent Dissidia 012 from opening too many ports when failed to connect continuously.
* Making the workaround that fix Gundam vs Gundam Next Plus to be optional as it can improve connectivity on other games over high latency networks, and fix GvG Next Plus properly.
* Updated AdhocSocket struct, and an attempt to reduce stutters by increasing the send buffer a little bit.
* Fix Falcom games (ie. Ys vs. Sora no Kiseki, Vantage Master Portable)
* Removing ETIMEDOUT from non-blocking socket's error checks
* Updated GameMode implementation to fix Bomberman, also improved performance on BattleZone. (+1 squashed commits)
* Fix NetconfDialog timings to get a better message transitions.
* Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
* Removing the workaround that fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link but having a side effect of 0.5 second lag
* Fix a recent bug in XinputDevice.h
* Sets the maximum memory stick size to 32GB like a Memory Stick Duo.
* Savedata:Skips non-directories in LISTALLDELETE mode.
* Simulates memory stick size to get fixed free space.
* SDL: Apply patch from issue #13516, fixing issue with Wacom tablets with readonly flags set.
* SDL: Implement multitouch support
* Buildfix - remove more Qt-specific code in TextureReplacer
* Also report a smaller memstick for Street Fighter Alpha 3 MAX (see #10462)
* Add compat.ini setting to work around memstick size math problem in Harry Potter - Goblet of Fire
* Fix libretro makefile build
* Add some recent contributors to the credits list.
* Delete useless Qt-specific path in TextureReplacer
* Vulkan: Automatically generate mipmaps for replacement textures.
* Cap the global thread pool at 16 threads.
* Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
* Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
* Buildfix linux
* Windows: Remove the native project.
* Complete the eradication of D3DX9 compiler loader
* Move text rendering to Common.
* Move most GPU things to Common.
* KeyMap fix (libretro)
* Libretro buildfixes
* Move fileutil, net, image loaders, ui to Common. (#13506)
* SaveData:Displays all saves like a PSP for LISTALLDELETE mode.
* iOS buildfix
* Mac/ios buildfix
* Move NativeApp.h to Common/System, split into NativeApp.h and System.h
* Move Display.cpp/h to Common.
* Move the profiler to Common
* Common.h shouldn't include Log.h.
* Move math and some file and data conversion files out from native to Common.
* iOS buildfix attempt
* Move native/util, native/data and native/i18 to Common/Data.
* Fixed missing cstring include.
* Move input utilities from native to Common/Input.
* Savedata:Corrects the performances when the data is broken.
* Move threading utils from native to Common
* Savedata:Supports empty file name for save/load/delete.
* Savedata:Improves the deleting functions.
* Libretro buildfix
* Windows: Correct some stdafx.h paths.
* Adnroid: Add back arm32 files for libpng.
* Android: Fix include paths.
* Global: Add back arm files for libpng.
* Merge ext/native/ext/... directly into ext.
* ByteSwap.h results in a file name collision on some systems with byteswap.h. Fix this by merging it into BitSet.h.
* Additional UWP buildfix
* UWP buildfix
* retro buildfix
* Buildfixes
* Remove some TLS.
* Remove unnecessary use of thread local storage
* Remove some color util functions
* Move buffer.cpp/h from base to Common
* Buildfixes
* Finish getting rid of basictypes.h
* Merge base/basictypes.h into Common/Common.h (mostly).
* Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
* Remove old define for thread local storage
* We no longer use TCHAR.
* Remove our usage of ssize_t
* Delete more useless math code
* Delete unused math code
* Delete more old detritus
* Delete some unused string functions
* Very minor optimization (divisions by constants are faster unsigned)
* Delete unused backtrace.cpp
* TimeUtil.cpp cleanup
* Fix issue with duplicate texture dumps.
* Add PSP color shader
* SDL: Adjust locale parsing for Ubuntu.
* Core: Fix memory size check.
* fix #13471
* glcore context switching
* Don't cache time in a variable.
* Enable BlockTransferAllowCreateFB for Burnout Dominator.
* Some GPU code cleanup. Disable some unnecessary reporting.
* More cleanup
* Cleanup
* IndexGenerator::AddStrip: Avoid the fallback by writing a few extra indices if necessary.
* Also optimize IndexGenerator::AddStrip for ARM NEON.
* Buildfix
* SSE-optimize IndexGenerator::AddStrip. Shaves about half a percent from GoW.
* Speed up game start under Windows by not filling the symbol listbox until the disasm window is opened.
* Windows debugger: Clean out old remains of multi-cpu support
* Reduce string allocations in Vulkan memory allocator
* Revert a bad optimization in word wrapper
* An attempt to improve connection stability.
* Fixed returned error code on sceNetAdhocctlDelHandler
* Minor fix to sceNetAdhocctlGetPeerInfo
* Added more info on some sceNet logs
* Prevent sceNetGetMallocStat from spamming debug log on some games.
* Remove some reporting that's normally just the result of garbage-as-display-list-execution.
* Remove an allocation in the word wrapper.
* Fix slowdowns due to careless use of auto
* Mark the PPGe font texture as reliable to avoid hashing it.
* Minor optimization in wrap_text.cpp
* Fixed PdpStat and PtpStat info
* Fixed returned error code of sceNetAdhocctlDisconnect
* Quick fix for #13459
* Fix regression where Gran Turismo ended up recreating the framebuffer on every frame in the menu.
* Update submodule ffmpeg to master
* Remove unused lastBoundTexture from Vulkan
* Comment fixes. Minor tweak.
* Cleanups in/around BlitFramebufferDepth
* Remove redundant bind on GL texture build. Improve dirtying of texture state.
* Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
* Set the texture dirty flags when binding a new framebuffer.
* Added alerted flags info on AdhocSocket to be used on PollSocket
* GPU debug stats: Show how many bytes of texture data we hash per frame
* Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
* Share GPUS stats formatting code between the backends (easier to add new stats)
* Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
* Remove some unnecessary function parameters, improve some comments.
* Using REPORT_ONCE to report some of GameMode HLE existance.
* Implementing Adhoc GameMode HLE
* Minor changes to adhoc timestamps
* A couple of D3D11 fixes.
* Fixed crash issue when creating/connecting to a null group name.
* Minor improvement to gl_debug_log.h
* Fix bug in GLES texture filter setup
* The new asserts found something.
* Unify BlitFramebufferDepth.
* Make the implementations of CopyFramebufferDepth more similar.
* Unify some GPU_SUPPORT* bits
* FPURegCache: The invariant checking is very slow in debug mode. Let's only turn it on when we need it.
* More asserts
* Use system date format on savestate as well
* Buildfix
* Help the compiler out a little bit in IndexGenerator::AddStrip.
* Some header include cleanup
* Add missing asserts after some VK resource creation functions
* Don't over-invalidate textures when a framebuffer is created or modified.
* Sneak in a fix for a limited memory leak in Vulkan vertex cache
* Delete TexCacheEntries that get replaced by a framebuffer
* Fix bug in new framebuffer code, reducing unnecessary texture invalidations.
* Check whether there may be more than one save file names by mode.
* Cache 60 FPS requirement
* Fix an issue of major performance drops when using accepted PTP Sockets.
* More moves
* Also move video filtering override.
* Move overrides to the end of GetSamplingParams
* Switch to a returned value and rename these functions.
* Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
* Make the signature of all the SetFramebufferSamplingParams the same
* Workarounds for D3D9's very limited mip level control.
* TextureCacheGLES: Also share the same sampler calculation for GLES.
* TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan.
* Comment fix
* Making sure the are no compiler warnings on adhoc code on android
* Prevent Client side from forever re-trying to connect to Exited Host on Shin Sangoku Musou Multi Raid 2
* Improve readability of the boolean expression mess in GetSamplingParams
* User chain support
* Linux: Use MAP_NORESERVE when finding a memory base pointer. See #13187
* TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry
* Always use a linear filter for video, unless forcing NEAREST filtering.
* Texfilter: Rewrite some checks in GetSamplingParams to be faster and more understandable.
* Remove some outdated debugging code (SetDebugTexture)
* Fix libretro OSX build
* MemMap: Check for MAP_FAILED in mmap call.
* Fix GetCurrentTextureDebug
* Try unknown's workaround for clang code gen bug. See #13187.
* Further simplify framebuffer matching.
* SaveState: Update to latest Snappy v1.1.8.
* x64: Fix stack alignment in vertex decoder, just because.
* Optimize a couple more single color conversion functions
* Optimize the DarkStalkers software rendering path a little more.
* Show how many times we evaluate framebuffers per frame in debug statistics.
* Re-fix BOF III - accidentally lost the texaddr offset
* Mostly fix Katamari by boosting fbs from the same frame
* Decouple framebuffers from texcache entries entirely.
* Update symbol list of disassembly window when loadexec.
* Don't read data more than data size of pgd files.
* Remove fbCache_ from TextureCacheCommon.cpp.
* Make SetColorUpdated static, reorder some fields
* Minor cleanups in CaptureDevice
* Fix Failed to Bind already used port issue on Android (and probably linux too). This should fix Dynasty Warrior Strikeforce and Shin Sangoku Musou Multi Raid 2
* Avoid getting Fatal signal 6 (SIGABRT) on linux/android when losing connectivity to the Adhoc Server.
* Allows reusing the same port for PtpListen and PtpOpen. This fixes Shin Sangoku Musou Multi Raid 2, and probably other games with similar issue (ie. Dynasty Warrior Strikeforce)
* Clients shouldn't try to detects timeout of other clients, because most of the time the client side doesn't have timeout information given, better wait for the host to tells them if a client got disconnected.
* Sleep a bit longer, especially when PPSSPP paused.
* Prevent spamming the log too much on some games
* Fixed sceNetAdhocMatchingGetMembers error return value
* Add option for the clear-fb-on-first-use speedhack. See #13295
* Resolve Adhoc Server DNS early and cache it so we don't need to resolve it again later.
* Stop waiting for connection on Exit to Menu to prevent causing lags.
* Combining PDP and PTP socket's array into a union array. Fixes Hot Shots Tennis that doesn't works well with socketId > 255
* softgpu: Correct cull handling for sprites.
* Headless: Setup logman earlier.
* GPU: Allow culling in through mode.
* Plugins: Schedule plugins before game thread.
* Plugins: Oops, typo.
* Plugins: Support for loading game-specific plugins.
* Module: Split out module start to use externally.
* Simulate blocking PtpFlush
* Allows blocking socket simulation on multiple threads simultaneously
* Making use Adhoc SocketAlert Flags to stop/abort blocking sockets
* Fixed return value when using Automatic Wlan Channel. Fixes Ridge Racer 2 and Warriors Orochi 2
* Changing default Wlan Channel to 11 on Automatic to be the same with real PSP
* Prevent sceNetGetMallocStat from spamming Info Logs
* TexCache: Correct detaching textures.
* Net: Fix memory corruption on save old state.
* Net: Correct save state from old loaded state.
* TexCache: Rename "Invalid" attach to "Inexact".
* TexCache: Always apply detach matches if found.
* GE Debugger: Include game ID inside dump file.
* Debugger: Add formats to breakpoint logging.
* Fixed SceNetAdhocctlParameter structure
* Added some more info in Debug Log to help debugging
* Added another HexData printing with offset and ASCII contents to help dumping some data in the logs
* Fixed an issue where the 1st line showing 17 bytes of data instead of 16 bytes like the rest of the lines
* Ignore SIGPIPE error on certain system (ie. Linux)
* An attempt to implement AdhocSocketAlert
* Oops forgot to replace these numbers with const on adhoc socket reindexing PR
* Imp sceKernelFindModuleByName
* Reindexing PDP and PTP socket using const/var instead of using confusing raw numbers
* Fix crash issue due to out of bound when indexing PDP socket
* Add draft sceKernelFindModuleByUID (#13380)
* Fix Phantasy Star Portable 2 Timeout issue
* Fix multiplayer on Valhalla Knights 2
* Fix AdhocMatching P2P Mode. This fix Bleach Heat the Soul 7
* Fix crash in Digimon Adventures.
* Minor changes to make sure the output struct/arg have similar value to the one from prx file (based on Kingdom Hearts BBS)
* Don't allocate PSP's Memory during DoState
* Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
* Fix possible stalled thread when PPSSPP closed down
* An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
* Increasing the shutdown delay so that there will be at least one "4=sceUtilityNetconfGetStatus()" after "0=sceUtilityNetconfShutdownStart()" instead of directly to "0=sceUtilityNetconfGetStatus()" (just like what happen when using utility.prx file with KHBBS on JPCSP)
* An attempt to differentiate adhoc connect, create, and join.
* Oops we already have local mac stored in context, no longer need to getLocalMac again
* Fix connection issue on games using AdhocMatching due to sometimes events are removed prematurely before being processed. This fix Gran Turismo where some peers could permanently be in "busy data" state.
* Fixed possible crash issue due to lingering leftover callback events from previous multiplayer session.
* Avoid using hleLog during a Shutdown
* An attempt to sort AdhocMatching Member List in order to make a consistent list on all players (based on Host). Also fixed some disconnection issue on other players when a player is leaving the room on Gran Turismo and Patapon 3.
* An attempt to make PDP and PTP ID to be unique so they can be polled properly together without getting conflicted ID. This fixes Gran Turismo.
* An attempt to fix sceNetAdhocPollSocket to works properly. This fixes one of the multiplayer mode on Bleach Heat the Soul 7
* Making sure the 1st 2-bits on the 1st byte of MAC address' OUI are zero to prevent issue with some games (ie. Gran Turismo)
* Default to P2P/Parent's MAC address if the target MAC on sceNetAdhocMatchingSendData is 00:00:00:00:00:00 (need to confirm whether this is correct or an error should be returned instead)
* Ignores the 1st byte of MAC address when comparing, since there might be games (ie. Gran Turismo) that tries to tamper/change the 1st byte during multiplayer upon use.
* Use >= 0x03080000 instead of 0x0307FFFF
* Add a check in sceKernelTerminateThread
* Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
* When going the other way, there can be multiple textures that need updating.
* Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
* Reschedule after resuming thread from suspend.
* Oops, crashfix for late change
* Add some ONCE-reporting of multiple candidate situations
* Forgot the if, oops.
* Shrink the "Cardboard VR Off" button.
* Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
* Apply the scoring model when creating/updating framebuffers too.
* Switch framebuffer matching to a scoring model.
* Extract AttachFramebufferToEntry function
* GE dump loading: Try to use the correct GameID so compat.ini flags apply.
* Add a check in sceKernelTerminateDeleteThread
* Remove wrong assert. Should fix #13354
* cmake: Remove outdated ARMV7 define.
* Global: Remove ARM64 define.
* GPU: Avoid compile error if ARM64=1 specified.
* TexCache: Try to avoid wrong texcache usage.
* TexCache: Improve quicktexhash by ~1-4% on NEON.
* Only clear when initializating kernelMemory and userMemory.
* Virtual framebuffer copies: Make a more informed guess on appropriate pixel format.
* Actually clear memory when initializating.
* Delete an unused buffer, saving 0.5MB of RAM.
* GPU: Remove ReliableHash aliases.
* GPU: Hash CLUT using XXH3 with replacements off.
* irjit: Switch to XXH3.
* GPU: Switch vertex/lookup hashes to XXH3.
* GPU: Remove neon xxhash implementation.
* Vulkan: Type comparison warning fix.
* unittest: Fix build on Android.
* Common: Update to latest xxhash.
* Net: Reduce PortManager log noise.
* Throw in a minor simplification in depal.
* Address feedback from #13341.
* Fix final subpass dependency for depth
* Correctly update image layout to the final one after a render pass.
* Log validation errors normally as well as using OutputDebugString.
* Improve LogSteps further. Break out PreprocessSteps.
* Naming fix, better names for temp fbos
* VulkanRenderManager: Improve logging. LogSteps output is much better.
* Fix longstanding depth/stencil view issue in Vulkan. Cleans up validation.
* Vulkan: Minor fix for depth/stencil pretransitions. Used DEPTH_ATTACHMENT_OPTIMAL by mistake in barrier.
* AspectMask fix
* Vulkan: Silly typo fix in barrier
* Exception: Don't trust sigaltstack().
* SavedataParam: Be careful with const char* to string. Might help #13187
* Update lang submodule
* http: Avoid logging errors for would block.
* TexCache: Force recreate texture on detach.
* Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
* Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
* Debugger: Check for no texture before debug bind.
* GPU: Properly detect clears.
* Quick Vulkan crashfix
* Some minor logging improvements that get to tag along the previous commit
* More explicit invalidation of any cached state in Thin3D. Fixes #13307
* UI: Use standard text wrapping for chat messages.
* UI: Allow text to use native fonts.
* UI: Split chat lines using Unicode.
* GPU: Fix some case warnings.
* Kernel: Avoid two different Heap structs.
* Avoid using getaddrinfo during initialization as it could blocked the thread if there is no network
* Audiocodec: Fix warning on older clang.
* native: Minor header cleanup.
* Windows: Show instance counter only with peers.
* Net: Use locking consistently for instance counter.
* Improve JPEG file detection (mainly for background image use)
* Small mistake in sceKernelExitDeleteThread
* Add a check in sceKernelExitDeleteThread
* GL: Re-enable mipmaps for thin3d textures.
* Windows: Make the instance counter go by 1, 2, 3.
* Windows: Auto-enable GL validation (debug messages) in debug builds
* More work on GL state leaks. Some things really need a redesign.
* Net: Simplify local IP lookup.
* Net: Cut down on local IP aliasing.
* Use ppsspp error name
* oop
* Fix sceKernelExitThread
* Add support for the 8Bitdo SF30/SN30 Pro controllers on SDL. See #13034
* Log the first 100 block transfers instead of just the first one. Should make it easier to spot interesting things without hacking the log code.
* Some logging improvements. Show more coordinates for block transfers, etc.
* Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
* Global: Unbreak build.
* Buildfix
* More Log.h cleanup.
* Move MsgHandler into Log.cpp/h
* More cleanup of Log.h, move AndroidAssert into MsgHandler.cpp/h.
* First step of cleaning up Log.h. Plus a few other bits and bobs.
* Fix undesired re-builds after runnning CMake
* Buildfixes
* Address feedback.
* Switch to PPSSPP's assert functions (don't use the system's)
* Fix newlines in logging before the manager is initialized.
* Buildfix
* Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats.
* Android.mk fix
* Update .editorconfig to match the encoding of the resource files.
* Move timeutil to Common. (Experiment to see how much work it is to move these).
* Address feedback
* UWP buildfix
* Vulkan: Fix tex upscaling 4444 swizzling.
* Debugger: Oops, fix comment typos.
* Finally delete base/logging.cpp/h. Carefully preserve behaviour on Android.
* Fix build of ZimTool/AtlasTool. Had to break the ugly backwards dependency from LogManager to g_Config.
* Getting really close to getting rid of base/logging.h now.
* Even more base/logging.h removal and fixes
* More base/logging.h cleanup
* Remove base/logging.h in a whole lot more places.
* Remove base/logging from a lot more files in native
* Remove base/logging.h from a whole bunch of files in native
* Remove base/logging from UI and more
* Remove most instances of base/logging.h from Common, Core, GPU, more
* Replace base/logging.h in VulkanContext and parts of native
* Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
* Recategorize some logging, in preparation for what's to come.
* Fix menu navigation from axis in linux
* Fix build with clang-cl
* Fix SSE detection with clang-cl
* Fix Windows/CMake build with Visual Studio
* Shows AdHoc and Access Point Connecting... Dialog
* Making sure std::min/max are not overridden by windows header's min/max
* Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
* An attempt to simulate a fake PSN authentication on Patapon 3
* Renaming sceNp* NIDs functions to their proper function names.
* Really no need to call clear() in the constructor for AudioChannel.
* Disable the instance counter in libretro builds.
* Fix some minor issues found by address-sanitizer on Linux
* UninstallExceptionHandler: Zero-initialize some structs. I've seen some weird crashes on the free() on Android.
* Minor logging improvements
* Global: Buildfix for parsers.
* Global: Move string number parse to text/parsers.
* Global: Reduce ini_file header complexity.
* Global: Make stringutil includes more explicit.
* Move Section out of IniFile so it can be forward declared. Unlocked further improvements to build speed.
* Can't avoid sstream in ini_file.h, it seems.
* Buildfix
* Remove sstream from stringutil.h. See #13267
* libretro: Buildfix.
* SaveState: Rename ChunkFile files to Serialize.
* Global: Remove some unused header code.
* SaveState: Split out Do types to reduce headers.
* Audio: Avoid exposing fixed size queue in header.
* SaveState: Add header to other makefiles.
* Global: Remove unnecessary includes.
* UI: Fix an override warning.
* Audiocodec: Silence a known warning.
* Global: Cut down on file/string includes.
* HLE: Fix some missing error logging.
* SaveState: Split Do() into a separate header.
* Address feedback
* Minor: Initialize a struct. Decrease logging in sceMt19937.
* Remove partial comment
* Vulkan: Implement depth texturing through depal.
* Some fixes
* Vulkan/generic: Initial prep for depth texturing
* Optimize value conversion in (unused) depth readback.
* These convenience overloads don't work in 32-bit builds, remove them.
* Set debug names for more framebuffers and textures
* Allow passing in an object name tag when creating framebuffers
* Vulkan: Start adding object names for easier validation debugging
* (Libretro) Buildfix for Windows
* Remove double disable function on frame duplication
* Enable pixel depth rounding for Nayuta no Kiseki. See issue #8744.
* Logging improvement
* Remove some unnecessary reporting.
* Fix issue where after a backend change restart, the new instance was considered secondary.
* Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
* Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
* Viewport state conversion: Move the pixel scaling to after the overage clipping.
* Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
* Also correct the allocated size.
* Correct the alignment size when allocate memory at a position.
* UI sound fix
* Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
* Texture from framebuffer: Logging improvements
* Clarify, but don't yet remove, a perf hack for ES devices. Remove a unused sync parameter from readbacks.
* Improve logging of unknown syscall imports.
* Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
* Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
* Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
* Move a line to a better place
* Expose SYSPROP_SYSTEMVERSION to Libretro Android core. This fixes crashes with targetSdk 29.
* Fix Android Libretro build issues.
* Fix texture upscaling and per game setting fix/cleanup
* Off by default
* Add a setting. Various tweaks to sound triggering.
* Add a couple of more sounds. Rename some vars.
* Hook up a couple more sounds. Unfortunately clickable back buttons now play both back and confirm sounds...
* Hook up the first UI sound, make it play.
* Read in WAV files for UI sounds
* Initial sound effects
* BackgroundAudio: Switch to a heap allocated buffer.
* Consolidate BackgroundAudio.cpp into a class
* libretro buildfix
* SaveState: On section version failure, log out the name of the bad section.
* Vulkan debug log: Remove some old exclusions, add a new one (for an old issue)
* Minor logging improvements
* Fix error in sceUsbMic savestate handling (need to accept old savestates without the section)
* Fix crashes issue due to 0 is a valid index to types_, using invalid index like -1 should give a better/clearer stack trace
* Save&Restore PSP Thread IDs to prevent using the wrong Thread ID after loading from save state, also making sure DoState have default value
* UI: Simplify on/off for hardware tex scaling.
* Vulkan: Allow custom texture upscaling shaders.
* UI: Add setting for texture upload shader.
* Lowering minVer of AfterAdhocMipsCall section.
* Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
* Update Vulkan headers to the latest, just to keep up.
* Add some comments and const-correctness, and a pointer type fix, to the "semaphore" crypto stuff.
* Reorganized Networking UI (#13232)
* Init parameters in __UsbMicInit to avoid incorrect initial state when you exit to menu from ingame.
* Patapon 3 Fix (#13231)
* Imp sceUtilsBufferCopyWithRange and sceUtilsBufferCopyByPollingWithRange (#13206)
* minor fix
* BuildFix
* Also partly implement in sceUsbCam.
* Flush audio buffer when a transmission is completed.
* Do state.
* Use UTF-8 code page to get the device names.
* Add basic Microphone support on Windows.
* Fix alpha channel handling in xBRZ texture filter shader
* Add two Kernel_Library's nids (#13218)
* Added a fake thread to process Apctl Request Events into Apctl State Changes
* Fix some lint warnings, and a "toast" on graphics init failure (instead of previous crashes)
* Android: Reduce asserts during startup.
* Some renaming and cleanup in the Android audio code
* Android: Can't call AlertDialog.Builder.setOnDismissListener before JELLYBEAN_MR1
* GL: Add some paranoid checks. Remove a useless option.
* Forgetting "return true" fooled the optimizer into crashing. Fixes #13215.
* oop
* Add two SysMemForKernel's nids
* Add two ThreadManForKernel 's nids
* Remove unnecessary vector from thin3d_gl texture handling.
* Remove wrong comment
* Don't trust the messy error checking in EmuScreen with figuring out what to do with zip files.
* Reduce use of multi-byte char switches.. saw this go wrong when stepping!?!
* ExceptionHandler uninstall: Don't crash if no exception handler already installed.
* Add some threadman's nids
* Added more stub for some unimplemented sceNetApctl* functions
* Add two ModuleMgrForKernel's nids
* Debugger: Add memory.read_*, memory write_*
* Attempt to fix an issue when the 3rd player joined causing problem to other players on Patapon 3 (this may also affects other games that use AdhocMatching)
* Added more info to AdhocMatching Logs to get a better insight
* UI: Fix consistency in vsync setting for iOS.
* Locking before changing peer linked list order, just to be safe.
* (Libretro Windows) Buildfix
* Added target/destination IP & port of sceNetAdhocPtpConnect in the log to get better insight
* Fix some logs text
* Fix an issue where a player got disconnected when another player tries to join. This should affects games that use AdhocMatching such as Patapon 3
* Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
* Libretro: Update minimum windows version to Vista. Committed on behalf of twinaphex
* D3D11 - don't forget to unbind secondary texture when we need to unbind.
* Just to be safe since SO_MAX_MSG_SIZE may not be available on all platform and forcing the definition to what windows use might be a bad idea.
* Making mac2str function easier/cleaner/safer to use for logging purpose
* Do UPnP stuff on it's own thread to prevent causing stutters/lags during multiplayer game due to blocking socket behavior on miniUPnP
* Provides quick IP fill on Adhoc Server IP address setting to makes player's life easier :)
* Need to make sure already connected to Adhoc Server before Creating/Joining a group. (Fix GTA VCS failed to join a group and unable to see any room)
* Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
* Fix issue when loading save state created from previous test version
* Correct a crash on a missing kernel object.
* Fix timeout comparison
* Minor fixes
* Fix possible crash issue during Networking Cleanup
* Fixed PortManager fallback Cleanup issue when exiting PPSSPP due to early WSACleanup
* Added an option to Disable Nagle Algorithm (Enable TCP No Delay)
* Fixed UPnP port opened by PPSSPP detection, and Updated PortManager to be compliant to general purpose usage
* Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators
* Further libretro buildfix
* Making sure there are no warnings on adhoc code when building on android studio
* Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
* libretro buildfix?
* Attempt to fix compilation error on Linux
* Fix Blinking game room issue on NFS Most Wanted, this will also fix lobby issue on Ridge Racer 2, Naruto Kizuna Drive, etc.
* Backport Mac/iOS buildfix from a later commit
* Use the alloc size from real PSP for FONT_OPEN_INTERNAL_STINGY mode. the
* Added UI to change WLAN Channel.
* An attempt to fix socket's behavior inconsistencies across platforms.
* Implement ANR2ME's solution for miniupnpcstring.h
* Oops
* Create an Android.mk for miniupnp
* Windows: Run the upnp string gen script regardless of architecture, and in UWP.
* Update the gradle version again.
* Add PortManager.cpp to Android.mk
* Switch to my miniupnpc fork with a UWP fix
* UWP: Unify linker options
* Set up Windows UWP project for miniupnpc.
* MiniUPNPC: Windows: Try to fix build on VS 2017, add more platforms.
* Fix UPnP error detection
* Added UPnP Support
* Windows: Add command to load up a new identical instance of PPSSPP.
* Temporary buildfix
* Warning fixes
* Backport a macOS buildfix from later
* Fix Local IP detection on non-Windows system
* Making sure Adhoc codes doesn't have compilation warnings
* Enabling KeepAlive on sockets
* Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner
* making sure there are no alignment warnings related to member of packed struct on android
* Improved multiplayer stability regardless of I/O Timing method
* Fix i18n type
* Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
* Another buildfix
* Buildfix
* Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
* Making sure adhoc callbacks runs on AdhocThread
* Silence secondary instances.
* PSP kernel: Improve logging when accessing bad kernel object handles.
* Make the instance counter global and initialized at startup.
* Remove some _XBOX stuff
* Apply a few lines from "Added UPnP support", removing extra WSA calls.
* Make PPSSPP_ID persistent every reset/changing game thus have persistent localhost IP
* Excluding Android from multiple-instance feature because i'm too lazy to learn ashmem :D
* Oops forgot to change this also for multiple-instance to work properly
* Support multiple instance of localhost Multiplayer on 1 PC
* Prevent reporting a bad memory access just because Tekken creates a mutex with a null name.
* sceMpegAvcCsc: added range validity tests.
* Buildfix
* Third part of getting rid of PanicAlert
* Step 2 of removing PanicAlert
* Step 1 of removing PanicAlert
* Remove category from _assert_msg_ functions. We don't filter these by category anyway.
* Fix a bug in crashhandler where we could end up disassembling far too much.
* EditorConfig: Separate indent style for libretro.
* Display: Allow unthrottle to skip only flipping.
* Support full VSync control in SDL OpenGL.
* Improve some logging, and print the line number from PanicAlerts.
* Update lang submodule
* Eliminate an unnecessary global g_Vulkan.
* Windows/Vulkan: Don't destroy the surface during resize, no need.
* More buildfixes
* Buildfix
* SDL: Avoid destroying the surface on resize.
* Cleanup log output on swapchain/surface recreation.
* Buildfix. Checking _POSIX_VERSION is not recommended anyway.
* Crash: Show disassembly of the instruction causing the crash, and the symbol name.
* Split the fault handling from MemMap.cpp to MemFault.cpp.
* Update README following unknows markup way
* Savedata: Correct AM/PM and time/date settings.
* Travis: Don't update python3.
* Fix
* (Libretro) Buildfix - add missing file x64Analyzer.cpp
* Windows ARM fix, cleanup
* Refactor MachineContext.h to reduce ifdefs elsewhere.
* There's no sigcontext on 64-bit iOS either, apparently.
* Yet another iOS buildfix attempt
* Another iOS buildfix attempt
* Various platform buildfixes
* Make fastmem memory exceptions report the exceptions to Core correctly.
* iOS buildfix attempt
* HandleFault: Add missing nullcheck
* Try USE_SIGACTION_ON_APPLE on IOS.
* MachineContext, Linux/Android: Try to support android-x86 (32-bit)
* Add x64Analyzer to Android.mk. Some minor cleanup
* More info on crash screen
* Exceptions: A bit more consistency in callback registeration.
* Mac/Linux buildfixes
* Draw a minimal crash dump on the emu screen after a crash (if bIgnoreBadMemAccess is false).
* ARM/ARM64 instruction analysis, hook up to handler
* Skip bad reads/writes by the guest executable.
* Simple exception handler so we can ignore accesses that happen within the PSP memory space.
* Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
* Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
* Osk: Draw shadows on all the letters.
* MsgDialog: Show better error messages.
* MsgDialog: Allow text to be wider.
* MsgDialog: Add scrollbar when message is long.
* PPGe: Draw nicer drop shadows.
* PPGe: Handle text shadows more consistently.
* Vulkan: Buildfix.
* Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
* Revert "Disable a new compiler warning that doesn't do us much good"
* (Libretro) Add MSVC 2019 target
* Change libretro.cpp to confirm to libretro code formatting conventions
* Disable a new compiler warning that doesn't do us much good
* (Libretro) Add optimal input read codepath - bitmasks
* Remove irrelevant comment
* Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
* GLES: Invalidate framebuffers bound DONT_CARE.
* Kernel: Check thread switch PC in release.
* jit: Add some basic checks in armjit/arm64jit.
* x86jit: Trigger exec exceptions.
* irjit: Add jump crash checks.
* UI: Allow non-ascii on crash dump screen.
* Core: Track exception on bad jumps.
* Core: Reset exception info on resume/reset.
* Kernel: Add a bit more thread info on crash.
* Add custom GLEW - interfaces with libretro get_proc_address - we need this for compatibility with DRM/KMS and Wayland contexts - otherwise we're limited to GLX context
* Travis: Use the default macOS image.
* Update v1.10.3 readme link
* Expose more information on the crash screen (current kernel thread)
* Address some feedback
* Draw a minimal crash dump on the emu screen after a caught crash.
* Formalize "core excpetions" as a concept
* Some code reformatting/renaming
* Centralize handling of memory exceptions a bit
* Split CORE_ERROR into CORE_BOOT_ERROR and CORE_RUNTIME_ERROR
* Update version for 1.10.3
* Update lang submodule
* Update README for 1.10.3
* Travis: Disable OSX/iOS until we can fix them
* Touch control layout screen: Make the expanded click zone around the controls symmetrical.
* Kernel: Add a little paranoia check on chained mipscalls.
* Fix decimal part
* Touch control layout: Make dragging a lot less "jumpy"
* TouchControlLayoutScreen: Reorder functions in the file to make more sense.
* Refactor TouchControlLayoutScreen - break out the actual editor into a separate view.
* (Libretro) Makefile build fixes
* (Libretro) Buildfixes
* Change wording of camera notch ignore setting
* Update version for 1.10.2
* Update README.md for 1.10.2
* Add some paranoid checks in AfterMatchingMipsCall::run().
* Add automated script for link on readme
* Android: Add option to ignore camera notches when sizing the display.
* Remove unnecessary logging of preview formats
* Link PR and issues in README
* Screen: Unlock the inputLock_ mutex slightly earlier in processFinishDialog
* Revert "Remove the I/O on Thread option - treat it as always on."
* http: Check cancel flag more often.
* Sneak in some paranoia in InstallZipScreen.cpp (another one from #13057)
* Check that we actually got a preview size.
* CameraHelper: Do a better job of choosing an appropriate preview size.
* Add a try/catch to Android camera device listing. Might help #13091 and the issue seen in #13057.
* Change default rendering resolution on Linux to auto
* Fix radio button in "Window size" menu
* Update submodule URL
* Fix reliability of the CMake generated version
* README.md update
* Update version to 1.10.1
* Update README, lang submodule for 1.10.1
* SaveState: Prevent edge case on old save state.
* SaveState: Make sure to default init net data.
* Add some excessive null checks to GameScreen::render(), might fix the crash seen in #13057
* Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
* Some paranoid checks in PPGeDraw. Might help the crash seen in #13047.
* Downloader: Join threads in CancelAll
* D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
* Different handling of Download lifetimes. Might help an issue from #13057 (1.10 crash mysteries)
* cmake: don't install bundled glslang
* Qt: unbreak build without SDL
* TextureDecoder: Fix misuse of NEON on all armv7
* Vulkan: Correct secondary texture binding in Draw.
* Draw: Allow 2 textures bound in Vulkan.
* GPU: Add sampler1 for postshader orig source.
* Draw: Fix textures and samplers at an offset.
* Draw: Use uniform locs for GLES, add samplers.
* GPU: Alternate FBOs for chained postshaders.
* GPU: Avoid immediate postshader FBO recreate.
* Android: Request stable layout and update on focus.
* GLES: Use debug groups for render steps.
* GLES: Avoid duplicate state resets.
* GLES: Delay buffer use in vertex cache.
* GLES: Fix disabled vertex cache code.
* GPU: Try a bit harder to determine safe size.
* Vulkan: Match safe size behavior on all backends.
* Io: Fix LBN timing for virtual discs.
* Io: Cleanup access bits for files.
* Headless: Handle umd mapping with block devices.
* Io: Open sce_lbn references and whole ISO faster.
* Io: Account for OpenAsync timing.
* Io: Fail without fd on bad device in OpenAsync.
* Io: Improve non-async open timing.
* Io: Track whether the game is on a UMD or storage.
* Io: Simulate VFAT bug only when simulating FAT32.
* Io: Improve timing of sceIoOpen().
* Io: Cleanup sceIoOpen errors and logging.
* Windows: Make init crash warnings more generic.
OBS-URL: https://build.opensuse.org/request/show/841874
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=268
2020-10-18 19:39:16 +02:00
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2021-01-24 15:26:43 +01:00
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BuildRequires: pkgconfig(libavformat)
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BuildRequires: pkgconfig(libavutil)
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Accepting request 841874 from home:Guillaume_G:branches:Emulators
- Exclude aarch64 and %arm as it never built due to openGL
vs openGL ES issue.
- Use again system ffmpeg
- Update to version 1.10.3~git20201014:
* Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
* Vulkan: fix stack overflow.
* libkirk: fix buffer overflow.
* Fix a couple of issues with #13477, found by aliaspider.
* VK: Whenever safely possible, shrink the render area.
* Fix OpenGL crash introduced in #13536
* Fix GPU profile display on notched screens
* compat.ini: Add ID for European version of Car Jack Streets
* Track and accumulate pipeline flags for render passes.
* Bugfix
* VK: Separate layout transitions from renderpasses again.
* Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
* VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
* Workaround for date bug in Car Jack Streets.
* Fixed timeout issue due to the latest CoreTiming::GetGlobalTimeUsScaled() have a possibility to get smaller number than the previous one.
* Added some network-related missing error codes.
* Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
* Fix additional snappy warnings.
* Warning fixes.
* Avoid a division in time_now_d(). Minor optimizations.
* VFPU: Compute sines and cosines in double precision.
* Make Qt apply fullscreen change from UI as well
* Make --windowed available on all platform and make sure to trigger resize
* Add an option to the in-game dev menu to reset counts on limited logging
* Change jpn0.pgf for a new one generated by nassau-tk
* Update gradle, assets/lang
* Prevent sceNetAdhocctlGetGameModeInfo from spamming Warn/Info Log on Street Supremacy
* Added socom.cc as an alternative Public Adhoc Server, just because they have statistic web page for players to find out which games are being played and how many players are there.
* Minor changes.
* Return early to reduce indentation on AdhocMatching code
* Updated AdhocPollSocket implementation to fix Bleach Heat the Soul 7, Fate Unlimited Codes, Carnage Heart EXA
* Prevent getting too many Kernel Errors in the log during a Shutdown cleanups due to kernelObjects already cleared.
* Prevent Dissidia 012 from opening too many ports when failed to connect continuously.
* Making the workaround that fix Gundam vs Gundam Next Plus to be optional as it can improve connectivity on other games over high latency networks, and fix GvG Next Plus properly.
* Updated AdhocSocket struct, and an attempt to reduce stutters by increasing the send buffer a little bit.
* Fix Falcom games (ie. Ys vs. Sora no Kiseki, Vantage Master Portable)
* Removing ETIMEDOUT from non-blocking socket's error checks
* Updated GameMode implementation to fix Bomberman, also improved performance on BattleZone. (+1 squashed commits)
* Fix NetconfDialog timings to get a better message transitions.
* Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
* Removing the workaround that fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link but having a side effect of 0.5 second lag
* Fix a recent bug in XinputDevice.h
* Sets the maximum memory stick size to 32GB like a Memory Stick Duo.
* Savedata:Skips non-directories in LISTALLDELETE mode.
* Simulates memory stick size to get fixed free space.
* SDL: Apply patch from issue #13516, fixing issue with Wacom tablets with readonly flags set.
* SDL: Implement multitouch support
* Buildfix - remove more Qt-specific code in TextureReplacer
* Also report a smaller memstick for Street Fighter Alpha 3 MAX (see #10462)
* Add compat.ini setting to work around memstick size math problem in Harry Potter - Goblet of Fire
* Fix libretro makefile build
* Add some recent contributors to the credits list.
* Delete useless Qt-specific path in TextureReplacer
* Vulkan: Automatically generate mipmaps for replacement textures.
* Cap the global thread pool at 16 threads.
* Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
* Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
* Buildfix linux
* Windows: Remove the native project.
* Complete the eradication of D3DX9 compiler loader
* Move text rendering to Common.
* Move most GPU things to Common.
* KeyMap fix (libretro)
* Libretro buildfixes
* Move fileutil, net, image loaders, ui to Common. (#13506)
* SaveData:Displays all saves like a PSP for LISTALLDELETE mode.
* iOS buildfix
* Mac/ios buildfix
* Move NativeApp.h to Common/System, split into NativeApp.h and System.h
* Move Display.cpp/h to Common.
* Move the profiler to Common
* Common.h shouldn't include Log.h.
* Move math and some file and data conversion files out from native to Common.
* iOS buildfix attempt
* Move native/util, native/data and native/i18 to Common/Data.
* Fixed missing cstring include.
* Move input utilities from native to Common/Input.
* Savedata:Corrects the performances when the data is broken.
* Move threading utils from native to Common
* Savedata:Supports empty file name for save/load/delete.
* Savedata:Improves the deleting functions.
* Libretro buildfix
* Windows: Correct some stdafx.h paths.
* Adnroid: Add back arm32 files for libpng.
* Android: Fix include paths.
* Global: Add back arm files for libpng.
* Merge ext/native/ext/... directly into ext.
* ByteSwap.h results in a file name collision on some systems with byteswap.h. Fix this by merging it into BitSet.h.
* Additional UWP buildfix
* UWP buildfix
* retro buildfix
* Buildfixes
* Remove some TLS.
* Remove unnecessary use of thread local storage
* Remove some color util functions
* Move buffer.cpp/h from base to Common
* Buildfixes
* Finish getting rid of basictypes.h
* Merge base/basictypes.h into Common/Common.h (mostly).
* Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
* Remove old define for thread local storage
* We no longer use TCHAR.
* Remove our usage of ssize_t
* Delete more useless math code
* Delete unused math code
* Delete more old detritus
* Delete some unused string functions
* Very minor optimization (divisions by constants are faster unsigned)
* Delete unused backtrace.cpp
* TimeUtil.cpp cleanup
* Fix issue with duplicate texture dumps.
* Add PSP color shader
* SDL: Adjust locale parsing for Ubuntu.
* Core: Fix memory size check.
* fix #13471
* glcore context switching
* Don't cache time in a variable.
* Enable BlockTransferAllowCreateFB for Burnout Dominator.
* Some GPU code cleanup. Disable some unnecessary reporting.
* More cleanup
* Cleanup
* IndexGenerator::AddStrip: Avoid the fallback by writing a few extra indices if necessary.
* Also optimize IndexGenerator::AddStrip for ARM NEON.
* Buildfix
* SSE-optimize IndexGenerator::AddStrip. Shaves about half a percent from GoW.
* Speed up game start under Windows by not filling the symbol listbox until the disasm window is opened.
* Windows debugger: Clean out old remains of multi-cpu support
* Reduce string allocations in Vulkan memory allocator
* Revert a bad optimization in word wrapper
* An attempt to improve connection stability.
* Fixed returned error code on sceNetAdhocctlDelHandler
* Minor fix to sceNetAdhocctlGetPeerInfo
* Added more info on some sceNet logs
* Prevent sceNetGetMallocStat from spamming debug log on some games.
* Remove some reporting that's normally just the result of garbage-as-display-list-execution.
* Remove an allocation in the word wrapper.
* Fix slowdowns due to careless use of auto
* Mark the PPGe font texture as reliable to avoid hashing it.
* Minor optimization in wrap_text.cpp
* Fixed PdpStat and PtpStat info
* Fixed returned error code of sceNetAdhocctlDisconnect
* Quick fix for #13459
* Fix regression where Gran Turismo ended up recreating the framebuffer on every frame in the menu.
* Update submodule ffmpeg to master
* Remove unused lastBoundTexture from Vulkan
* Comment fixes. Minor tweak.
* Cleanups in/around BlitFramebufferDepth
* Remove redundant bind on GL texture build. Improve dirtying of texture state.
* Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
* Set the texture dirty flags when binding a new framebuffer.
* Added alerted flags info on AdhocSocket to be used on PollSocket
* GPU debug stats: Show how many bytes of texture data we hash per frame
* Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
* Share GPUS stats formatting code between the backends (easier to add new stats)
* Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
* Remove some unnecessary function parameters, improve some comments.
* Using REPORT_ONCE to report some of GameMode HLE existance.
* Implementing Adhoc GameMode HLE
* Minor changes to adhoc timestamps
* A couple of D3D11 fixes.
* Fixed crash issue when creating/connecting to a null group name.
* Minor improvement to gl_debug_log.h
* Fix bug in GLES texture filter setup
* The new asserts found something.
* Unify BlitFramebufferDepth.
* Make the implementations of CopyFramebufferDepth more similar.
* Unify some GPU_SUPPORT* bits
* FPURegCache: The invariant checking is very slow in debug mode. Let's only turn it on when we need it.
* More asserts
* Use system date format on savestate as well
* Buildfix
* Help the compiler out a little bit in IndexGenerator::AddStrip.
* Some header include cleanup
* Add missing asserts after some VK resource creation functions
* Don't over-invalidate textures when a framebuffer is created or modified.
* Sneak in a fix for a limited memory leak in Vulkan vertex cache
* Delete TexCacheEntries that get replaced by a framebuffer
* Fix bug in new framebuffer code, reducing unnecessary texture invalidations.
* Check whether there may be more than one save file names by mode.
* Cache 60 FPS requirement
* Fix an issue of major performance drops when using accepted PTP Sockets.
* More moves
* Also move video filtering override.
* Move overrides to the end of GetSamplingParams
* Switch to a returned value and rename these functions.
* Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
* Make the signature of all the SetFramebufferSamplingParams the same
* Workarounds for D3D9's very limited mip level control.
* TextureCacheGLES: Also share the same sampler calculation for GLES.
* TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan.
* Comment fix
* Making sure the are no compiler warnings on adhoc code on android
* Prevent Client side from forever re-trying to connect to Exited Host on Shin Sangoku Musou Multi Raid 2
* Improve readability of the boolean expression mess in GetSamplingParams
* User chain support
* Linux: Use MAP_NORESERVE when finding a memory base pointer. See #13187
* TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry
* Always use a linear filter for video, unless forcing NEAREST filtering.
* Texfilter: Rewrite some checks in GetSamplingParams to be faster and more understandable.
* Remove some outdated debugging code (SetDebugTexture)
* Fix libretro OSX build
* MemMap: Check for MAP_FAILED in mmap call.
* Fix GetCurrentTextureDebug
* Try unknown's workaround for clang code gen bug. See #13187.
* Further simplify framebuffer matching.
* SaveState: Update to latest Snappy v1.1.8.
* x64: Fix stack alignment in vertex decoder, just because.
* Optimize a couple more single color conversion functions
* Optimize the DarkStalkers software rendering path a little more.
* Show how many times we evaluate framebuffers per frame in debug statistics.
* Re-fix BOF III - accidentally lost the texaddr offset
* Mostly fix Katamari by boosting fbs from the same frame
* Decouple framebuffers from texcache entries entirely.
* Update symbol list of disassembly window when loadexec.
* Don't read data more than data size of pgd files.
* Remove fbCache_ from TextureCacheCommon.cpp.
* Make SetColorUpdated static, reorder some fields
* Minor cleanups in CaptureDevice
* Fix Failed to Bind already used port issue on Android (and probably linux too). This should fix Dynasty Warrior Strikeforce and Shin Sangoku Musou Multi Raid 2
* Avoid getting Fatal signal 6 (SIGABRT) on linux/android when losing connectivity to the Adhoc Server.
* Allows reusing the same port for PtpListen and PtpOpen. This fixes Shin Sangoku Musou Multi Raid 2, and probably other games with similar issue (ie. Dynasty Warrior Strikeforce)
* Clients shouldn't try to detects timeout of other clients, because most of the time the client side doesn't have timeout information given, better wait for the host to tells them if a client got disconnected.
* Sleep a bit longer, especially when PPSSPP paused.
* Prevent spamming the log too much on some games
* Fixed sceNetAdhocMatchingGetMembers error return value
* Add option for the clear-fb-on-first-use speedhack. See #13295
* Resolve Adhoc Server DNS early and cache it so we don't need to resolve it again later.
* Stop waiting for connection on Exit to Menu to prevent causing lags.
* Combining PDP and PTP socket's array into a union array. Fixes Hot Shots Tennis that doesn't works well with socketId > 255
* softgpu: Correct cull handling for sprites.
* Headless: Setup logman earlier.
* GPU: Allow culling in through mode.
* Plugins: Schedule plugins before game thread.
* Plugins: Oops, typo.
* Plugins: Support for loading game-specific plugins.
* Module: Split out module start to use externally.
* Simulate blocking PtpFlush
* Allows blocking socket simulation on multiple threads simultaneously
* Making use Adhoc SocketAlert Flags to stop/abort blocking sockets
* Fixed return value when using Automatic Wlan Channel. Fixes Ridge Racer 2 and Warriors Orochi 2
* Changing default Wlan Channel to 11 on Automatic to be the same with real PSP
* Prevent sceNetGetMallocStat from spamming Info Logs
* TexCache: Correct detaching textures.
* Net: Fix memory corruption on save old state.
* Net: Correct save state from old loaded state.
* TexCache: Rename "Invalid" attach to "Inexact".
* TexCache: Always apply detach matches if found.
* GE Debugger: Include game ID inside dump file.
* Debugger: Add formats to breakpoint logging.
* Fixed SceNetAdhocctlParameter structure
* Added some more info in Debug Log to help debugging
* Added another HexData printing with offset and ASCII contents to help dumping some data in the logs
* Fixed an issue where the 1st line showing 17 bytes of data instead of 16 bytes like the rest of the lines
* Ignore SIGPIPE error on certain system (ie. Linux)
* An attempt to implement AdhocSocketAlert
* Oops forgot to replace these numbers with const on adhoc socket reindexing PR
* Imp sceKernelFindModuleByName
* Reindexing PDP and PTP socket using const/var instead of using confusing raw numbers
* Fix crash issue due to out of bound when indexing PDP socket
* Add draft sceKernelFindModuleByUID (#13380)
* Fix Phantasy Star Portable 2 Timeout issue
* Fix multiplayer on Valhalla Knights 2
* Fix AdhocMatching P2P Mode. This fix Bleach Heat the Soul 7
* Fix crash in Digimon Adventures.
* Minor changes to make sure the output struct/arg have similar value to the one from prx file (based on Kingdom Hearts BBS)
* Don't allocate PSP's Memory during DoState
* Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
* Fix possible stalled thread when PPSSPP closed down
* An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
* Increasing the shutdown delay so that there will be at least one "4=sceUtilityNetconfGetStatus()" after "0=sceUtilityNetconfShutdownStart()" instead of directly to "0=sceUtilityNetconfGetStatus()" (just like what happen when using utility.prx file with KHBBS on JPCSP)
* An attempt to differentiate adhoc connect, create, and join.
* Oops we already have local mac stored in context, no longer need to getLocalMac again
* Fix connection issue on games using AdhocMatching due to sometimes events are removed prematurely before being processed. This fix Gran Turismo where some peers could permanently be in "busy data" state.
* Fixed possible crash issue due to lingering leftover callback events from previous multiplayer session.
* Avoid using hleLog during a Shutdown
* An attempt to sort AdhocMatching Member List in order to make a consistent list on all players (based on Host). Also fixed some disconnection issue on other players when a player is leaving the room on Gran Turismo and Patapon 3.
* An attempt to make PDP and PTP ID to be unique so they can be polled properly together without getting conflicted ID. This fixes Gran Turismo.
* An attempt to fix sceNetAdhocPollSocket to works properly. This fixes one of the multiplayer mode on Bleach Heat the Soul 7
* Making sure the 1st 2-bits on the 1st byte of MAC address' OUI are zero to prevent issue with some games (ie. Gran Turismo)
* Default to P2P/Parent's MAC address if the target MAC on sceNetAdhocMatchingSendData is 00:00:00:00:00:00 (need to confirm whether this is correct or an error should be returned instead)
* Ignores the 1st byte of MAC address when comparing, since there might be games (ie. Gran Turismo) that tries to tamper/change the 1st byte during multiplayer upon use.
* Use >= 0x03080000 instead of 0x0307FFFF
* Add a check in sceKernelTerminateThread
* Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
* When going the other way, there can be multiple textures that need updating.
* Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
* Reschedule after resuming thread from suspend.
* Oops, crashfix for late change
* Add some ONCE-reporting of multiple candidate situations
* Forgot the if, oops.
* Shrink the "Cardboard VR Off" button.
* Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
* Apply the scoring model when creating/updating framebuffers too.
* Switch framebuffer matching to a scoring model.
* Extract AttachFramebufferToEntry function
* GE dump loading: Try to use the correct GameID so compat.ini flags apply.
* Add a check in sceKernelTerminateDeleteThread
* Remove wrong assert. Should fix #13354
* cmake: Remove outdated ARMV7 define.
* Global: Remove ARM64 define.
* GPU: Avoid compile error if ARM64=1 specified.
* TexCache: Try to avoid wrong texcache usage.
* TexCache: Improve quicktexhash by ~1-4% on NEON.
* Only clear when initializating kernelMemory and userMemory.
* Virtual framebuffer copies: Make a more informed guess on appropriate pixel format.
* Actually clear memory when initializating.
* Delete an unused buffer, saving 0.5MB of RAM.
* GPU: Remove ReliableHash aliases.
* GPU: Hash CLUT using XXH3 with replacements off.
* irjit: Switch to XXH3.
* GPU: Switch vertex/lookup hashes to XXH3.
* GPU: Remove neon xxhash implementation.
* Vulkan: Type comparison warning fix.
* unittest: Fix build on Android.
* Common: Update to latest xxhash.
* Net: Reduce PortManager log noise.
* Throw in a minor simplification in depal.
* Address feedback from #13341.
* Fix final subpass dependency for depth
* Correctly update image layout to the final one after a render pass.
* Log validation errors normally as well as using OutputDebugString.
* Improve LogSteps further. Break out PreprocessSteps.
* Naming fix, better names for temp fbos
* VulkanRenderManager: Improve logging. LogSteps output is much better.
* Fix longstanding depth/stencil view issue in Vulkan. Cleans up validation.
* Vulkan: Minor fix for depth/stencil pretransitions. Used DEPTH_ATTACHMENT_OPTIMAL by mistake in barrier.
* AspectMask fix
* Vulkan: Silly typo fix in barrier
* Exception: Don't trust sigaltstack().
* SavedataParam: Be careful with const char* to string. Might help #13187
* Update lang submodule
* http: Avoid logging errors for would block.
* TexCache: Force recreate texture on detach.
* Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
* Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
* Debugger: Check for no texture before debug bind.
* GPU: Properly detect clears.
* Quick Vulkan crashfix
* Some minor logging improvements that get to tag along the previous commit
* More explicit invalidation of any cached state in Thin3D. Fixes #13307
* UI: Use standard text wrapping for chat messages.
* UI: Allow text to use native fonts.
* UI: Split chat lines using Unicode.
* GPU: Fix some case warnings.
* Kernel: Avoid two different Heap structs.
* Avoid using getaddrinfo during initialization as it could blocked the thread if there is no network
* Audiocodec: Fix warning on older clang.
* native: Minor header cleanup.
* Windows: Show instance counter only with peers.
* Net: Use locking consistently for instance counter.
* Improve JPEG file detection (mainly for background image use)
* Small mistake in sceKernelExitDeleteThread
* Add a check in sceKernelExitDeleteThread
* GL: Re-enable mipmaps for thin3d textures.
* Windows: Make the instance counter go by 1, 2, 3.
* Windows: Auto-enable GL validation (debug messages) in debug builds
* More work on GL state leaks. Some things really need a redesign.
* Net: Simplify local IP lookup.
* Net: Cut down on local IP aliasing.
* Use ppsspp error name
* oop
* Fix sceKernelExitThread
* Add support for the 8Bitdo SF30/SN30 Pro controllers on SDL. See #13034
* Log the first 100 block transfers instead of just the first one. Should make it easier to spot interesting things without hacking the log code.
* Some logging improvements. Show more coordinates for block transfers, etc.
* Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
* Global: Unbreak build.
* Buildfix
* More Log.h cleanup.
* Move MsgHandler into Log.cpp/h
* More cleanup of Log.h, move AndroidAssert into MsgHandler.cpp/h.
* First step of cleaning up Log.h. Plus a few other bits and bobs.
* Fix undesired re-builds after runnning CMake
* Buildfixes
* Address feedback.
* Switch to PPSSPP's assert functions (don't use the system's)
* Fix newlines in logging before the manager is initialized.
* Buildfix
* Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats.
* Android.mk fix
* Update .editorconfig to match the encoding of the resource files.
* Move timeutil to Common. (Experiment to see how much work it is to move these).
* Address feedback
* UWP buildfix
* Vulkan: Fix tex upscaling 4444 swizzling.
* Debugger: Oops, fix comment typos.
* Finally delete base/logging.cpp/h. Carefully preserve behaviour on Android.
* Fix build of ZimTool/AtlasTool. Had to break the ugly backwards dependency from LogManager to g_Config.
* Getting really close to getting rid of base/logging.h now.
* Even more base/logging.h removal and fixes
* More base/logging.h cleanup
* Remove base/logging.h in a whole lot more places.
* Remove base/logging from a lot more files in native
* Remove base/logging.h from a whole bunch of files in native
* Remove base/logging from UI and more
* Remove most instances of base/logging.h from Common, Core, GPU, more
* Replace base/logging.h in VulkanContext and parts of native
* Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
* Recategorize some logging, in preparation for what's to come.
* Fix menu navigation from axis in linux
* Fix build with clang-cl
* Fix SSE detection with clang-cl
* Fix Windows/CMake build with Visual Studio
* Shows AdHoc and Access Point Connecting... Dialog
* Making sure std::min/max are not overridden by windows header's min/max
* Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
* An attempt to simulate a fake PSN authentication on Patapon 3
* Renaming sceNp* NIDs functions to their proper function names.
* Really no need to call clear() in the constructor for AudioChannel.
* Disable the instance counter in libretro builds.
* Fix some minor issues found by address-sanitizer on Linux
* UninstallExceptionHandler: Zero-initialize some structs. I've seen some weird crashes on the free() on Android.
* Minor logging improvements
* Global: Buildfix for parsers.
* Global: Move string number parse to text/parsers.
* Global: Reduce ini_file header complexity.
* Global: Make stringutil includes more explicit.
* Move Section out of IniFile so it can be forward declared. Unlocked further improvements to build speed.
* Can't avoid sstream in ini_file.h, it seems.
* Buildfix
* Remove sstream from stringutil.h. See #13267
* libretro: Buildfix.
* SaveState: Rename ChunkFile files to Serialize.
* Global: Remove some unused header code.
* SaveState: Split out Do types to reduce headers.
* Audio: Avoid exposing fixed size queue in header.
* SaveState: Add header to other makefiles.
* Global: Remove unnecessary includes.
* UI: Fix an override warning.
* Audiocodec: Silence a known warning.
* Global: Cut down on file/string includes.
* HLE: Fix some missing error logging.
* SaveState: Split Do() into a separate header.
* Address feedback
* Minor: Initialize a struct. Decrease logging in sceMt19937.
* Remove partial comment
* Vulkan: Implement depth texturing through depal.
* Some fixes
* Vulkan/generic: Initial prep for depth texturing
* Optimize value conversion in (unused) depth readback.
* These convenience overloads don't work in 32-bit builds, remove them.
* Set debug names for more framebuffers and textures
* Allow passing in an object name tag when creating framebuffers
* Vulkan: Start adding object names for easier validation debugging
* (Libretro) Buildfix for Windows
* Remove double disable function on frame duplication
* Enable pixel depth rounding for Nayuta no Kiseki. See issue #8744.
* Logging improvement
* Remove some unnecessary reporting.
* Fix issue where after a backend change restart, the new instance was considered secondary.
* Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
* Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
* Viewport state conversion: Move the pixel scaling to after the overage clipping.
* Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
* Also correct the allocated size.
* Correct the alignment size when allocate memory at a position.
* UI sound fix
* Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
* Texture from framebuffer: Logging improvements
* Clarify, but don't yet remove, a perf hack for ES devices. Remove a unused sync parameter from readbacks.
* Improve logging of unknown syscall imports.
* Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
* Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
* Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
* Move a line to a better place
* Expose SYSPROP_SYSTEMVERSION to Libretro Android core. This fixes crashes with targetSdk 29.
* Fix Android Libretro build issues.
* Fix texture upscaling and per game setting fix/cleanup
* Off by default
* Add a setting. Various tweaks to sound triggering.
* Add a couple of more sounds. Rename some vars.
* Hook up a couple more sounds. Unfortunately clickable back buttons now play both back and confirm sounds...
* Hook up the first UI sound, make it play.
* Read in WAV files for UI sounds
* Initial sound effects
* BackgroundAudio: Switch to a heap allocated buffer.
* Consolidate BackgroundAudio.cpp into a class
* libretro buildfix
* SaveState: On section version failure, log out the name of the bad section.
* Vulkan debug log: Remove some old exclusions, add a new one (for an old issue)
* Minor logging improvements
* Fix error in sceUsbMic savestate handling (need to accept old savestates without the section)
* Fix crashes issue due to 0 is a valid index to types_, using invalid index like -1 should give a better/clearer stack trace
* Save&Restore PSP Thread IDs to prevent using the wrong Thread ID after loading from save state, also making sure DoState have default value
* UI: Simplify on/off for hardware tex scaling.
* Vulkan: Allow custom texture upscaling shaders.
* UI: Add setting for texture upload shader.
* Lowering minVer of AfterAdhocMipsCall section.
* Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
* Update Vulkan headers to the latest, just to keep up.
* Add some comments and const-correctness, and a pointer type fix, to the "semaphore" crypto stuff.
* Reorganized Networking UI (#13232)
* Init parameters in __UsbMicInit to avoid incorrect initial state when you exit to menu from ingame.
* Patapon 3 Fix (#13231)
* Imp sceUtilsBufferCopyWithRange and sceUtilsBufferCopyByPollingWithRange (#13206)
* minor fix
* BuildFix
* Also partly implement in sceUsbCam.
* Flush audio buffer when a transmission is completed.
* Do state.
* Use UTF-8 code page to get the device names.
* Add basic Microphone support on Windows.
* Fix alpha channel handling in xBRZ texture filter shader
* Add two Kernel_Library's nids (#13218)
* Added a fake thread to process Apctl Request Events into Apctl State Changes
* Fix some lint warnings, and a "toast" on graphics init failure (instead of previous crashes)
* Android: Reduce asserts during startup.
* Some renaming and cleanup in the Android audio code
* Android: Can't call AlertDialog.Builder.setOnDismissListener before JELLYBEAN_MR1
* GL: Add some paranoid checks. Remove a useless option.
* Forgetting "return true" fooled the optimizer into crashing. Fixes #13215.
* oop
* Add two SysMemForKernel's nids
* Add two ThreadManForKernel 's nids
* Remove unnecessary vector from thin3d_gl texture handling.
* Remove wrong comment
* Don't trust the messy error checking in EmuScreen with figuring out what to do with zip files.
* Reduce use of multi-byte char switches.. saw this go wrong when stepping!?!
* ExceptionHandler uninstall: Don't crash if no exception handler already installed.
* Add some threadman's nids
* Added more stub for some unimplemented sceNetApctl* functions
* Add two ModuleMgrForKernel's nids
* Debugger: Add memory.read_*, memory write_*
* Attempt to fix an issue when the 3rd player joined causing problem to other players on Patapon 3 (this may also affects other games that use AdhocMatching)
* Added more info to AdhocMatching Logs to get a better insight
* UI: Fix consistency in vsync setting for iOS.
* Locking before changing peer linked list order, just to be safe.
* (Libretro Windows) Buildfix
* Added target/destination IP & port of sceNetAdhocPtpConnect in the log to get better insight
* Fix some logs text
* Fix an issue where a player got disconnected when another player tries to join. This should affects games that use AdhocMatching such as Patapon 3
* Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
* Libretro: Update minimum windows version to Vista. Committed on behalf of twinaphex
* D3D11 - don't forget to unbind secondary texture when we need to unbind.
* Just to be safe since SO_MAX_MSG_SIZE may not be available on all platform and forcing the definition to what windows use might be a bad idea.
* Making mac2str function easier/cleaner/safer to use for logging purpose
* Do UPnP stuff on it's own thread to prevent causing stutters/lags during multiplayer game due to blocking socket behavior on miniUPnP
* Provides quick IP fill on Adhoc Server IP address setting to makes player's life easier :)
* Need to make sure already connected to Adhoc Server before Creating/Joining a group. (Fix GTA VCS failed to join a group and unable to see any room)
* Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
* Fix issue when loading save state created from previous test version
* Correct a crash on a missing kernel object.
* Fix timeout comparison
* Minor fixes
* Fix possible crash issue during Networking Cleanup
* Fixed PortManager fallback Cleanup issue when exiting PPSSPP due to early WSACleanup
* Added an option to Disable Nagle Algorithm (Enable TCP No Delay)
* Fixed UPnP port opened by PPSSPP detection, and Updated PortManager to be compliant to general purpose usage
* Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators
* Further libretro buildfix
* Making sure there are no warnings on adhoc code when building on android studio
* Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
* libretro buildfix?
* Attempt to fix compilation error on Linux
* Fix Blinking game room issue on NFS Most Wanted, this will also fix lobby issue on Ridge Racer 2, Naruto Kizuna Drive, etc.
* Backport Mac/iOS buildfix from a later commit
* Use the alloc size from real PSP for FONT_OPEN_INTERNAL_STINGY mode. the
* Added UI to change WLAN Channel.
* An attempt to fix socket's behavior inconsistencies across platforms.
* Implement ANR2ME's solution for miniupnpcstring.h
* Oops
* Create an Android.mk for miniupnp
* Windows: Run the upnp string gen script regardless of architecture, and in UWP.
* Update the gradle version again.
* Add PortManager.cpp to Android.mk
* Switch to my miniupnpc fork with a UWP fix
* UWP: Unify linker options
* Set up Windows UWP project for miniupnpc.
* MiniUPNPC: Windows: Try to fix build on VS 2017, add more platforms.
* Fix UPnP error detection
* Added UPnP Support
* Windows: Add command to load up a new identical instance of PPSSPP.
* Temporary buildfix
* Warning fixes
* Backport a macOS buildfix from later
* Fix Local IP detection on non-Windows system
* Making sure Adhoc codes doesn't have compilation warnings
* Enabling KeepAlive on sockets
* Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner
* making sure there are no alignment warnings related to member of packed struct on android
* Improved multiplayer stability regardless of I/O Timing method
* Fix i18n type
* Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
* Another buildfix
* Buildfix
* Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
* Making sure adhoc callbacks runs on AdhocThread
* Silence secondary instances.
* PSP kernel: Improve logging when accessing bad kernel object handles.
* Make the instance counter global and initialized at startup.
* Remove some _XBOX stuff
* Apply a few lines from "Added UPnP support", removing extra WSA calls.
* Make PPSSPP_ID persistent every reset/changing game thus have persistent localhost IP
* Excluding Android from multiple-instance feature because i'm too lazy to learn ashmem :D
* Oops forgot to change this also for multiple-instance to work properly
* Support multiple instance of localhost Multiplayer on 1 PC
* Prevent reporting a bad memory access just because Tekken creates a mutex with a null name.
* sceMpegAvcCsc: added range validity tests.
* Buildfix
* Third part of getting rid of PanicAlert
* Step 2 of removing PanicAlert
* Step 1 of removing PanicAlert
* Remove category from _assert_msg_ functions. We don't filter these by category anyway.
* Fix a bug in crashhandler where we could end up disassembling far too much.
* EditorConfig: Separate indent style for libretro.
* Display: Allow unthrottle to skip only flipping.
* Support full VSync control in SDL OpenGL.
* Improve some logging, and print the line number from PanicAlerts.
* Update lang submodule
* Eliminate an unnecessary global g_Vulkan.
* Windows/Vulkan: Don't destroy the surface during resize, no need.
* More buildfixes
* Buildfix
* SDL: Avoid destroying the surface on resize.
* Cleanup log output on swapchain/surface recreation.
* Buildfix. Checking _POSIX_VERSION is not recommended anyway.
* Crash: Show disassembly of the instruction causing the crash, and the symbol name.
* Split the fault handling from MemMap.cpp to MemFault.cpp.
* Update README following unknows markup way
* Savedata: Correct AM/PM and time/date settings.
* Travis: Don't update python3.
* Fix
* (Libretro) Buildfix - add missing file x64Analyzer.cpp
* Windows ARM fix, cleanup
* Refactor MachineContext.h to reduce ifdefs elsewhere.
* There's no sigcontext on 64-bit iOS either, apparently.
* Yet another iOS buildfix attempt
* Another iOS buildfix attempt
* Various platform buildfixes
* Make fastmem memory exceptions report the exceptions to Core correctly.
* iOS buildfix attempt
* HandleFault: Add missing nullcheck
* Try USE_SIGACTION_ON_APPLE on IOS.
* MachineContext, Linux/Android: Try to support android-x86 (32-bit)
* Add x64Analyzer to Android.mk. Some minor cleanup
* More info on crash screen
* Exceptions: A bit more consistency in callback registeration.
* Mac/Linux buildfixes
* Draw a minimal crash dump on the emu screen after a crash (if bIgnoreBadMemAccess is false).
* ARM/ARM64 instruction analysis, hook up to handler
* Skip bad reads/writes by the guest executable.
* Simple exception handler so we can ignore accesses that happen within the PSP memory space.
* Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
* Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
* Osk: Draw shadows on all the letters.
* MsgDialog: Show better error messages.
* MsgDialog: Allow text to be wider.
* MsgDialog: Add scrollbar when message is long.
* PPGe: Draw nicer drop shadows.
* PPGe: Handle text shadows more consistently.
* Vulkan: Buildfix.
* Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
* Revert "Disable a new compiler warning that doesn't do us much good"
* (Libretro) Add MSVC 2019 target
* Change libretro.cpp to confirm to libretro code formatting conventions
* Disable a new compiler warning that doesn't do us much good
* (Libretro) Add optimal input read codepath - bitmasks
* Remove irrelevant comment
* Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
* GLES: Invalidate framebuffers bound DONT_CARE.
* Kernel: Check thread switch PC in release.
* jit: Add some basic checks in armjit/arm64jit.
* x86jit: Trigger exec exceptions.
* irjit: Add jump crash checks.
* UI: Allow non-ascii on crash dump screen.
* Core: Track exception on bad jumps.
* Core: Reset exception info on resume/reset.
* Kernel: Add a bit more thread info on crash.
* Add custom GLEW - interfaces with libretro get_proc_address - we need this for compatibility with DRM/KMS and Wayland contexts - otherwise we're limited to GLX context
* Travis: Use the default macOS image.
* Update v1.10.3 readme link
* Expose more information on the crash screen (current kernel thread)
* Address some feedback
* Draw a minimal crash dump on the emu screen after a caught crash.
* Formalize "core excpetions" as a concept
* Some code reformatting/renaming
* Centralize handling of memory exceptions a bit
* Split CORE_ERROR into CORE_BOOT_ERROR and CORE_RUNTIME_ERROR
* Update version for 1.10.3
* Update lang submodule
* Update README for 1.10.3
* Travis: Disable OSX/iOS until we can fix them
* Touch control layout screen: Make the expanded click zone around the controls symmetrical.
* Kernel: Add a little paranoia check on chained mipscalls.
* Fix decimal part
* Touch control layout: Make dragging a lot less "jumpy"
* TouchControlLayoutScreen: Reorder functions in the file to make more sense.
* Refactor TouchControlLayoutScreen - break out the actual editor into a separate view.
* (Libretro) Makefile build fixes
* (Libretro) Buildfixes
* Change wording of camera notch ignore setting
* Update version for 1.10.2
* Update README.md for 1.10.2
* Add some paranoid checks in AfterMatchingMipsCall::run().
* Add automated script for link on readme
* Android: Add option to ignore camera notches when sizing the display.
* Remove unnecessary logging of preview formats
* Link PR and issues in README
* Screen: Unlock the inputLock_ mutex slightly earlier in processFinishDialog
* Revert "Remove the I/O on Thread option - treat it as always on."
* http: Check cancel flag more often.
* Sneak in some paranoia in InstallZipScreen.cpp (another one from #13057)
* Check that we actually got a preview size.
* CameraHelper: Do a better job of choosing an appropriate preview size.
* Add a try/catch to Android camera device listing. Might help #13091 and the issue seen in #13057.
* Change default rendering resolution on Linux to auto
* Fix radio button in "Window size" menu
* Update submodule URL
* Fix reliability of the CMake generated version
* README.md update
* Update version to 1.10.1
* Update README, lang submodule for 1.10.1
* SaveState: Prevent edge case on old save state.
* SaveState: Make sure to default init net data.
* Add some excessive null checks to GameScreen::render(), might fix the crash seen in #13057
* Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
* Some paranoid checks in PPGeDraw. Might help the crash seen in #13047.
* Downloader: Join threads in CancelAll
* D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
* Different handling of Download lifetimes. Might help an issue from #13057 (1.10 crash mysteries)
* cmake: don't install bundled glslang
* Qt: unbreak build without SDL
* TextureDecoder: Fix misuse of NEON on all armv7
* Vulkan: Correct secondary texture binding in Draw.
* Draw: Allow 2 textures bound in Vulkan.
* GPU: Add sampler1 for postshader orig source.
* Draw: Fix textures and samplers at an offset.
* Draw: Use uniform locs for GLES, add samplers.
* GPU: Alternate FBOs for chained postshaders.
* GPU: Avoid immediate postshader FBO recreate.
* Android: Request stable layout and update on focus.
* GLES: Use debug groups for render steps.
* GLES: Avoid duplicate state resets.
* GLES: Delay buffer use in vertex cache.
* GLES: Fix disabled vertex cache code.
* GPU: Try a bit harder to determine safe size.
* Vulkan: Match safe size behavior on all backends.
* Io: Fix LBN timing for virtual discs.
* Io: Cleanup access bits for files.
* Headless: Handle umd mapping with block devices.
* Io: Open sce_lbn references and whole ISO faster.
* Io: Account for OpenAsync timing.
* Io: Fail without fd on bad device in OpenAsync.
* Io: Improve non-async open timing.
* Io: Track whether the game is on a UMD or storage.
* Io: Simulate VFAT bug only when simulating FAT32.
* Io: Improve timing of sceIoOpen().
* Io: Cleanup sceIoOpen errors and logging.
* Windows: Make init crash warnings more generic.
OBS-URL: https://build.opensuse.org/request/show/841874
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=268
2020-10-18 19:39:16 +02:00
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BuildRequires: pkgconfig(libpostproc)
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BuildRequires: pkgconfig(libswresample)
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2021-01-24 15:26:43 +01:00
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BuildRequires: pkgconfig(libswscale)
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Accepting request 841874 from home:Guillaume_G:branches:Emulators
- Exclude aarch64 and %arm as it never built due to openGL
vs openGL ES issue.
- Use again system ffmpeg
- Update to version 1.10.3~git20201014:
* Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
* Vulkan: fix stack overflow.
* libkirk: fix buffer overflow.
* Fix a couple of issues with #13477, found by aliaspider.
* VK: Whenever safely possible, shrink the render area.
* Fix OpenGL crash introduced in #13536
* Fix GPU profile display on notched screens
* compat.ini: Add ID for European version of Car Jack Streets
* Track and accumulate pipeline flags for render passes.
* Bugfix
* VK: Separate layout transitions from renderpasses again.
* Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
* VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
* Workaround for date bug in Car Jack Streets.
* Fixed timeout issue due to the latest CoreTiming::GetGlobalTimeUsScaled() have a possibility to get smaller number than the previous one.
* Added some network-related missing error codes.
* Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
* Fix additional snappy warnings.
* Warning fixes.
* Avoid a division in time_now_d(). Minor optimizations.
* VFPU: Compute sines and cosines in double precision.
* Make Qt apply fullscreen change from UI as well
* Make --windowed available on all platform and make sure to trigger resize
* Add an option to the in-game dev menu to reset counts on limited logging
* Change jpn0.pgf for a new one generated by nassau-tk
* Update gradle, assets/lang
* Prevent sceNetAdhocctlGetGameModeInfo from spamming Warn/Info Log on Street Supremacy
* Added socom.cc as an alternative Public Adhoc Server, just because they have statistic web page for players to find out which games are being played and how many players are there.
* Minor changes.
* Return early to reduce indentation on AdhocMatching code
* Updated AdhocPollSocket implementation to fix Bleach Heat the Soul 7, Fate Unlimited Codes, Carnage Heart EXA
* Prevent getting too many Kernel Errors in the log during a Shutdown cleanups due to kernelObjects already cleared.
* Prevent Dissidia 012 from opening too many ports when failed to connect continuously.
* Making the workaround that fix Gundam vs Gundam Next Plus to be optional as it can improve connectivity on other games over high latency networks, and fix GvG Next Plus properly.
* Updated AdhocSocket struct, and an attempt to reduce stutters by increasing the send buffer a little bit.
* Fix Falcom games (ie. Ys vs. Sora no Kiseki, Vantage Master Portable)
* Removing ETIMEDOUT from non-blocking socket's error checks
* Updated GameMode implementation to fix Bomberman, also improved performance on BattleZone. (+1 squashed commits)
* Fix NetconfDialog timings to get a better message transitions.
* Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
* Removing the workaround that fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link but having a side effect of 0.5 second lag
* Fix a recent bug in XinputDevice.h
* Sets the maximum memory stick size to 32GB like a Memory Stick Duo.
* Savedata:Skips non-directories in LISTALLDELETE mode.
* Simulates memory stick size to get fixed free space.
* SDL: Apply patch from issue #13516, fixing issue with Wacom tablets with readonly flags set.
* SDL: Implement multitouch support
* Buildfix - remove more Qt-specific code in TextureReplacer
* Also report a smaller memstick for Street Fighter Alpha 3 MAX (see #10462)
* Add compat.ini setting to work around memstick size math problem in Harry Potter - Goblet of Fire
* Fix libretro makefile build
* Add some recent contributors to the credits list.
* Delete useless Qt-specific path in TextureReplacer
* Vulkan: Automatically generate mipmaps for replacement textures.
* Cap the global thread pool at 16 threads.
* Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
* Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
* Buildfix linux
* Windows: Remove the native project.
* Complete the eradication of D3DX9 compiler loader
* Move text rendering to Common.
* Move most GPU things to Common.
* KeyMap fix (libretro)
* Libretro buildfixes
* Move fileutil, net, image loaders, ui to Common. (#13506)
* SaveData:Displays all saves like a PSP for LISTALLDELETE mode.
* iOS buildfix
* Mac/ios buildfix
* Move NativeApp.h to Common/System, split into NativeApp.h and System.h
* Move Display.cpp/h to Common.
* Move the profiler to Common
* Common.h shouldn't include Log.h.
* Move math and some file and data conversion files out from native to Common.
* iOS buildfix attempt
* Move native/util, native/data and native/i18 to Common/Data.
* Fixed missing cstring include.
* Move input utilities from native to Common/Input.
* Savedata:Corrects the performances when the data is broken.
* Move threading utils from native to Common
* Savedata:Supports empty file name for save/load/delete.
* Savedata:Improves the deleting functions.
* Libretro buildfix
* Windows: Correct some stdafx.h paths.
* Adnroid: Add back arm32 files for libpng.
* Android: Fix include paths.
* Global: Add back arm files for libpng.
* Merge ext/native/ext/... directly into ext.
* ByteSwap.h results in a file name collision on some systems with byteswap.h. Fix this by merging it into BitSet.h.
* Additional UWP buildfix
* UWP buildfix
* retro buildfix
* Buildfixes
* Remove some TLS.
* Remove unnecessary use of thread local storage
* Remove some color util functions
* Move buffer.cpp/h from base to Common
* Buildfixes
* Finish getting rid of basictypes.h
* Merge base/basictypes.h into Common/Common.h (mostly).
* Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
* Remove old define for thread local storage
* We no longer use TCHAR.
* Remove our usage of ssize_t
* Delete more useless math code
* Delete unused math code
* Delete more old detritus
* Delete some unused string functions
* Very minor optimization (divisions by constants are faster unsigned)
* Delete unused backtrace.cpp
* TimeUtil.cpp cleanup
* Fix issue with duplicate texture dumps.
* Add PSP color shader
* SDL: Adjust locale parsing for Ubuntu.
* Core: Fix memory size check.
* fix #13471
* glcore context switching
* Don't cache time in a variable.
* Enable BlockTransferAllowCreateFB for Burnout Dominator.
* Some GPU code cleanup. Disable some unnecessary reporting.
* More cleanup
* Cleanup
* IndexGenerator::AddStrip: Avoid the fallback by writing a few extra indices if necessary.
* Also optimize IndexGenerator::AddStrip for ARM NEON.
* Buildfix
* SSE-optimize IndexGenerator::AddStrip. Shaves about half a percent from GoW.
* Speed up game start under Windows by not filling the symbol listbox until the disasm window is opened.
* Windows debugger: Clean out old remains of multi-cpu support
* Reduce string allocations in Vulkan memory allocator
* Revert a bad optimization in word wrapper
* An attempt to improve connection stability.
* Fixed returned error code on sceNetAdhocctlDelHandler
* Minor fix to sceNetAdhocctlGetPeerInfo
* Added more info on some sceNet logs
* Prevent sceNetGetMallocStat from spamming debug log on some games.
* Remove some reporting that's normally just the result of garbage-as-display-list-execution.
* Remove an allocation in the word wrapper.
* Fix slowdowns due to careless use of auto
* Mark the PPGe font texture as reliable to avoid hashing it.
* Minor optimization in wrap_text.cpp
* Fixed PdpStat and PtpStat info
* Fixed returned error code of sceNetAdhocctlDisconnect
* Quick fix for #13459
* Fix regression where Gran Turismo ended up recreating the framebuffer on every frame in the menu.
* Update submodule ffmpeg to master
* Remove unused lastBoundTexture from Vulkan
* Comment fixes. Minor tweak.
* Cleanups in/around BlitFramebufferDepth
* Remove redundant bind on GL texture build. Improve dirtying of texture state.
* Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
* Set the texture dirty flags when binding a new framebuffer.
* Added alerted flags info on AdhocSocket to be used on PollSocket
* GPU debug stats: Show how many bytes of texture data we hash per frame
* Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
* Share GPUS stats formatting code between the backends (easier to add new stats)
* Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
* Remove some unnecessary function parameters, improve some comments.
* Using REPORT_ONCE to report some of GameMode HLE existance.
* Implementing Adhoc GameMode HLE
* Minor changes to adhoc timestamps
* A couple of D3D11 fixes.
* Fixed crash issue when creating/connecting to a null group name.
* Minor improvement to gl_debug_log.h
* Fix bug in GLES texture filter setup
* The new asserts found something.
* Unify BlitFramebufferDepth.
* Make the implementations of CopyFramebufferDepth more similar.
* Unify some GPU_SUPPORT* bits
* FPURegCache: The invariant checking is very slow in debug mode. Let's only turn it on when we need it.
* More asserts
* Use system date format on savestate as well
* Buildfix
* Help the compiler out a little bit in IndexGenerator::AddStrip.
* Some header include cleanup
* Add missing asserts after some VK resource creation functions
* Don't over-invalidate textures when a framebuffer is created or modified.
* Sneak in a fix for a limited memory leak in Vulkan vertex cache
* Delete TexCacheEntries that get replaced by a framebuffer
* Fix bug in new framebuffer code, reducing unnecessary texture invalidations.
* Check whether there may be more than one save file names by mode.
* Cache 60 FPS requirement
* Fix an issue of major performance drops when using accepted PTP Sockets.
* More moves
* Also move video filtering override.
* Move overrides to the end of GetSamplingParams
* Switch to a returned value and rename these functions.
* Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
* Make the signature of all the SetFramebufferSamplingParams the same
* Workarounds for D3D9's very limited mip level control.
* TextureCacheGLES: Also share the same sampler calculation for GLES.
* TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan.
* Comment fix
* Making sure the are no compiler warnings on adhoc code on android
* Prevent Client side from forever re-trying to connect to Exited Host on Shin Sangoku Musou Multi Raid 2
* Improve readability of the boolean expression mess in GetSamplingParams
* User chain support
* Linux: Use MAP_NORESERVE when finding a memory base pointer. See #13187
* TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry
* Always use a linear filter for video, unless forcing NEAREST filtering.
* Texfilter: Rewrite some checks in GetSamplingParams to be faster and more understandable.
* Remove some outdated debugging code (SetDebugTexture)
* Fix libretro OSX build
* MemMap: Check for MAP_FAILED in mmap call.
* Fix GetCurrentTextureDebug
* Try unknown's workaround for clang code gen bug. See #13187.
* Further simplify framebuffer matching.
* SaveState: Update to latest Snappy v1.1.8.
* x64: Fix stack alignment in vertex decoder, just because.
* Optimize a couple more single color conversion functions
* Optimize the DarkStalkers software rendering path a little more.
* Show how many times we evaluate framebuffers per frame in debug statistics.
* Re-fix BOF III - accidentally lost the texaddr offset
* Mostly fix Katamari by boosting fbs from the same frame
* Decouple framebuffers from texcache entries entirely.
* Update symbol list of disassembly window when loadexec.
* Don't read data more than data size of pgd files.
* Remove fbCache_ from TextureCacheCommon.cpp.
* Make SetColorUpdated static, reorder some fields
* Minor cleanups in CaptureDevice
* Fix Failed to Bind already used port issue on Android (and probably linux too). This should fix Dynasty Warrior Strikeforce and Shin Sangoku Musou Multi Raid 2
* Avoid getting Fatal signal 6 (SIGABRT) on linux/android when losing connectivity to the Adhoc Server.
* Allows reusing the same port for PtpListen and PtpOpen. This fixes Shin Sangoku Musou Multi Raid 2, and probably other games with similar issue (ie. Dynasty Warrior Strikeforce)
* Clients shouldn't try to detects timeout of other clients, because most of the time the client side doesn't have timeout information given, better wait for the host to tells them if a client got disconnected.
* Sleep a bit longer, especially when PPSSPP paused.
* Prevent spamming the log too much on some games
* Fixed sceNetAdhocMatchingGetMembers error return value
* Add option for the clear-fb-on-first-use speedhack. See #13295
* Resolve Adhoc Server DNS early and cache it so we don't need to resolve it again later.
* Stop waiting for connection on Exit to Menu to prevent causing lags.
* Combining PDP and PTP socket's array into a union array. Fixes Hot Shots Tennis that doesn't works well with socketId > 255
* softgpu: Correct cull handling for sprites.
* Headless: Setup logman earlier.
* GPU: Allow culling in through mode.
* Plugins: Schedule plugins before game thread.
* Plugins: Oops, typo.
* Plugins: Support for loading game-specific plugins.
* Module: Split out module start to use externally.
* Simulate blocking PtpFlush
* Allows blocking socket simulation on multiple threads simultaneously
* Making use Adhoc SocketAlert Flags to stop/abort blocking sockets
* Fixed return value when using Automatic Wlan Channel. Fixes Ridge Racer 2 and Warriors Orochi 2
* Changing default Wlan Channel to 11 on Automatic to be the same with real PSP
* Prevent sceNetGetMallocStat from spamming Info Logs
* TexCache: Correct detaching textures.
* Net: Fix memory corruption on save old state.
* Net: Correct save state from old loaded state.
* TexCache: Rename "Invalid" attach to "Inexact".
* TexCache: Always apply detach matches if found.
* GE Debugger: Include game ID inside dump file.
* Debugger: Add formats to breakpoint logging.
* Fixed SceNetAdhocctlParameter structure
* Added some more info in Debug Log to help debugging
* Added another HexData printing with offset and ASCII contents to help dumping some data in the logs
* Fixed an issue where the 1st line showing 17 bytes of data instead of 16 bytes like the rest of the lines
* Ignore SIGPIPE error on certain system (ie. Linux)
* An attempt to implement AdhocSocketAlert
* Oops forgot to replace these numbers with const on adhoc socket reindexing PR
* Imp sceKernelFindModuleByName
* Reindexing PDP and PTP socket using const/var instead of using confusing raw numbers
* Fix crash issue due to out of bound when indexing PDP socket
* Add draft sceKernelFindModuleByUID (#13380)
* Fix Phantasy Star Portable 2 Timeout issue
* Fix multiplayer on Valhalla Knights 2
* Fix AdhocMatching P2P Mode. This fix Bleach Heat the Soul 7
* Fix crash in Digimon Adventures.
* Minor changes to make sure the output struct/arg have similar value to the one from prx file (based on Kingdom Hearts BBS)
* Don't allocate PSP's Memory during DoState
* Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
* Fix possible stalled thread when PPSSPP closed down
* An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
* Increasing the shutdown delay so that there will be at least one "4=sceUtilityNetconfGetStatus()" after "0=sceUtilityNetconfShutdownStart()" instead of directly to "0=sceUtilityNetconfGetStatus()" (just like what happen when using utility.prx file with KHBBS on JPCSP)
* An attempt to differentiate adhoc connect, create, and join.
* Oops we already have local mac stored in context, no longer need to getLocalMac again
* Fix connection issue on games using AdhocMatching due to sometimes events are removed prematurely before being processed. This fix Gran Turismo where some peers could permanently be in "busy data" state.
* Fixed possible crash issue due to lingering leftover callback events from previous multiplayer session.
* Avoid using hleLog during a Shutdown
* An attempt to sort AdhocMatching Member List in order to make a consistent list on all players (based on Host). Also fixed some disconnection issue on other players when a player is leaving the room on Gran Turismo and Patapon 3.
* An attempt to make PDP and PTP ID to be unique so they can be polled properly together without getting conflicted ID. This fixes Gran Turismo.
* An attempt to fix sceNetAdhocPollSocket to works properly. This fixes one of the multiplayer mode on Bleach Heat the Soul 7
* Making sure the 1st 2-bits on the 1st byte of MAC address' OUI are zero to prevent issue with some games (ie. Gran Turismo)
* Default to P2P/Parent's MAC address if the target MAC on sceNetAdhocMatchingSendData is 00:00:00:00:00:00 (need to confirm whether this is correct or an error should be returned instead)
* Ignores the 1st byte of MAC address when comparing, since there might be games (ie. Gran Turismo) that tries to tamper/change the 1st byte during multiplayer upon use.
* Use >= 0x03080000 instead of 0x0307FFFF
* Add a check in sceKernelTerminateThread
* Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
* When going the other way, there can be multiple textures that need updating.
* Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
* Reschedule after resuming thread from suspend.
* Oops, crashfix for late change
* Add some ONCE-reporting of multiple candidate situations
* Forgot the if, oops.
* Shrink the "Cardboard VR Off" button.
* Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
* Apply the scoring model when creating/updating framebuffers too.
* Switch framebuffer matching to a scoring model.
* Extract AttachFramebufferToEntry function
* GE dump loading: Try to use the correct GameID so compat.ini flags apply.
* Add a check in sceKernelTerminateDeleteThread
* Remove wrong assert. Should fix #13354
* cmake: Remove outdated ARMV7 define.
* Global: Remove ARM64 define.
* GPU: Avoid compile error if ARM64=1 specified.
* TexCache: Try to avoid wrong texcache usage.
* TexCache: Improve quicktexhash by ~1-4% on NEON.
* Only clear when initializating kernelMemory and userMemory.
* Virtual framebuffer copies: Make a more informed guess on appropriate pixel format.
* Actually clear memory when initializating.
* Delete an unused buffer, saving 0.5MB of RAM.
* GPU: Remove ReliableHash aliases.
* GPU: Hash CLUT using XXH3 with replacements off.
* irjit: Switch to XXH3.
* GPU: Switch vertex/lookup hashes to XXH3.
* GPU: Remove neon xxhash implementation.
* Vulkan: Type comparison warning fix.
* unittest: Fix build on Android.
* Common: Update to latest xxhash.
* Net: Reduce PortManager log noise.
* Throw in a minor simplification in depal.
* Address feedback from #13341.
* Fix final subpass dependency for depth
* Correctly update image layout to the final one after a render pass.
* Log validation errors normally as well as using OutputDebugString.
* Improve LogSteps further. Break out PreprocessSteps.
* Naming fix, better names for temp fbos
* VulkanRenderManager: Improve logging. LogSteps output is much better.
* Fix longstanding depth/stencil view issue in Vulkan. Cleans up validation.
* Vulkan: Minor fix for depth/stencil pretransitions. Used DEPTH_ATTACHMENT_OPTIMAL by mistake in barrier.
* AspectMask fix
* Vulkan: Silly typo fix in barrier
* Exception: Don't trust sigaltstack().
* SavedataParam: Be careful with const char* to string. Might help #13187
* Update lang submodule
* http: Avoid logging errors for would block.
* TexCache: Force recreate texture on detach.
* Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
* Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
* Debugger: Check for no texture before debug bind.
* GPU: Properly detect clears.
* Quick Vulkan crashfix
* Some minor logging improvements that get to tag along the previous commit
* More explicit invalidation of any cached state in Thin3D. Fixes #13307
* UI: Use standard text wrapping for chat messages.
* UI: Allow text to use native fonts.
* UI: Split chat lines using Unicode.
* GPU: Fix some case warnings.
* Kernel: Avoid two different Heap structs.
* Avoid using getaddrinfo during initialization as it could blocked the thread if there is no network
* Audiocodec: Fix warning on older clang.
* native: Minor header cleanup.
* Windows: Show instance counter only with peers.
* Net: Use locking consistently for instance counter.
* Improve JPEG file detection (mainly for background image use)
* Small mistake in sceKernelExitDeleteThread
* Add a check in sceKernelExitDeleteThread
* GL: Re-enable mipmaps for thin3d textures.
* Windows: Make the instance counter go by 1, 2, 3.
* Windows: Auto-enable GL validation (debug messages) in debug builds
* More work on GL state leaks. Some things really need a redesign.
* Net: Simplify local IP lookup.
* Net: Cut down on local IP aliasing.
* Use ppsspp error name
* oop
* Fix sceKernelExitThread
* Add support for the 8Bitdo SF30/SN30 Pro controllers on SDL. See #13034
* Log the first 100 block transfers instead of just the first one. Should make it easier to spot interesting things without hacking the log code.
* Some logging improvements. Show more coordinates for block transfers, etc.
* Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
* Global: Unbreak build.
* Buildfix
* More Log.h cleanup.
* Move MsgHandler into Log.cpp/h
* More cleanup of Log.h, move AndroidAssert into MsgHandler.cpp/h.
* First step of cleaning up Log.h. Plus a few other bits and bobs.
* Fix undesired re-builds after runnning CMake
* Buildfixes
* Address feedback.
* Switch to PPSSPP's assert functions (don't use the system's)
* Fix newlines in logging before the manager is initialized.
* Buildfix
* Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats.
* Android.mk fix
* Update .editorconfig to match the encoding of the resource files.
* Move timeutil to Common. (Experiment to see how much work it is to move these).
* Address feedback
* UWP buildfix
* Vulkan: Fix tex upscaling 4444 swizzling.
* Debugger: Oops, fix comment typos.
* Finally delete base/logging.cpp/h. Carefully preserve behaviour on Android.
* Fix build of ZimTool/AtlasTool. Had to break the ugly backwards dependency from LogManager to g_Config.
* Getting really close to getting rid of base/logging.h now.
* Even more base/logging.h removal and fixes
* More base/logging.h cleanup
* Remove base/logging.h in a whole lot more places.
* Remove base/logging from a lot more files in native
* Remove base/logging.h from a whole bunch of files in native
* Remove base/logging from UI and more
* Remove most instances of base/logging.h from Common, Core, GPU, more
* Replace base/logging.h in VulkanContext and parts of native
* Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
* Recategorize some logging, in preparation for what's to come.
* Fix menu navigation from axis in linux
* Fix build with clang-cl
* Fix SSE detection with clang-cl
* Fix Windows/CMake build with Visual Studio
* Shows AdHoc and Access Point Connecting... Dialog
* Making sure std::min/max are not overridden by windows header's min/max
* Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
* An attempt to simulate a fake PSN authentication on Patapon 3
* Renaming sceNp* NIDs functions to their proper function names.
* Really no need to call clear() in the constructor for AudioChannel.
* Disable the instance counter in libretro builds.
* Fix some minor issues found by address-sanitizer on Linux
* UninstallExceptionHandler: Zero-initialize some structs. I've seen some weird crashes on the free() on Android.
* Minor logging improvements
* Global: Buildfix for parsers.
* Global: Move string number parse to text/parsers.
* Global: Reduce ini_file header complexity.
* Global: Make stringutil includes more explicit.
* Move Section out of IniFile so it can be forward declared. Unlocked further improvements to build speed.
* Can't avoid sstream in ini_file.h, it seems.
* Buildfix
* Remove sstream from stringutil.h. See #13267
* libretro: Buildfix.
* SaveState: Rename ChunkFile files to Serialize.
* Global: Remove some unused header code.
* SaveState: Split out Do types to reduce headers.
* Audio: Avoid exposing fixed size queue in header.
* SaveState: Add header to other makefiles.
* Global: Remove unnecessary includes.
* UI: Fix an override warning.
* Audiocodec: Silence a known warning.
* Global: Cut down on file/string includes.
* HLE: Fix some missing error logging.
* SaveState: Split Do() into a separate header.
* Address feedback
* Minor: Initialize a struct. Decrease logging in sceMt19937.
* Remove partial comment
* Vulkan: Implement depth texturing through depal.
* Some fixes
* Vulkan/generic: Initial prep for depth texturing
* Optimize value conversion in (unused) depth readback.
* These convenience overloads don't work in 32-bit builds, remove them.
* Set debug names for more framebuffers and textures
* Allow passing in an object name tag when creating framebuffers
* Vulkan: Start adding object names for easier validation debugging
* (Libretro) Buildfix for Windows
* Remove double disable function on frame duplication
* Enable pixel depth rounding for Nayuta no Kiseki. See issue #8744.
* Logging improvement
* Remove some unnecessary reporting.
* Fix issue where after a backend change restart, the new instance was considered secondary.
* Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
* Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
* Viewport state conversion: Move the pixel scaling to after the overage clipping.
* Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
* Also correct the allocated size.
* Correct the alignment size when allocate memory at a position.
* UI sound fix
* Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
* Texture from framebuffer: Logging improvements
* Clarify, but don't yet remove, a perf hack for ES devices. Remove a unused sync parameter from readbacks.
* Improve logging of unknown syscall imports.
* Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
* Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
* Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
* Move a line to a better place
* Expose SYSPROP_SYSTEMVERSION to Libretro Android core. This fixes crashes with targetSdk 29.
* Fix Android Libretro build issues.
* Fix texture upscaling and per game setting fix/cleanup
* Off by default
* Add a setting. Various tweaks to sound triggering.
* Add a couple of more sounds. Rename some vars.
* Hook up a couple more sounds. Unfortunately clickable back buttons now play both back and confirm sounds...
* Hook up the first UI sound, make it play.
* Read in WAV files for UI sounds
* Initial sound effects
* BackgroundAudio: Switch to a heap allocated buffer.
* Consolidate BackgroundAudio.cpp into a class
* libretro buildfix
* SaveState: On section version failure, log out the name of the bad section.
* Vulkan debug log: Remove some old exclusions, add a new one (for an old issue)
* Minor logging improvements
* Fix error in sceUsbMic savestate handling (need to accept old savestates without the section)
* Fix crashes issue due to 0 is a valid index to types_, using invalid index like -1 should give a better/clearer stack trace
* Save&Restore PSP Thread IDs to prevent using the wrong Thread ID after loading from save state, also making sure DoState have default value
* UI: Simplify on/off for hardware tex scaling.
* Vulkan: Allow custom texture upscaling shaders.
* UI: Add setting for texture upload shader.
* Lowering minVer of AfterAdhocMipsCall section.
* Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
* Update Vulkan headers to the latest, just to keep up.
* Add some comments and const-correctness, and a pointer type fix, to the "semaphore" crypto stuff.
* Reorganized Networking UI (#13232)
* Init parameters in __UsbMicInit to avoid incorrect initial state when you exit to menu from ingame.
* Patapon 3 Fix (#13231)
* Imp sceUtilsBufferCopyWithRange and sceUtilsBufferCopyByPollingWithRange (#13206)
* minor fix
* BuildFix
* Also partly implement in sceUsbCam.
* Flush audio buffer when a transmission is completed.
* Do state.
* Use UTF-8 code page to get the device names.
* Add basic Microphone support on Windows.
* Fix alpha channel handling in xBRZ texture filter shader
* Add two Kernel_Library's nids (#13218)
* Added a fake thread to process Apctl Request Events into Apctl State Changes
* Fix some lint warnings, and a "toast" on graphics init failure (instead of previous crashes)
* Android: Reduce asserts during startup.
* Some renaming and cleanup in the Android audio code
* Android: Can't call AlertDialog.Builder.setOnDismissListener before JELLYBEAN_MR1
* GL: Add some paranoid checks. Remove a useless option.
* Forgetting "return true" fooled the optimizer into crashing. Fixes #13215.
* oop
* Add two SysMemForKernel's nids
* Add two ThreadManForKernel 's nids
* Remove unnecessary vector from thin3d_gl texture handling.
* Remove wrong comment
* Don't trust the messy error checking in EmuScreen with figuring out what to do with zip files.
* Reduce use of multi-byte char switches.. saw this go wrong when stepping!?!
* ExceptionHandler uninstall: Don't crash if no exception handler already installed.
* Add some threadman's nids
* Added more stub for some unimplemented sceNetApctl* functions
* Add two ModuleMgrForKernel's nids
* Debugger: Add memory.read_*, memory write_*
* Attempt to fix an issue when the 3rd player joined causing problem to other players on Patapon 3 (this may also affects other games that use AdhocMatching)
* Added more info to AdhocMatching Logs to get a better insight
* UI: Fix consistency in vsync setting for iOS.
* Locking before changing peer linked list order, just to be safe.
* (Libretro Windows) Buildfix
* Added target/destination IP & port of sceNetAdhocPtpConnect in the log to get better insight
* Fix some logs text
* Fix an issue where a player got disconnected when another player tries to join. This should affects games that use AdhocMatching such as Patapon 3
* Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
* Libretro: Update minimum windows version to Vista. Committed on behalf of twinaphex
* D3D11 - don't forget to unbind secondary texture when we need to unbind.
* Just to be safe since SO_MAX_MSG_SIZE may not be available on all platform and forcing the definition to what windows use might be a bad idea.
* Making mac2str function easier/cleaner/safer to use for logging purpose
* Do UPnP stuff on it's own thread to prevent causing stutters/lags during multiplayer game due to blocking socket behavior on miniUPnP
* Provides quick IP fill on Adhoc Server IP address setting to makes player's life easier :)
* Need to make sure already connected to Adhoc Server before Creating/Joining a group. (Fix GTA VCS failed to join a group and unable to see any room)
* Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
* Fix issue when loading save state created from previous test version
* Correct a crash on a missing kernel object.
* Fix timeout comparison
* Minor fixes
* Fix possible crash issue during Networking Cleanup
* Fixed PortManager fallback Cleanup issue when exiting PPSSPP due to early WSACleanup
* Added an option to Disable Nagle Algorithm (Enable TCP No Delay)
* Fixed UPnP port opened by PPSSPP detection, and Updated PortManager to be compliant to general purpose usage
* Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators
* Further libretro buildfix
* Making sure there are no warnings on adhoc code when building on android studio
* Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
* libretro buildfix?
* Attempt to fix compilation error on Linux
* Fix Blinking game room issue on NFS Most Wanted, this will also fix lobby issue on Ridge Racer 2, Naruto Kizuna Drive, etc.
* Backport Mac/iOS buildfix from a later commit
* Use the alloc size from real PSP for FONT_OPEN_INTERNAL_STINGY mode. the
* Added UI to change WLAN Channel.
* An attempt to fix socket's behavior inconsistencies across platforms.
* Implement ANR2ME's solution for miniupnpcstring.h
* Oops
* Create an Android.mk for miniupnp
* Windows: Run the upnp string gen script regardless of architecture, and in UWP.
* Update the gradle version again.
* Add PortManager.cpp to Android.mk
* Switch to my miniupnpc fork with a UWP fix
* UWP: Unify linker options
* Set up Windows UWP project for miniupnpc.
* MiniUPNPC: Windows: Try to fix build on VS 2017, add more platforms.
* Fix UPnP error detection
* Added UPnP Support
* Windows: Add command to load up a new identical instance of PPSSPP.
* Temporary buildfix
* Warning fixes
* Backport a macOS buildfix from later
* Fix Local IP detection on non-Windows system
* Making sure Adhoc codes doesn't have compilation warnings
* Enabling KeepAlive on sockets
* Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner
* making sure there are no alignment warnings related to member of packed struct on android
* Improved multiplayer stability regardless of I/O Timing method
* Fix i18n type
* Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
* Another buildfix
* Buildfix
* Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
* Making sure adhoc callbacks runs on AdhocThread
* Silence secondary instances.
* PSP kernel: Improve logging when accessing bad kernel object handles.
* Make the instance counter global and initialized at startup.
* Remove some _XBOX stuff
* Apply a few lines from "Added UPnP support", removing extra WSA calls.
* Make PPSSPP_ID persistent every reset/changing game thus have persistent localhost IP
* Excluding Android from multiple-instance feature because i'm too lazy to learn ashmem :D
* Oops forgot to change this also for multiple-instance to work properly
* Support multiple instance of localhost Multiplayer on 1 PC
* Prevent reporting a bad memory access just because Tekken creates a mutex with a null name.
* sceMpegAvcCsc: added range validity tests.
* Buildfix
* Third part of getting rid of PanicAlert
* Step 2 of removing PanicAlert
* Step 1 of removing PanicAlert
* Remove category from _assert_msg_ functions. We don't filter these by category anyway.
* Fix a bug in crashhandler where we could end up disassembling far too much.
* EditorConfig: Separate indent style for libretro.
* Display: Allow unthrottle to skip only flipping.
* Support full VSync control in SDL OpenGL.
* Improve some logging, and print the line number from PanicAlerts.
* Update lang submodule
* Eliminate an unnecessary global g_Vulkan.
* Windows/Vulkan: Don't destroy the surface during resize, no need.
* More buildfixes
* Buildfix
* SDL: Avoid destroying the surface on resize.
* Cleanup log output on swapchain/surface recreation.
* Buildfix. Checking _POSIX_VERSION is not recommended anyway.
* Crash: Show disassembly of the instruction causing the crash, and the symbol name.
* Split the fault handling from MemMap.cpp to MemFault.cpp.
* Update README following unknows markup way
* Savedata: Correct AM/PM and time/date settings.
* Travis: Don't update python3.
* Fix
* (Libretro) Buildfix - add missing file x64Analyzer.cpp
* Windows ARM fix, cleanup
* Refactor MachineContext.h to reduce ifdefs elsewhere.
* There's no sigcontext on 64-bit iOS either, apparently.
* Yet another iOS buildfix attempt
* Another iOS buildfix attempt
* Various platform buildfixes
* Make fastmem memory exceptions report the exceptions to Core correctly.
* iOS buildfix attempt
* HandleFault: Add missing nullcheck
* Try USE_SIGACTION_ON_APPLE on IOS.
* MachineContext, Linux/Android: Try to support android-x86 (32-bit)
* Add x64Analyzer to Android.mk. Some minor cleanup
* More info on crash screen
* Exceptions: A bit more consistency in callback registeration.
* Mac/Linux buildfixes
* Draw a minimal crash dump on the emu screen after a crash (if bIgnoreBadMemAccess is false).
* ARM/ARM64 instruction analysis, hook up to handler
* Skip bad reads/writes by the guest executable.
* Simple exception handler so we can ignore accesses that happen within the PSP memory space.
* Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
* Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
* Osk: Draw shadows on all the letters.
* MsgDialog: Show better error messages.
* MsgDialog: Allow text to be wider.
* MsgDialog: Add scrollbar when message is long.
* PPGe: Draw nicer drop shadows.
* PPGe: Handle text shadows more consistently.
* Vulkan: Buildfix.
* Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
* Revert "Disable a new compiler warning that doesn't do us much good"
* (Libretro) Add MSVC 2019 target
* Change libretro.cpp to confirm to libretro code formatting conventions
* Disable a new compiler warning that doesn't do us much good
* (Libretro) Add optimal input read codepath - bitmasks
* Remove irrelevant comment
* Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
* GLES: Invalidate framebuffers bound DONT_CARE.
* Kernel: Check thread switch PC in release.
* jit: Add some basic checks in armjit/arm64jit.
* x86jit: Trigger exec exceptions.
* irjit: Add jump crash checks.
* UI: Allow non-ascii on crash dump screen.
* Core: Track exception on bad jumps.
* Core: Reset exception info on resume/reset.
* Kernel: Add a bit more thread info on crash.
* Add custom GLEW - interfaces with libretro get_proc_address - we need this for compatibility with DRM/KMS and Wayland contexts - otherwise we're limited to GLX context
* Travis: Use the default macOS image.
* Update v1.10.3 readme link
* Expose more information on the crash screen (current kernel thread)
* Address some feedback
* Draw a minimal crash dump on the emu screen after a caught crash.
* Formalize "core excpetions" as a concept
* Some code reformatting/renaming
* Centralize handling of memory exceptions a bit
* Split CORE_ERROR into CORE_BOOT_ERROR and CORE_RUNTIME_ERROR
* Update version for 1.10.3
* Update lang submodule
* Update README for 1.10.3
* Travis: Disable OSX/iOS until we can fix them
* Touch control layout screen: Make the expanded click zone around the controls symmetrical.
* Kernel: Add a little paranoia check on chained mipscalls.
* Fix decimal part
* Touch control layout: Make dragging a lot less "jumpy"
* TouchControlLayoutScreen: Reorder functions in the file to make more sense.
* Refactor TouchControlLayoutScreen - break out the actual editor into a separate view.
* (Libretro) Makefile build fixes
* (Libretro) Buildfixes
* Change wording of camera notch ignore setting
* Update version for 1.10.2
* Update README.md for 1.10.2
* Add some paranoid checks in AfterMatchingMipsCall::run().
* Add automated script for link on readme
* Android: Add option to ignore camera notches when sizing the display.
* Remove unnecessary logging of preview formats
* Link PR and issues in README
* Screen: Unlock the inputLock_ mutex slightly earlier in processFinishDialog
* Revert "Remove the I/O on Thread option - treat it as always on."
* http: Check cancel flag more often.
* Sneak in some paranoia in InstallZipScreen.cpp (another one from #13057)
* Check that we actually got a preview size.
* CameraHelper: Do a better job of choosing an appropriate preview size.
* Add a try/catch to Android camera device listing. Might help #13091 and the issue seen in #13057.
* Change default rendering resolution on Linux to auto
* Fix radio button in "Window size" menu
* Update submodule URL
* Fix reliability of the CMake generated version
* README.md update
* Update version to 1.10.1
* Update README, lang submodule for 1.10.1
* SaveState: Prevent edge case on old save state.
* SaveState: Make sure to default init net data.
* Add some excessive null checks to GameScreen::render(), might fix the crash seen in #13057
* Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
* Some paranoid checks in PPGeDraw. Might help the crash seen in #13047.
* Downloader: Join threads in CancelAll
* D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
* Different handling of Download lifetimes. Might help an issue from #13057 (1.10 crash mysteries)
* cmake: don't install bundled glslang
* Qt: unbreak build without SDL
* TextureDecoder: Fix misuse of NEON on all armv7
* Vulkan: Correct secondary texture binding in Draw.
* Draw: Allow 2 textures bound in Vulkan.
* GPU: Add sampler1 for postshader orig source.
* Draw: Fix textures and samplers at an offset.
* Draw: Use uniform locs for GLES, add samplers.
* GPU: Alternate FBOs for chained postshaders.
* GPU: Avoid immediate postshader FBO recreate.
* Android: Request stable layout and update on focus.
* GLES: Use debug groups for render steps.
* GLES: Avoid duplicate state resets.
* GLES: Delay buffer use in vertex cache.
* GLES: Fix disabled vertex cache code.
* GPU: Try a bit harder to determine safe size.
* Vulkan: Match safe size behavior on all backends.
* Io: Fix LBN timing for virtual discs.
* Io: Cleanup access bits for files.
* Headless: Handle umd mapping with block devices.
* Io: Open sce_lbn references and whole ISO faster.
* Io: Account for OpenAsync timing.
* Io: Fail without fd on bad device in OpenAsync.
* Io: Improve non-async open timing.
* Io: Track whether the game is on a UMD or storage.
* Io: Simulate VFAT bug only when simulating FAT32.
* Io: Improve timing of sceIoOpen().
* Io: Cleanup sceIoOpen errors and logging.
* Windows: Make init crash warnings more generic.
OBS-URL: https://build.opensuse.org/request/show/841874
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=268
2020-10-18 19:39:16 +02:00
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#Desktop icon deps
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BuildRequires: update-desktop-files
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BuildRequires: wayland-devel
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#Qt deps:
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BuildRequires: pkgconfig(Qt5Core)
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BuildRequires: pkgconfig(Qt5Multimedia)
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BuildRequires: pkgconfig(Qt5OpenGL)
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2019-10-23 21:22:13 +02:00
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BuildRequires: pkgconfig(gl)
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BuildRequires: pkgconfig(glew)
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BuildRequires: pkgconfig(libpng)
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Accepting request 841874 from home:Guillaume_G:branches:Emulators
- Exclude aarch64 and %arm as it never built due to openGL
vs openGL ES issue.
- Use again system ffmpeg
- Update to version 1.10.3~git20201014:
* Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
* Vulkan: fix stack overflow.
* libkirk: fix buffer overflow.
* Fix a couple of issues with #13477, found by aliaspider.
* VK: Whenever safely possible, shrink the render area.
* Fix OpenGL crash introduced in #13536
* Fix GPU profile display on notched screens
* compat.ini: Add ID for European version of Car Jack Streets
* Track and accumulate pipeline flags for render passes.
* Bugfix
* VK: Separate layout transitions from renderpasses again.
* Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
* VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
* Workaround for date bug in Car Jack Streets.
* Fixed timeout issue due to the latest CoreTiming::GetGlobalTimeUsScaled() have a possibility to get smaller number than the previous one.
* Added some network-related missing error codes.
* Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
* Fix additional snappy warnings.
* Warning fixes.
* Avoid a division in time_now_d(). Minor optimizations.
* VFPU: Compute sines and cosines in double precision.
* Make Qt apply fullscreen change from UI as well
* Make --windowed available on all platform and make sure to trigger resize
* Add an option to the in-game dev menu to reset counts on limited logging
* Change jpn0.pgf for a new one generated by nassau-tk
* Update gradle, assets/lang
* Prevent sceNetAdhocctlGetGameModeInfo from spamming Warn/Info Log on Street Supremacy
* Added socom.cc as an alternative Public Adhoc Server, just because they have statistic web page for players to find out which games are being played and how many players are there.
* Minor changes.
* Return early to reduce indentation on AdhocMatching code
* Updated AdhocPollSocket implementation to fix Bleach Heat the Soul 7, Fate Unlimited Codes, Carnage Heart EXA
* Prevent getting too many Kernel Errors in the log during a Shutdown cleanups due to kernelObjects already cleared.
* Prevent Dissidia 012 from opening too many ports when failed to connect continuously.
* Making the workaround that fix Gundam vs Gundam Next Plus to be optional as it can improve connectivity on other games over high latency networks, and fix GvG Next Plus properly.
* Updated AdhocSocket struct, and an attempt to reduce stutters by increasing the send buffer a little bit.
* Fix Falcom games (ie. Ys vs. Sora no Kiseki, Vantage Master Portable)
* Removing ETIMEDOUT from non-blocking socket's error checks
* Updated GameMode implementation to fix Bomberman, also improved performance on BattleZone. (+1 squashed commits)
* Fix NetconfDialog timings to get a better message transitions.
* Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
* Removing the workaround that fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link but having a side effect of 0.5 second lag
* Fix a recent bug in XinputDevice.h
* Sets the maximum memory stick size to 32GB like a Memory Stick Duo.
* Savedata:Skips non-directories in LISTALLDELETE mode.
* Simulates memory stick size to get fixed free space.
* SDL: Apply patch from issue #13516, fixing issue with Wacom tablets with readonly flags set.
* SDL: Implement multitouch support
* Buildfix - remove more Qt-specific code in TextureReplacer
* Also report a smaller memstick for Street Fighter Alpha 3 MAX (see #10462)
* Add compat.ini setting to work around memstick size math problem in Harry Potter - Goblet of Fire
* Fix libretro makefile build
* Add some recent contributors to the credits list.
* Delete useless Qt-specific path in TextureReplacer
* Vulkan: Automatically generate mipmaps for replacement textures.
* Cap the global thread pool at 16 threads.
* Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
* Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
* Buildfix linux
* Windows: Remove the native project.
* Complete the eradication of D3DX9 compiler loader
* Move text rendering to Common.
* Move most GPU things to Common.
* KeyMap fix (libretro)
* Libretro buildfixes
* Move fileutil, net, image loaders, ui to Common. (#13506)
* SaveData:Displays all saves like a PSP for LISTALLDELETE mode.
* iOS buildfix
* Mac/ios buildfix
* Move NativeApp.h to Common/System, split into NativeApp.h and System.h
* Move Display.cpp/h to Common.
* Move the profiler to Common
* Common.h shouldn't include Log.h.
* Move math and some file and data conversion files out from native to Common.
* iOS buildfix attempt
* Move native/util, native/data and native/i18 to Common/Data.
* Fixed missing cstring include.
* Move input utilities from native to Common/Input.
* Savedata:Corrects the performances when the data is broken.
* Move threading utils from native to Common
* Savedata:Supports empty file name for save/load/delete.
* Savedata:Improves the deleting functions.
* Libretro buildfix
* Windows: Correct some stdafx.h paths.
* Adnroid: Add back arm32 files for libpng.
* Android: Fix include paths.
* Global: Add back arm files for libpng.
* Merge ext/native/ext/... directly into ext.
* ByteSwap.h results in a file name collision on some systems with byteswap.h. Fix this by merging it into BitSet.h.
* Additional UWP buildfix
* UWP buildfix
* retro buildfix
* Buildfixes
* Remove some TLS.
* Remove unnecessary use of thread local storage
* Remove some color util functions
* Move buffer.cpp/h from base to Common
* Buildfixes
* Finish getting rid of basictypes.h
* Merge base/basictypes.h into Common/Common.h (mostly).
* Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
* Remove old define for thread local storage
* We no longer use TCHAR.
* Remove our usage of ssize_t
* Delete more useless math code
* Delete unused math code
* Delete more old detritus
* Delete some unused string functions
* Very minor optimization (divisions by constants are faster unsigned)
* Delete unused backtrace.cpp
* TimeUtil.cpp cleanup
* Fix issue with duplicate texture dumps.
* Add PSP color shader
* SDL: Adjust locale parsing for Ubuntu.
* Core: Fix memory size check.
* fix #13471
* glcore context switching
* Don't cache time in a variable.
* Enable BlockTransferAllowCreateFB for Burnout Dominator.
* Some GPU code cleanup. Disable some unnecessary reporting.
* More cleanup
* Cleanup
* IndexGenerator::AddStrip: Avoid the fallback by writing a few extra indices if necessary.
* Also optimize IndexGenerator::AddStrip for ARM NEON.
* Buildfix
* SSE-optimize IndexGenerator::AddStrip. Shaves about half a percent from GoW.
* Speed up game start under Windows by not filling the symbol listbox until the disasm window is opened.
* Windows debugger: Clean out old remains of multi-cpu support
* Reduce string allocations in Vulkan memory allocator
* Revert a bad optimization in word wrapper
* An attempt to improve connection stability.
* Fixed returned error code on sceNetAdhocctlDelHandler
* Minor fix to sceNetAdhocctlGetPeerInfo
* Added more info on some sceNet logs
* Prevent sceNetGetMallocStat from spamming debug log on some games.
* Remove some reporting that's normally just the result of garbage-as-display-list-execution.
* Remove an allocation in the word wrapper.
* Fix slowdowns due to careless use of auto
* Mark the PPGe font texture as reliable to avoid hashing it.
* Minor optimization in wrap_text.cpp
* Fixed PdpStat and PtpStat info
* Fixed returned error code of sceNetAdhocctlDisconnect
* Quick fix for #13459
* Fix regression where Gran Turismo ended up recreating the framebuffer on every frame in the menu.
* Update submodule ffmpeg to master
* Remove unused lastBoundTexture from Vulkan
* Comment fixes. Minor tweak.
* Cleanups in/around BlitFramebufferDepth
* Remove redundant bind on GL texture build. Improve dirtying of texture state.
* Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
* Set the texture dirty flags when binding a new framebuffer.
* Added alerted flags info on AdhocSocket to be used on PollSocket
* GPU debug stats: Show how many bytes of texture data we hash per frame
* Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
* Share GPUS stats formatting code between the backends (easier to add new stats)
* Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
* Remove some unnecessary function parameters, improve some comments.
* Using REPORT_ONCE to report some of GameMode HLE existance.
* Implementing Adhoc GameMode HLE
* Minor changes to adhoc timestamps
* A couple of D3D11 fixes.
* Fixed crash issue when creating/connecting to a null group name.
* Minor improvement to gl_debug_log.h
* Fix bug in GLES texture filter setup
* The new asserts found something.
* Unify BlitFramebufferDepth.
* Make the implementations of CopyFramebufferDepth more similar.
* Unify some GPU_SUPPORT* bits
* FPURegCache: The invariant checking is very slow in debug mode. Let's only turn it on when we need it.
* More asserts
* Use system date format on savestate as well
* Buildfix
* Help the compiler out a little bit in IndexGenerator::AddStrip.
* Some header include cleanup
* Add missing asserts after some VK resource creation functions
* Don't over-invalidate textures when a framebuffer is created or modified.
* Sneak in a fix for a limited memory leak in Vulkan vertex cache
* Delete TexCacheEntries that get replaced by a framebuffer
* Fix bug in new framebuffer code, reducing unnecessary texture invalidations.
* Check whether there may be more than one save file names by mode.
* Cache 60 FPS requirement
* Fix an issue of major performance drops when using accepted PTP Sockets.
* More moves
* Also move video filtering override.
* Move overrides to the end of GetSamplingParams
* Switch to a returned value and rename these functions.
* Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
* Make the signature of all the SetFramebufferSamplingParams the same
* Workarounds for D3D9's very limited mip level control.
* TextureCacheGLES: Also share the same sampler calculation for GLES.
* TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan.
* Comment fix
* Making sure the are no compiler warnings on adhoc code on android
* Prevent Client side from forever re-trying to connect to Exited Host on Shin Sangoku Musou Multi Raid 2
* Improve readability of the boolean expression mess in GetSamplingParams
* User chain support
* Linux: Use MAP_NORESERVE when finding a memory base pointer. See #13187
* TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry
* Always use a linear filter for video, unless forcing NEAREST filtering.
* Texfilter: Rewrite some checks in GetSamplingParams to be faster and more understandable.
* Remove some outdated debugging code (SetDebugTexture)
* Fix libretro OSX build
* MemMap: Check for MAP_FAILED in mmap call.
* Fix GetCurrentTextureDebug
* Try unknown's workaround for clang code gen bug. See #13187.
* Further simplify framebuffer matching.
* SaveState: Update to latest Snappy v1.1.8.
* x64: Fix stack alignment in vertex decoder, just because.
* Optimize a couple more single color conversion functions
* Optimize the DarkStalkers software rendering path a little more.
* Show how many times we evaluate framebuffers per frame in debug statistics.
* Re-fix BOF III - accidentally lost the texaddr offset
* Mostly fix Katamari by boosting fbs from the same frame
* Decouple framebuffers from texcache entries entirely.
* Update symbol list of disassembly window when loadexec.
* Don't read data more than data size of pgd files.
* Remove fbCache_ from TextureCacheCommon.cpp.
* Make SetColorUpdated static, reorder some fields
* Minor cleanups in CaptureDevice
* Fix Failed to Bind already used port issue on Android (and probably linux too). This should fix Dynasty Warrior Strikeforce and Shin Sangoku Musou Multi Raid 2
* Avoid getting Fatal signal 6 (SIGABRT) on linux/android when losing connectivity to the Adhoc Server.
* Allows reusing the same port for PtpListen and PtpOpen. This fixes Shin Sangoku Musou Multi Raid 2, and probably other games with similar issue (ie. Dynasty Warrior Strikeforce)
* Clients shouldn't try to detects timeout of other clients, because most of the time the client side doesn't have timeout information given, better wait for the host to tells them if a client got disconnected.
* Sleep a bit longer, especially when PPSSPP paused.
* Prevent spamming the log too much on some games
* Fixed sceNetAdhocMatchingGetMembers error return value
* Add option for the clear-fb-on-first-use speedhack. See #13295
* Resolve Adhoc Server DNS early and cache it so we don't need to resolve it again later.
* Stop waiting for connection on Exit to Menu to prevent causing lags.
* Combining PDP and PTP socket's array into a union array. Fixes Hot Shots Tennis that doesn't works well with socketId > 255
* softgpu: Correct cull handling for sprites.
* Headless: Setup logman earlier.
* GPU: Allow culling in through mode.
* Plugins: Schedule plugins before game thread.
* Plugins: Oops, typo.
* Plugins: Support for loading game-specific plugins.
* Module: Split out module start to use externally.
* Simulate blocking PtpFlush
* Allows blocking socket simulation on multiple threads simultaneously
* Making use Adhoc SocketAlert Flags to stop/abort blocking sockets
* Fixed return value when using Automatic Wlan Channel. Fixes Ridge Racer 2 and Warriors Orochi 2
* Changing default Wlan Channel to 11 on Automatic to be the same with real PSP
* Prevent sceNetGetMallocStat from spamming Info Logs
* TexCache: Correct detaching textures.
* Net: Fix memory corruption on save old state.
* Net: Correct save state from old loaded state.
* TexCache: Rename "Invalid" attach to "Inexact".
* TexCache: Always apply detach matches if found.
* GE Debugger: Include game ID inside dump file.
* Debugger: Add formats to breakpoint logging.
* Fixed SceNetAdhocctlParameter structure
* Added some more info in Debug Log to help debugging
* Added another HexData printing with offset and ASCII contents to help dumping some data in the logs
* Fixed an issue where the 1st line showing 17 bytes of data instead of 16 bytes like the rest of the lines
* Ignore SIGPIPE error on certain system (ie. Linux)
* An attempt to implement AdhocSocketAlert
* Oops forgot to replace these numbers with const on adhoc socket reindexing PR
* Imp sceKernelFindModuleByName
* Reindexing PDP and PTP socket using const/var instead of using confusing raw numbers
* Fix crash issue due to out of bound when indexing PDP socket
* Add draft sceKernelFindModuleByUID (#13380)
* Fix Phantasy Star Portable 2 Timeout issue
* Fix multiplayer on Valhalla Knights 2
* Fix AdhocMatching P2P Mode. This fix Bleach Heat the Soul 7
* Fix crash in Digimon Adventures.
* Minor changes to make sure the output struct/arg have similar value to the one from prx file (based on Kingdom Hearts BBS)
* Don't allocate PSP's Memory during DoState
* Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
* Fix possible stalled thread when PPSSPP closed down
* An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
* Increasing the shutdown delay so that there will be at least one "4=sceUtilityNetconfGetStatus()" after "0=sceUtilityNetconfShutdownStart()" instead of directly to "0=sceUtilityNetconfGetStatus()" (just like what happen when using utility.prx file with KHBBS on JPCSP)
* An attempt to differentiate adhoc connect, create, and join.
* Oops we already have local mac stored in context, no longer need to getLocalMac again
* Fix connection issue on games using AdhocMatching due to sometimes events are removed prematurely before being processed. This fix Gran Turismo where some peers could permanently be in "busy data" state.
* Fixed possible crash issue due to lingering leftover callback events from previous multiplayer session.
* Avoid using hleLog during a Shutdown
* An attempt to sort AdhocMatching Member List in order to make a consistent list on all players (based on Host). Also fixed some disconnection issue on other players when a player is leaving the room on Gran Turismo and Patapon 3.
* An attempt to make PDP and PTP ID to be unique so they can be polled properly together without getting conflicted ID. This fixes Gran Turismo.
* An attempt to fix sceNetAdhocPollSocket to works properly. This fixes one of the multiplayer mode on Bleach Heat the Soul 7
* Making sure the 1st 2-bits on the 1st byte of MAC address' OUI are zero to prevent issue with some games (ie. Gran Turismo)
* Default to P2P/Parent's MAC address if the target MAC on sceNetAdhocMatchingSendData is 00:00:00:00:00:00 (need to confirm whether this is correct or an error should be returned instead)
* Ignores the 1st byte of MAC address when comparing, since there might be games (ie. Gran Turismo) that tries to tamper/change the 1st byte during multiplayer upon use.
* Use >= 0x03080000 instead of 0x0307FFFF
* Add a check in sceKernelTerminateThread
* Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
* When going the other way, there can be multiple textures that need updating.
* Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
* Reschedule after resuming thread from suspend.
* Oops, crashfix for late change
* Add some ONCE-reporting of multiple candidate situations
* Forgot the if, oops.
* Shrink the "Cardboard VR Off" button.
* Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
* Apply the scoring model when creating/updating framebuffers too.
* Switch framebuffer matching to a scoring model.
* Extract AttachFramebufferToEntry function
* GE dump loading: Try to use the correct GameID so compat.ini flags apply.
* Add a check in sceKernelTerminateDeleteThread
* Remove wrong assert. Should fix #13354
* cmake: Remove outdated ARMV7 define.
* Global: Remove ARM64 define.
* GPU: Avoid compile error if ARM64=1 specified.
* TexCache: Try to avoid wrong texcache usage.
* TexCache: Improve quicktexhash by ~1-4% on NEON.
* Only clear when initializating kernelMemory and userMemory.
* Virtual framebuffer copies: Make a more informed guess on appropriate pixel format.
* Actually clear memory when initializating.
* Delete an unused buffer, saving 0.5MB of RAM.
* GPU: Remove ReliableHash aliases.
* GPU: Hash CLUT using XXH3 with replacements off.
* irjit: Switch to XXH3.
* GPU: Switch vertex/lookup hashes to XXH3.
* GPU: Remove neon xxhash implementation.
* Vulkan: Type comparison warning fix.
* unittest: Fix build on Android.
* Common: Update to latest xxhash.
* Net: Reduce PortManager log noise.
* Throw in a minor simplification in depal.
* Address feedback from #13341.
* Fix final subpass dependency for depth
* Correctly update image layout to the final one after a render pass.
* Log validation errors normally as well as using OutputDebugString.
* Improve LogSteps further. Break out PreprocessSteps.
* Naming fix, better names for temp fbos
* VulkanRenderManager: Improve logging. LogSteps output is much better.
* Fix longstanding depth/stencil view issue in Vulkan. Cleans up validation.
* Vulkan: Minor fix for depth/stencil pretransitions. Used DEPTH_ATTACHMENT_OPTIMAL by mistake in barrier.
* AspectMask fix
* Vulkan: Silly typo fix in barrier
* Exception: Don't trust sigaltstack().
* SavedataParam: Be careful with const char* to string. Might help #13187
* Update lang submodule
* http: Avoid logging errors for would block.
* TexCache: Force recreate texture on detach.
* Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
* Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
* Debugger: Check for no texture before debug bind.
* GPU: Properly detect clears.
* Quick Vulkan crashfix
* Some minor logging improvements that get to tag along the previous commit
* More explicit invalidation of any cached state in Thin3D. Fixes #13307
* UI: Use standard text wrapping for chat messages.
* UI: Allow text to use native fonts.
* UI: Split chat lines using Unicode.
* GPU: Fix some case warnings.
* Kernel: Avoid two different Heap structs.
* Avoid using getaddrinfo during initialization as it could blocked the thread if there is no network
* Audiocodec: Fix warning on older clang.
* native: Minor header cleanup.
* Windows: Show instance counter only with peers.
* Net: Use locking consistently for instance counter.
* Improve JPEG file detection (mainly for background image use)
* Small mistake in sceKernelExitDeleteThread
* Add a check in sceKernelExitDeleteThread
* GL: Re-enable mipmaps for thin3d textures.
* Windows: Make the instance counter go by 1, 2, 3.
* Windows: Auto-enable GL validation (debug messages) in debug builds
* More work on GL state leaks. Some things really need a redesign.
* Net: Simplify local IP lookup.
* Net: Cut down on local IP aliasing.
* Use ppsspp error name
* oop
* Fix sceKernelExitThread
* Add support for the 8Bitdo SF30/SN30 Pro controllers on SDL. See #13034
* Log the first 100 block transfers instead of just the first one. Should make it easier to spot interesting things without hacking the log code.
* Some logging improvements. Show more coordinates for block transfers, etc.
* Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
* Global: Unbreak build.
* Buildfix
* More Log.h cleanup.
* Move MsgHandler into Log.cpp/h
* More cleanup of Log.h, move AndroidAssert into MsgHandler.cpp/h.
* First step of cleaning up Log.h. Plus a few other bits and bobs.
* Fix undesired re-builds after runnning CMake
* Buildfixes
* Address feedback.
* Switch to PPSSPP's assert functions (don't use the system's)
* Fix newlines in logging before the manager is initialized.
* Buildfix
* Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats.
* Android.mk fix
* Update .editorconfig to match the encoding of the resource files.
* Move timeutil to Common. (Experiment to see how much work it is to move these).
* Address feedback
* UWP buildfix
* Vulkan: Fix tex upscaling 4444 swizzling.
* Debugger: Oops, fix comment typos.
* Finally delete base/logging.cpp/h. Carefully preserve behaviour on Android.
* Fix build of ZimTool/AtlasTool. Had to break the ugly backwards dependency from LogManager to g_Config.
* Getting really close to getting rid of base/logging.h now.
* Even more base/logging.h removal and fixes
* More base/logging.h cleanup
* Remove base/logging.h in a whole lot more places.
* Remove base/logging from a lot more files in native
* Remove base/logging.h from a whole bunch of files in native
* Remove base/logging from UI and more
* Remove most instances of base/logging.h from Common, Core, GPU, more
* Replace base/logging.h in VulkanContext and parts of native
* Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
* Recategorize some logging, in preparation for what's to come.
* Fix menu navigation from axis in linux
* Fix build with clang-cl
* Fix SSE detection with clang-cl
* Fix Windows/CMake build with Visual Studio
* Shows AdHoc and Access Point Connecting... Dialog
* Making sure std::min/max are not overridden by windows header's min/max
* Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
* An attempt to simulate a fake PSN authentication on Patapon 3
* Renaming sceNp* NIDs functions to their proper function names.
* Really no need to call clear() in the constructor for AudioChannel.
* Disable the instance counter in libretro builds.
* Fix some minor issues found by address-sanitizer on Linux
* UninstallExceptionHandler: Zero-initialize some structs. I've seen some weird crashes on the free() on Android.
* Minor logging improvements
* Global: Buildfix for parsers.
* Global: Move string number parse to text/parsers.
* Global: Reduce ini_file header complexity.
* Global: Make stringutil includes more explicit.
* Move Section out of IniFile so it can be forward declared. Unlocked further improvements to build speed.
* Can't avoid sstream in ini_file.h, it seems.
* Buildfix
* Remove sstream from stringutil.h. See #13267
* libretro: Buildfix.
* SaveState: Rename ChunkFile files to Serialize.
* Global: Remove some unused header code.
* SaveState: Split out Do types to reduce headers.
* Audio: Avoid exposing fixed size queue in header.
* SaveState: Add header to other makefiles.
* Global: Remove unnecessary includes.
* UI: Fix an override warning.
* Audiocodec: Silence a known warning.
* Global: Cut down on file/string includes.
* HLE: Fix some missing error logging.
* SaveState: Split Do() into a separate header.
* Address feedback
* Minor: Initialize a struct. Decrease logging in sceMt19937.
* Remove partial comment
* Vulkan: Implement depth texturing through depal.
* Some fixes
* Vulkan/generic: Initial prep for depth texturing
* Optimize value conversion in (unused) depth readback.
* These convenience overloads don't work in 32-bit builds, remove them.
* Set debug names for more framebuffers and textures
* Allow passing in an object name tag when creating framebuffers
* Vulkan: Start adding object names for easier validation debugging
* (Libretro) Buildfix for Windows
* Remove double disable function on frame duplication
* Enable pixel depth rounding for Nayuta no Kiseki. See issue #8744.
* Logging improvement
* Remove some unnecessary reporting.
* Fix issue where after a backend change restart, the new instance was considered secondary.
* Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
* Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
* Viewport state conversion: Move the pixel scaling to after the overage clipping.
* Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
* Also correct the allocated size.
* Correct the alignment size when allocate memory at a position.
* UI sound fix
* Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
* Texture from framebuffer: Logging improvements
* Clarify, but don't yet remove, a perf hack for ES devices. Remove a unused sync parameter from readbacks.
* Improve logging of unknown syscall imports.
* Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
* Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
* Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
* Move a line to a better place
* Expose SYSPROP_SYSTEMVERSION to Libretro Android core. This fixes crashes with targetSdk 29.
* Fix Android Libretro build issues.
* Fix texture upscaling and per game setting fix/cleanup
* Off by default
* Add a setting. Various tweaks to sound triggering.
* Add a couple of more sounds. Rename some vars.
* Hook up a couple more sounds. Unfortunately clickable back buttons now play both back and confirm sounds...
* Hook up the first UI sound, make it play.
* Read in WAV files for UI sounds
* Initial sound effects
* BackgroundAudio: Switch to a heap allocated buffer.
* Consolidate BackgroundAudio.cpp into a class
* libretro buildfix
* SaveState: On section version failure, log out the name of the bad section.
* Vulkan debug log: Remove some old exclusions, add a new one (for an old issue)
* Minor logging improvements
* Fix error in sceUsbMic savestate handling (need to accept old savestates without the section)
* Fix crashes issue due to 0 is a valid index to types_, using invalid index like -1 should give a better/clearer stack trace
* Save&Restore PSP Thread IDs to prevent using the wrong Thread ID after loading from save state, also making sure DoState have default value
* UI: Simplify on/off for hardware tex scaling.
* Vulkan: Allow custom texture upscaling shaders.
* UI: Add setting for texture upload shader.
* Lowering minVer of AfterAdhocMipsCall section.
* Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
* Update Vulkan headers to the latest, just to keep up.
* Add some comments and const-correctness, and a pointer type fix, to the "semaphore" crypto stuff.
* Reorganized Networking UI (#13232)
* Init parameters in __UsbMicInit to avoid incorrect initial state when you exit to menu from ingame.
* Patapon 3 Fix (#13231)
* Imp sceUtilsBufferCopyWithRange and sceUtilsBufferCopyByPollingWithRange (#13206)
* minor fix
* BuildFix
* Also partly implement in sceUsbCam.
* Flush audio buffer when a transmission is completed.
* Do state.
* Use UTF-8 code page to get the device names.
* Add basic Microphone support on Windows.
* Fix alpha channel handling in xBRZ texture filter shader
* Add two Kernel_Library's nids (#13218)
* Added a fake thread to process Apctl Request Events into Apctl State Changes
* Fix some lint warnings, and a "toast" on graphics init failure (instead of previous crashes)
* Android: Reduce asserts during startup.
* Some renaming and cleanup in the Android audio code
* Android: Can't call AlertDialog.Builder.setOnDismissListener before JELLYBEAN_MR1
* GL: Add some paranoid checks. Remove a useless option.
* Forgetting "return true" fooled the optimizer into crashing. Fixes #13215.
* oop
* Add two SysMemForKernel's nids
* Add two ThreadManForKernel 's nids
* Remove unnecessary vector from thin3d_gl texture handling.
* Remove wrong comment
* Don't trust the messy error checking in EmuScreen with figuring out what to do with zip files.
* Reduce use of multi-byte char switches.. saw this go wrong when stepping!?!
* ExceptionHandler uninstall: Don't crash if no exception handler already installed.
* Add some threadman's nids
* Added more stub for some unimplemented sceNetApctl* functions
* Add two ModuleMgrForKernel's nids
* Debugger: Add memory.read_*, memory write_*
* Attempt to fix an issue when the 3rd player joined causing problem to other players on Patapon 3 (this may also affects other games that use AdhocMatching)
* Added more info to AdhocMatching Logs to get a better insight
* UI: Fix consistency in vsync setting for iOS.
* Locking before changing peer linked list order, just to be safe.
* (Libretro Windows) Buildfix
* Added target/destination IP & port of sceNetAdhocPtpConnect in the log to get better insight
* Fix some logs text
* Fix an issue where a player got disconnected when another player tries to join. This should affects games that use AdhocMatching such as Patapon 3
* Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
* Libretro: Update minimum windows version to Vista. Committed on behalf of twinaphex
* D3D11 - don't forget to unbind secondary texture when we need to unbind.
* Just to be safe since SO_MAX_MSG_SIZE may not be available on all platform and forcing the definition to what windows use might be a bad idea.
* Making mac2str function easier/cleaner/safer to use for logging purpose
* Do UPnP stuff on it's own thread to prevent causing stutters/lags during multiplayer game due to blocking socket behavior on miniUPnP
* Provides quick IP fill on Adhoc Server IP address setting to makes player's life easier :)
* Need to make sure already connected to Adhoc Server before Creating/Joining a group. (Fix GTA VCS failed to join a group and unable to see any room)
* Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
* Fix issue when loading save state created from previous test version
* Correct a crash on a missing kernel object.
* Fix timeout comparison
* Minor fixes
* Fix possible crash issue during Networking Cleanup
* Fixed PortManager fallback Cleanup issue when exiting PPSSPP due to early WSACleanup
* Added an option to Disable Nagle Algorithm (Enable TCP No Delay)
* Fixed UPnP port opened by PPSSPP detection, and Updated PortManager to be compliant to general purpose usage
* Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators
* Further libretro buildfix
* Making sure there are no warnings on adhoc code when building on android studio
* Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
* libretro buildfix?
* Attempt to fix compilation error on Linux
* Fix Blinking game room issue on NFS Most Wanted, this will also fix lobby issue on Ridge Racer 2, Naruto Kizuna Drive, etc.
* Backport Mac/iOS buildfix from a later commit
* Use the alloc size from real PSP for FONT_OPEN_INTERNAL_STINGY mode. the
* Added UI to change WLAN Channel.
* An attempt to fix socket's behavior inconsistencies across platforms.
* Implement ANR2ME's solution for miniupnpcstring.h
* Oops
* Create an Android.mk for miniupnp
* Windows: Run the upnp string gen script regardless of architecture, and in UWP.
* Update the gradle version again.
* Add PortManager.cpp to Android.mk
* Switch to my miniupnpc fork with a UWP fix
* UWP: Unify linker options
* Set up Windows UWP project for miniupnpc.
* MiniUPNPC: Windows: Try to fix build on VS 2017, add more platforms.
* Fix UPnP error detection
* Added UPnP Support
* Windows: Add command to load up a new identical instance of PPSSPP.
* Temporary buildfix
* Warning fixes
* Backport a macOS buildfix from later
* Fix Local IP detection on non-Windows system
* Making sure Adhoc codes doesn't have compilation warnings
* Enabling KeepAlive on sockets
* Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner
* making sure there are no alignment warnings related to member of packed struct on android
* Improved multiplayer stability regardless of I/O Timing method
* Fix i18n type
* Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
* Another buildfix
* Buildfix
* Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
* Making sure adhoc callbacks runs on AdhocThread
* Silence secondary instances.
* PSP kernel: Improve logging when accessing bad kernel object handles.
* Make the instance counter global and initialized at startup.
* Remove some _XBOX stuff
* Apply a few lines from "Added UPnP support", removing extra WSA calls.
* Make PPSSPP_ID persistent every reset/changing game thus have persistent localhost IP
* Excluding Android from multiple-instance feature because i'm too lazy to learn ashmem :D
* Oops forgot to change this also for multiple-instance to work properly
* Support multiple instance of localhost Multiplayer on 1 PC
* Prevent reporting a bad memory access just because Tekken creates a mutex with a null name.
* sceMpegAvcCsc: added range validity tests.
* Buildfix
* Third part of getting rid of PanicAlert
* Step 2 of removing PanicAlert
* Step 1 of removing PanicAlert
* Remove category from _assert_msg_ functions. We don't filter these by category anyway.
* Fix a bug in crashhandler where we could end up disassembling far too much.
* EditorConfig: Separate indent style for libretro.
* Display: Allow unthrottle to skip only flipping.
* Support full VSync control in SDL OpenGL.
* Improve some logging, and print the line number from PanicAlerts.
* Update lang submodule
* Eliminate an unnecessary global g_Vulkan.
* Windows/Vulkan: Don't destroy the surface during resize, no need.
* More buildfixes
* Buildfix
* SDL: Avoid destroying the surface on resize.
* Cleanup log output on swapchain/surface recreation.
* Buildfix. Checking _POSIX_VERSION is not recommended anyway.
* Crash: Show disassembly of the instruction causing the crash, and the symbol name.
* Split the fault handling from MemMap.cpp to MemFault.cpp.
* Update README following unknows markup way
* Savedata: Correct AM/PM and time/date settings.
* Travis: Don't update python3.
* Fix
* (Libretro) Buildfix - add missing file x64Analyzer.cpp
* Windows ARM fix, cleanup
* Refactor MachineContext.h to reduce ifdefs elsewhere.
* There's no sigcontext on 64-bit iOS either, apparently.
* Yet another iOS buildfix attempt
* Another iOS buildfix attempt
* Various platform buildfixes
* Make fastmem memory exceptions report the exceptions to Core correctly.
* iOS buildfix attempt
* HandleFault: Add missing nullcheck
* Try USE_SIGACTION_ON_APPLE on IOS.
* MachineContext, Linux/Android: Try to support android-x86 (32-bit)
* Add x64Analyzer to Android.mk. Some minor cleanup
* More info on crash screen
* Exceptions: A bit more consistency in callback registeration.
* Mac/Linux buildfixes
* Draw a minimal crash dump on the emu screen after a crash (if bIgnoreBadMemAccess is false).
* ARM/ARM64 instruction analysis, hook up to handler
* Skip bad reads/writes by the guest executable.
* Simple exception handler so we can ignore accesses that happen within the PSP memory space.
* Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
* Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
* Osk: Draw shadows on all the letters.
* MsgDialog: Show better error messages.
* MsgDialog: Allow text to be wider.
* MsgDialog: Add scrollbar when message is long.
* PPGe: Draw nicer drop shadows.
* PPGe: Handle text shadows more consistently.
* Vulkan: Buildfix.
* Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
* Revert "Disable a new compiler warning that doesn't do us much good"
* (Libretro) Add MSVC 2019 target
* Change libretro.cpp to confirm to libretro code formatting conventions
* Disable a new compiler warning that doesn't do us much good
* (Libretro) Add optimal input read codepath - bitmasks
* Remove irrelevant comment
* Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
* GLES: Invalidate framebuffers bound DONT_CARE.
* Kernel: Check thread switch PC in release.
* jit: Add some basic checks in armjit/arm64jit.
* x86jit: Trigger exec exceptions.
* irjit: Add jump crash checks.
* UI: Allow non-ascii on crash dump screen.
* Core: Track exception on bad jumps.
* Core: Reset exception info on resume/reset.
* Kernel: Add a bit more thread info on crash.
* Add custom GLEW - interfaces with libretro get_proc_address - we need this for compatibility with DRM/KMS and Wayland contexts - otherwise we're limited to GLX context
* Travis: Use the default macOS image.
* Update v1.10.3 readme link
* Expose more information on the crash screen (current kernel thread)
* Address some feedback
* Draw a minimal crash dump on the emu screen after a caught crash.
* Formalize "core excpetions" as a concept
* Some code reformatting/renaming
* Centralize handling of memory exceptions a bit
* Split CORE_ERROR into CORE_BOOT_ERROR and CORE_RUNTIME_ERROR
* Update version for 1.10.3
* Update lang submodule
* Update README for 1.10.3
* Travis: Disable OSX/iOS until we can fix them
* Touch control layout screen: Make the expanded click zone around the controls symmetrical.
* Kernel: Add a little paranoia check on chained mipscalls.
* Fix decimal part
* Touch control layout: Make dragging a lot less "jumpy"
* TouchControlLayoutScreen: Reorder functions in the file to make more sense.
* Refactor TouchControlLayoutScreen - break out the actual editor into a separate view.
* (Libretro) Makefile build fixes
* (Libretro) Buildfixes
* Change wording of camera notch ignore setting
* Update version for 1.10.2
* Update README.md for 1.10.2
* Add some paranoid checks in AfterMatchingMipsCall::run().
* Add automated script for link on readme
* Android: Add option to ignore camera notches when sizing the display.
* Remove unnecessary logging of preview formats
* Link PR and issues in README
* Screen: Unlock the inputLock_ mutex slightly earlier in processFinishDialog
* Revert "Remove the I/O on Thread option - treat it as always on."
* http: Check cancel flag more often.
* Sneak in some paranoia in InstallZipScreen.cpp (another one from #13057)
* Check that we actually got a preview size.
* CameraHelper: Do a better job of choosing an appropriate preview size.
* Add a try/catch to Android camera device listing. Might help #13091 and the issue seen in #13057.
* Change default rendering resolution on Linux to auto
* Fix radio button in "Window size" menu
* Update submodule URL
* Fix reliability of the CMake generated version
* README.md update
* Update version to 1.10.1
* Update README, lang submodule for 1.10.1
* SaveState: Prevent edge case on old save state.
* SaveState: Make sure to default init net data.
* Add some excessive null checks to GameScreen::render(), might fix the crash seen in #13057
* Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
* Some paranoid checks in PPGeDraw. Might help the crash seen in #13047.
* Downloader: Join threads in CancelAll
* D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
* Different handling of Download lifetimes. Might help an issue from #13057 (1.10 crash mysteries)
* cmake: don't install bundled glslang
* Qt: unbreak build without SDL
* TextureDecoder: Fix misuse of NEON on all armv7
* Vulkan: Correct secondary texture binding in Draw.
* Draw: Allow 2 textures bound in Vulkan.
* GPU: Add sampler1 for postshader orig source.
* Draw: Fix textures and samplers at an offset.
* Draw: Use uniform locs for GLES, add samplers.
* GPU: Alternate FBOs for chained postshaders.
* GPU: Avoid immediate postshader FBO recreate.
* Android: Request stable layout and update on focus.
* GLES: Use debug groups for render steps.
* GLES: Avoid duplicate state resets.
* GLES: Delay buffer use in vertex cache.
* GLES: Fix disabled vertex cache code.
* GPU: Try a bit harder to determine safe size.
* Vulkan: Match safe size behavior on all backends.
* Io: Fix LBN timing for virtual discs.
* Io: Cleanup access bits for files.
* Headless: Handle umd mapping with block devices.
* Io: Open sce_lbn references and whole ISO faster.
* Io: Account for OpenAsync timing.
* Io: Fail without fd on bad device in OpenAsync.
* Io: Improve non-async open timing.
* Io: Track whether the game is on a UMD or storage.
* Io: Simulate VFAT bug only when simulating FAT32.
* Io: Improve timing of sceIoOpen().
* Io: Cleanup sceIoOpen errors and logging.
* Windows: Make init crash warnings more generic.
OBS-URL: https://build.opensuse.org/request/show/841874
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=268
2020-10-18 19:39:16 +02:00
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BuildRequires: pkgconfig(libzip)
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2022-11-23 21:31:47 +01:00
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BuildRequires: pkgconfig(libzstd)
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2019-10-23 21:22:13 +02:00
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BuildRequires: pkgconfig(sdl2)
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BuildRequires: pkgconfig(vulkan)
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BuildRequires: pkgconfig(zlib)
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Requires: %{name}-common
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Accepting request 841874 from home:Guillaume_G:branches:Emulators
- Exclude aarch64 and %arm as it never built due to openGL
vs openGL ES issue.
- Use again system ffmpeg
- Update to version 1.10.3~git20201014:
* Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
* Vulkan: fix stack overflow.
* libkirk: fix buffer overflow.
* Fix a couple of issues with #13477, found by aliaspider.
* VK: Whenever safely possible, shrink the render area.
* Fix OpenGL crash introduced in #13536
* Fix GPU profile display on notched screens
* compat.ini: Add ID for European version of Car Jack Streets
* Track and accumulate pipeline flags for render passes.
* Bugfix
* VK: Separate layout transitions from renderpasses again.
* Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
* VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
* Workaround for date bug in Car Jack Streets.
* Fixed timeout issue due to the latest CoreTiming::GetGlobalTimeUsScaled() have a possibility to get smaller number than the previous one.
* Added some network-related missing error codes.
* Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
* Fix additional snappy warnings.
* Warning fixes.
* Avoid a division in time_now_d(). Minor optimizations.
* VFPU: Compute sines and cosines in double precision.
* Make Qt apply fullscreen change from UI as well
* Make --windowed available on all platform and make sure to trigger resize
* Add an option to the in-game dev menu to reset counts on limited logging
* Change jpn0.pgf for a new one generated by nassau-tk
* Update gradle, assets/lang
* Prevent sceNetAdhocctlGetGameModeInfo from spamming Warn/Info Log on Street Supremacy
* Added socom.cc as an alternative Public Adhoc Server, just because they have statistic web page for players to find out which games are being played and how many players are there.
* Minor changes.
* Return early to reduce indentation on AdhocMatching code
* Updated AdhocPollSocket implementation to fix Bleach Heat the Soul 7, Fate Unlimited Codes, Carnage Heart EXA
* Prevent getting too many Kernel Errors in the log during a Shutdown cleanups due to kernelObjects already cleared.
* Prevent Dissidia 012 from opening too many ports when failed to connect continuously.
* Making the workaround that fix Gundam vs Gundam Next Plus to be optional as it can improve connectivity on other games over high latency networks, and fix GvG Next Plus properly.
* Updated AdhocSocket struct, and an attempt to reduce stutters by increasing the send buffer a little bit.
* Fix Falcom games (ie. Ys vs. Sora no Kiseki, Vantage Master Portable)
* Removing ETIMEDOUT from non-blocking socket's error checks
* Updated GameMode implementation to fix Bomberman, also improved performance on BattleZone. (+1 squashed commits)
* Fix NetconfDialog timings to get a better message transitions.
* Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
* Removing the workaround that fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link but having a side effect of 0.5 second lag
* Fix a recent bug in XinputDevice.h
* Sets the maximum memory stick size to 32GB like a Memory Stick Duo.
* Savedata:Skips non-directories in LISTALLDELETE mode.
* Simulates memory stick size to get fixed free space.
* SDL: Apply patch from issue #13516, fixing issue with Wacom tablets with readonly flags set.
* SDL: Implement multitouch support
* Buildfix - remove more Qt-specific code in TextureReplacer
* Also report a smaller memstick for Street Fighter Alpha 3 MAX (see #10462)
* Add compat.ini setting to work around memstick size math problem in Harry Potter - Goblet of Fire
* Fix libretro makefile build
* Add some recent contributors to the credits list.
* Delete useless Qt-specific path in TextureReplacer
* Vulkan: Automatically generate mipmaps for replacement textures.
* Cap the global thread pool at 16 threads.
* Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
* Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
* Buildfix linux
* Windows: Remove the native project.
* Complete the eradication of D3DX9 compiler loader
* Move text rendering to Common.
* Move most GPU things to Common.
* KeyMap fix (libretro)
* Libretro buildfixes
* Move fileutil, net, image loaders, ui to Common. (#13506)
* SaveData:Displays all saves like a PSP for LISTALLDELETE mode.
* iOS buildfix
* Mac/ios buildfix
* Move NativeApp.h to Common/System, split into NativeApp.h and System.h
* Move Display.cpp/h to Common.
* Move the profiler to Common
* Common.h shouldn't include Log.h.
* Move math and some file and data conversion files out from native to Common.
* iOS buildfix attempt
* Move native/util, native/data and native/i18 to Common/Data.
* Fixed missing cstring include.
* Move input utilities from native to Common/Input.
* Savedata:Corrects the performances when the data is broken.
* Move threading utils from native to Common
* Savedata:Supports empty file name for save/load/delete.
* Savedata:Improves the deleting functions.
* Libretro buildfix
* Windows: Correct some stdafx.h paths.
* Adnroid: Add back arm32 files for libpng.
* Android: Fix include paths.
* Global: Add back arm files for libpng.
* Merge ext/native/ext/... directly into ext.
* ByteSwap.h results in a file name collision on some systems with byteswap.h. Fix this by merging it into BitSet.h.
* Additional UWP buildfix
* UWP buildfix
* retro buildfix
* Buildfixes
* Remove some TLS.
* Remove unnecessary use of thread local storage
* Remove some color util functions
* Move buffer.cpp/h from base to Common
* Buildfixes
* Finish getting rid of basictypes.h
* Merge base/basictypes.h into Common/Common.h (mostly).
* Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
* Remove old define for thread local storage
* We no longer use TCHAR.
* Remove our usage of ssize_t
* Delete more useless math code
* Delete unused math code
* Delete more old detritus
* Delete some unused string functions
* Very minor optimization (divisions by constants are faster unsigned)
* Delete unused backtrace.cpp
* TimeUtil.cpp cleanup
* Fix issue with duplicate texture dumps.
* Add PSP color shader
* SDL: Adjust locale parsing for Ubuntu.
* Core: Fix memory size check.
* fix #13471
* glcore context switching
* Don't cache time in a variable.
* Enable BlockTransferAllowCreateFB for Burnout Dominator.
* Some GPU code cleanup. Disable some unnecessary reporting.
* More cleanup
* Cleanup
* IndexGenerator::AddStrip: Avoid the fallback by writing a few extra indices if necessary.
* Also optimize IndexGenerator::AddStrip for ARM NEON.
* Buildfix
* SSE-optimize IndexGenerator::AddStrip. Shaves about half a percent from GoW.
* Speed up game start under Windows by not filling the symbol listbox until the disasm window is opened.
* Windows debugger: Clean out old remains of multi-cpu support
* Reduce string allocations in Vulkan memory allocator
* Revert a bad optimization in word wrapper
* An attempt to improve connection stability.
* Fixed returned error code on sceNetAdhocctlDelHandler
* Minor fix to sceNetAdhocctlGetPeerInfo
* Added more info on some sceNet logs
* Prevent sceNetGetMallocStat from spamming debug log on some games.
* Remove some reporting that's normally just the result of garbage-as-display-list-execution.
* Remove an allocation in the word wrapper.
* Fix slowdowns due to careless use of auto
* Mark the PPGe font texture as reliable to avoid hashing it.
* Minor optimization in wrap_text.cpp
* Fixed PdpStat and PtpStat info
* Fixed returned error code of sceNetAdhocctlDisconnect
* Quick fix for #13459
* Fix regression where Gran Turismo ended up recreating the framebuffer on every frame in the menu.
* Update submodule ffmpeg to master
* Remove unused lastBoundTexture from Vulkan
* Comment fixes. Minor tweak.
* Cleanups in/around BlitFramebufferDepth
* Remove redundant bind on GL texture build. Improve dirtying of texture state.
* Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
* Set the texture dirty flags when binding a new framebuffer.
* Added alerted flags info on AdhocSocket to be used on PollSocket
* GPU debug stats: Show how many bytes of texture data we hash per frame
* Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
* Share GPUS stats formatting code between the backends (easier to add new stats)
* Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
* Remove some unnecessary function parameters, improve some comments.
* Using REPORT_ONCE to report some of GameMode HLE existance.
* Implementing Adhoc GameMode HLE
* Minor changes to adhoc timestamps
* A couple of D3D11 fixes.
* Fixed crash issue when creating/connecting to a null group name.
* Minor improvement to gl_debug_log.h
* Fix bug in GLES texture filter setup
* The new asserts found something.
* Unify BlitFramebufferDepth.
* Make the implementations of CopyFramebufferDepth more similar.
* Unify some GPU_SUPPORT* bits
* FPURegCache: The invariant checking is very slow in debug mode. Let's only turn it on when we need it.
* More asserts
* Use system date format on savestate as well
* Buildfix
* Help the compiler out a little bit in IndexGenerator::AddStrip.
* Some header include cleanup
* Add missing asserts after some VK resource creation functions
* Don't over-invalidate textures when a framebuffer is created or modified.
* Sneak in a fix for a limited memory leak in Vulkan vertex cache
* Delete TexCacheEntries that get replaced by a framebuffer
* Fix bug in new framebuffer code, reducing unnecessary texture invalidations.
* Check whether there may be more than one save file names by mode.
* Cache 60 FPS requirement
* Fix an issue of major performance drops when using accepted PTP Sockets.
* More moves
* Also move video filtering override.
* Move overrides to the end of GetSamplingParams
* Switch to a returned value and rename these functions.
* Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
* Make the signature of all the SetFramebufferSamplingParams the same
* Workarounds for D3D9's very limited mip level control.
* TextureCacheGLES: Also share the same sampler calculation for GLES.
* TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan.
* Comment fix
* Making sure the are no compiler warnings on adhoc code on android
* Prevent Client side from forever re-trying to connect to Exited Host on Shin Sangoku Musou Multi Raid 2
* Improve readability of the boolean expression mess in GetSamplingParams
* User chain support
* Linux: Use MAP_NORESERVE when finding a memory base pointer. See #13187
* TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry
* Always use a linear filter for video, unless forcing NEAREST filtering.
* Texfilter: Rewrite some checks in GetSamplingParams to be faster and more understandable.
* Remove some outdated debugging code (SetDebugTexture)
* Fix libretro OSX build
* MemMap: Check for MAP_FAILED in mmap call.
* Fix GetCurrentTextureDebug
* Try unknown's workaround for clang code gen bug. See #13187.
* Further simplify framebuffer matching.
* SaveState: Update to latest Snappy v1.1.8.
* x64: Fix stack alignment in vertex decoder, just because.
* Optimize a couple more single color conversion functions
* Optimize the DarkStalkers software rendering path a little more.
* Show how many times we evaluate framebuffers per frame in debug statistics.
* Re-fix BOF III - accidentally lost the texaddr offset
* Mostly fix Katamari by boosting fbs from the same frame
* Decouple framebuffers from texcache entries entirely.
* Update symbol list of disassembly window when loadexec.
* Don't read data more than data size of pgd files.
* Remove fbCache_ from TextureCacheCommon.cpp.
* Make SetColorUpdated static, reorder some fields
* Minor cleanups in CaptureDevice
* Fix Failed to Bind already used port issue on Android (and probably linux too). This should fix Dynasty Warrior Strikeforce and Shin Sangoku Musou Multi Raid 2
* Avoid getting Fatal signal 6 (SIGABRT) on linux/android when losing connectivity to the Adhoc Server.
* Allows reusing the same port for PtpListen and PtpOpen. This fixes Shin Sangoku Musou Multi Raid 2, and probably other games with similar issue (ie. Dynasty Warrior Strikeforce)
* Clients shouldn't try to detects timeout of other clients, because most of the time the client side doesn't have timeout information given, better wait for the host to tells them if a client got disconnected.
* Sleep a bit longer, especially when PPSSPP paused.
* Prevent spamming the log too much on some games
* Fixed sceNetAdhocMatchingGetMembers error return value
* Add option for the clear-fb-on-first-use speedhack. See #13295
* Resolve Adhoc Server DNS early and cache it so we don't need to resolve it again later.
* Stop waiting for connection on Exit to Menu to prevent causing lags.
* Combining PDP and PTP socket's array into a union array. Fixes Hot Shots Tennis that doesn't works well with socketId > 255
* softgpu: Correct cull handling for sprites.
* Headless: Setup logman earlier.
* GPU: Allow culling in through mode.
* Plugins: Schedule plugins before game thread.
* Plugins: Oops, typo.
* Plugins: Support for loading game-specific plugins.
* Module: Split out module start to use externally.
* Simulate blocking PtpFlush
* Allows blocking socket simulation on multiple threads simultaneously
* Making use Adhoc SocketAlert Flags to stop/abort blocking sockets
* Fixed return value when using Automatic Wlan Channel. Fixes Ridge Racer 2 and Warriors Orochi 2
* Changing default Wlan Channel to 11 on Automatic to be the same with real PSP
* Prevent sceNetGetMallocStat from spamming Info Logs
* TexCache: Correct detaching textures.
* Net: Fix memory corruption on save old state.
* Net: Correct save state from old loaded state.
* TexCache: Rename "Invalid" attach to "Inexact".
* TexCache: Always apply detach matches if found.
* GE Debugger: Include game ID inside dump file.
* Debugger: Add formats to breakpoint logging.
* Fixed SceNetAdhocctlParameter structure
* Added some more info in Debug Log to help debugging
* Added another HexData printing with offset and ASCII contents to help dumping some data in the logs
* Fixed an issue where the 1st line showing 17 bytes of data instead of 16 bytes like the rest of the lines
* Ignore SIGPIPE error on certain system (ie. Linux)
* An attempt to implement AdhocSocketAlert
* Oops forgot to replace these numbers with const on adhoc socket reindexing PR
* Imp sceKernelFindModuleByName
* Reindexing PDP and PTP socket using const/var instead of using confusing raw numbers
* Fix crash issue due to out of bound when indexing PDP socket
* Add draft sceKernelFindModuleByUID (#13380)
* Fix Phantasy Star Portable 2 Timeout issue
* Fix multiplayer on Valhalla Knights 2
* Fix AdhocMatching P2P Mode. This fix Bleach Heat the Soul 7
* Fix crash in Digimon Adventures.
* Minor changes to make sure the output struct/arg have similar value to the one from prx file (based on Kingdom Hearts BBS)
* Don't allocate PSP's Memory during DoState
* Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
* Fix possible stalled thread when PPSSPP closed down
* An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
* Increasing the shutdown delay so that there will be at least one "4=sceUtilityNetconfGetStatus()" after "0=sceUtilityNetconfShutdownStart()" instead of directly to "0=sceUtilityNetconfGetStatus()" (just like what happen when using utility.prx file with KHBBS on JPCSP)
* An attempt to differentiate adhoc connect, create, and join.
* Oops we already have local mac stored in context, no longer need to getLocalMac again
* Fix connection issue on games using AdhocMatching due to sometimes events are removed prematurely before being processed. This fix Gran Turismo where some peers could permanently be in "busy data" state.
* Fixed possible crash issue due to lingering leftover callback events from previous multiplayer session.
* Avoid using hleLog during a Shutdown
* An attempt to sort AdhocMatching Member List in order to make a consistent list on all players (based on Host). Also fixed some disconnection issue on other players when a player is leaving the room on Gran Turismo and Patapon 3.
* An attempt to make PDP and PTP ID to be unique so they can be polled properly together without getting conflicted ID. This fixes Gran Turismo.
* An attempt to fix sceNetAdhocPollSocket to works properly. This fixes one of the multiplayer mode on Bleach Heat the Soul 7
* Making sure the 1st 2-bits on the 1st byte of MAC address' OUI are zero to prevent issue with some games (ie. Gran Turismo)
* Default to P2P/Parent's MAC address if the target MAC on sceNetAdhocMatchingSendData is 00:00:00:00:00:00 (need to confirm whether this is correct or an error should be returned instead)
* Ignores the 1st byte of MAC address when comparing, since there might be games (ie. Gran Turismo) that tries to tamper/change the 1st byte during multiplayer upon use.
* Use >= 0x03080000 instead of 0x0307FFFF
* Add a check in sceKernelTerminateThread
* Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
* When going the other way, there can be multiple textures that need updating.
* Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
* Reschedule after resuming thread from suspend.
* Oops, crashfix for late change
* Add some ONCE-reporting of multiple candidate situations
* Forgot the if, oops.
* Shrink the "Cardboard VR Off" button.
* Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
* Apply the scoring model when creating/updating framebuffers too.
* Switch framebuffer matching to a scoring model.
* Extract AttachFramebufferToEntry function
* GE dump loading: Try to use the correct GameID so compat.ini flags apply.
* Add a check in sceKernelTerminateDeleteThread
* Remove wrong assert. Should fix #13354
* cmake: Remove outdated ARMV7 define.
* Global: Remove ARM64 define.
* GPU: Avoid compile error if ARM64=1 specified.
* TexCache: Try to avoid wrong texcache usage.
* TexCache: Improve quicktexhash by ~1-4% on NEON.
* Only clear when initializating kernelMemory and userMemory.
* Virtual framebuffer copies: Make a more informed guess on appropriate pixel format.
* Actually clear memory when initializating.
* Delete an unused buffer, saving 0.5MB of RAM.
* GPU: Remove ReliableHash aliases.
* GPU: Hash CLUT using XXH3 with replacements off.
* irjit: Switch to XXH3.
* GPU: Switch vertex/lookup hashes to XXH3.
* GPU: Remove neon xxhash implementation.
* Vulkan: Type comparison warning fix.
* unittest: Fix build on Android.
* Common: Update to latest xxhash.
* Net: Reduce PortManager log noise.
* Throw in a minor simplification in depal.
* Address feedback from #13341.
* Fix final subpass dependency for depth
* Correctly update image layout to the final one after a render pass.
* Log validation errors normally as well as using OutputDebugString.
* Improve LogSteps further. Break out PreprocessSteps.
* Naming fix, better names for temp fbos
* VulkanRenderManager: Improve logging. LogSteps output is much better.
* Fix longstanding depth/stencil view issue in Vulkan. Cleans up validation.
* Vulkan: Minor fix for depth/stencil pretransitions. Used DEPTH_ATTACHMENT_OPTIMAL by mistake in barrier.
* AspectMask fix
* Vulkan: Silly typo fix in barrier
* Exception: Don't trust sigaltstack().
* SavedataParam: Be careful with const char* to string. Might help #13187
* Update lang submodule
* http: Avoid logging errors for would block.
* TexCache: Force recreate texture on detach.
* Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
* Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
* Debugger: Check for no texture before debug bind.
* GPU: Properly detect clears.
* Quick Vulkan crashfix
* Some minor logging improvements that get to tag along the previous commit
* More explicit invalidation of any cached state in Thin3D. Fixes #13307
* UI: Use standard text wrapping for chat messages.
* UI: Allow text to use native fonts.
* UI: Split chat lines using Unicode.
* GPU: Fix some case warnings.
* Kernel: Avoid two different Heap structs.
* Avoid using getaddrinfo during initialization as it could blocked the thread if there is no network
* Audiocodec: Fix warning on older clang.
* native: Minor header cleanup.
* Windows: Show instance counter only with peers.
* Net: Use locking consistently for instance counter.
* Improve JPEG file detection (mainly for background image use)
* Small mistake in sceKernelExitDeleteThread
* Add a check in sceKernelExitDeleteThread
* GL: Re-enable mipmaps for thin3d textures.
* Windows: Make the instance counter go by 1, 2, 3.
* Windows: Auto-enable GL validation (debug messages) in debug builds
* More work on GL state leaks. Some things really need a redesign.
* Net: Simplify local IP lookup.
* Net: Cut down on local IP aliasing.
* Use ppsspp error name
* oop
* Fix sceKernelExitThread
* Add support for the 8Bitdo SF30/SN30 Pro controllers on SDL. See #13034
* Log the first 100 block transfers instead of just the first one. Should make it easier to spot interesting things without hacking the log code.
* Some logging improvements. Show more coordinates for block transfers, etc.
* Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
* Global: Unbreak build.
* Buildfix
* More Log.h cleanup.
* Move MsgHandler into Log.cpp/h
* More cleanup of Log.h, move AndroidAssert into MsgHandler.cpp/h.
* First step of cleaning up Log.h. Plus a few other bits and bobs.
* Fix undesired re-builds after runnning CMake
* Buildfixes
* Address feedback.
* Switch to PPSSPP's assert functions (don't use the system's)
* Fix newlines in logging before the manager is initialized.
* Buildfix
* Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats.
* Android.mk fix
* Update .editorconfig to match the encoding of the resource files.
* Move timeutil to Common. (Experiment to see how much work it is to move these).
* Address feedback
* UWP buildfix
* Vulkan: Fix tex upscaling 4444 swizzling.
* Debugger: Oops, fix comment typos.
* Finally delete base/logging.cpp/h. Carefully preserve behaviour on Android.
* Fix build of ZimTool/AtlasTool. Had to break the ugly backwards dependency from LogManager to g_Config.
* Getting really close to getting rid of base/logging.h now.
* Even more base/logging.h removal and fixes
* More base/logging.h cleanup
* Remove base/logging.h in a whole lot more places.
* Remove base/logging from a lot more files in native
* Remove base/logging.h from a whole bunch of files in native
* Remove base/logging from UI and more
* Remove most instances of base/logging.h from Common, Core, GPU, more
* Replace base/logging.h in VulkanContext and parts of native
* Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
* Recategorize some logging, in preparation for what's to come.
* Fix menu navigation from axis in linux
* Fix build with clang-cl
* Fix SSE detection with clang-cl
* Fix Windows/CMake build with Visual Studio
* Shows AdHoc and Access Point Connecting... Dialog
* Making sure std::min/max are not overridden by windows header's min/max
* Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
* An attempt to simulate a fake PSN authentication on Patapon 3
* Renaming sceNp* NIDs functions to their proper function names.
* Really no need to call clear() in the constructor for AudioChannel.
* Disable the instance counter in libretro builds.
* Fix some minor issues found by address-sanitizer on Linux
* UninstallExceptionHandler: Zero-initialize some structs. I've seen some weird crashes on the free() on Android.
* Minor logging improvements
* Global: Buildfix for parsers.
* Global: Move string number parse to text/parsers.
* Global: Reduce ini_file header complexity.
* Global: Make stringutil includes more explicit.
* Move Section out of IniFile so it can be forward declared. Unlocked further improvements to build speed.
* Can't avoid sstream in ini_file.h, it seems.
* Buildfix
* Remove sstream from stringutil.h. See #13267
* libretro: Buildfix.
* SaveState: Rename ChunkFile files to Serialize.
* Global: Remove some unused header code.
* SaveState: Split out Do types to reduce headers.
* Audio: Avoid exposing fixed size queue in header.
* SaveState: Add header to other makefiles.
* Global: Remove unnecessary includes.
* UI: Fix an override warning.
* Audiocodec: Silence a known warning.
* Global: Cut down on file/string includes.
* HLE: Fix some missing error logging.
* SaveState: Split Do() into a separate header.
* Address feedback
* Minor: Initialize a struct. Decrease logging in sceMt19937.
* Remove partial comment
* Vulkan: Implement depth texturing through depal.
* Some fixes
* Vulkan/generic: Initial prep for depth texturing
* Optimize value conversion in (unused) depth readback.
* These convenience overloads don't work in 32-bit builds, remove them.
* Set debug names for more framebuffers and textures
* Allow passing in an object name tag when creating framebuffers
* Vulkan: Start adding object names for easier validation debugging
* (Libretro) Buildfix for Windows
* Remove double disable function on frame duplication
* Enable pixel depth rounding for Nayuta no Kiseki. See issue #8744.
* Logging improvement
* Remove some unnecessary reporting.
* Fix issue where after a backend change restart, the new instance was considered secondary.
* Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
* Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
* Viewport state conversion: Move the pixel scaling to after the overage clipping.
* Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
* Also correct the allocated size.
* Correct the alignment size when allocate memory at a position.
* UI sound fix
* Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
* Texture from framebuffer: Logging improvements
* Clarify, but don't yet remove, a perf hack for ES devices. Remove a unused sync parameter from readbacks.
* Improve logging of unknown syscall imports.
* Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
* Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
* Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
* Move a line to a better place
* Expose SYSPROP_SYSTEMVERSION to Libretro Android core. This fixes crashes with targetSdk 29.
* Fix Android Libretro build issues.
* Fix texture upscaling and per game setting fix/cleanup
* Off by default
* Add a setting. Various tweaks to sound triggering.
* Add a couple of more sounds. Rename some vars.
* Hook up a couple more sounds. Unfortunately clickable back buttons now play both back and confirm sounds...
* Hook up the first UI sound, make it play.
* Read in WAV files for UI sounds
* Initial sound effects
* BackgroundAudio: Switch to a heap allocated buffer.
* Consolidate BackgroundAudio.cpp into a class
* libretro buildfix
* SaveState: On section version failure, log out the name of the bad section.
* Vulkan debug log: Remove some old exclusions, add a new one (for an old issue)
* Minor logging improvements
* Fix error in sceUsbMic savestate handling (need to accept old savestates without the section)
* Fix crashes issue due to 0 is a valid index to types_, using invalid index like -1 should give a better/clearer stack trace
* Save&Restore PSP Thread IDs to prevent using the wrong Thread ID after loading from save state, also making sure DoState have default value
* UI: Simplify on/off for hardware tex scaling.
* Vulkan: Allow custom texture upscaling shaders.
* UI: Add setting for texture upload shader.
* Lowering minVer of AfterAdhocMipsCall section.
* Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
* Update Vulkan headers to the latest, just to keep up.
* Add some comments and const-correctness, and a pointer type fix, to the "semaphore" crypto stuff.
* Reorganized Networking UI (#13232)
* Init parameters in __UsbMicInit to avoid incorrect initial state when you exit to menu from ingame.
* Patapon 3 Fix (#13231)
* Imp sceUtilsBufferCopyWithRange and sceUtilsBufferCopyByPollingWithRange (#13206)
* minor fix
* BuildFix
* Also partly implement in sceUsbCam.
* Flush audio buffer when a transmission is completed.
* Do state.
* Use UTF-8 code page to get the device names.
* Add basic Microphone support on Windows.
* Fix alpha channel handling in xBRZ texture filter shader
* Add two Kernel_Library's nids (#13218)
* Added a fake thread to process Apctl Request Events into Apctl State Changes
* Fix some lint warnings, and a "toast" on graphics init failure (instead of previous crashes)
* Android: Reduce asserts during startup.
* Some renaming and cleanup in the Android audio code
* Android: Can't call AlertDialog.Builder.setOnDismissListener before JELLYBEAN_MR1
* GL: Add some paranoid checks. Remove a useless option.
* Forgetting "return true" fooled the optimizer into crashing. Fixes #13215.
* oop
* Add two SysMemForKernel's nids
* Add two ThreadManForKernel 's nids
* Remove unnecessary vector from thin3d_gl texture handling.
* Remove wrong comment
* Don't trust the messy error checking in EmuScreen with figuring out what to do with zip files.
* Reduce use of multi-byte char switches.. saw this go wrong when stepping!?!
* ExceptionHandler uninstall: Don't crash if no exception handler already installed.
* Add some threadman's nids
* Added more stub for some unimplemented sceNetApctl* functions
* Add two ModuleMgrForKernel's nids
* Debugger: Add memory.read_*, memory write_*
* Attempt to fix an issue when the 3rd player joined causing problem to other players on Patapon 3 (this may also affects other games that use AdhocMatching)
* Added more info to AdhocMatching Logs to get a better insight
* UI: Fix consistency in vsync setting for iOS.
* Locking before changing peer linked list order, just to be safe.
* (Libretro Windows) Buildfix
* Added target/destination IP & port of sceNetAdhocPtpConnect in the log to get better insight
* Fix some logs text
* Fix an issue where a player got disconnected when another player tries to join. This should affects games that use AdhocMatching such as Patapon 3
* Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
* Libretro: Update minimum windows version to Vista. Committed on behalf of twinaphex
* D3D11 - don't forget to unbind secondary texture when we need to unbind.
* Just to be safe since SO_MAX_MSG_SIZE may not be available on all platform and forcing the definition to what windows use might be a bad idea.
* Making mac2str function easier/cleaner/safer to use for logging purpose
* Do UPnP stuff on it's own thread to prevent causing stutters/lags during multiplayer game due to blocking socket behavior on miniUPnP
* Provides quick IP fill on Adhoc Server IP address setting to makes player's life easier :)
* Need to make sure already connected to Adhoc Server before Creating/Joining a group. (Fix GTA VCS failed to join a group and unable to see any room)
* Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
* Fix issue when loading save state created from previous test version
* Correct a crash on a missing kernel object.
* Fix timeout comparison
* Minor fixes
* Fix possible crash issue during Networking Cleanup
* Fixed PortManager fallback Cleanup issue when exiting PPSSPP due to early WSACleanup
* Added an option to Disable Nagle Algorithm (Enable TCP No Delay)
* Fixed UPnP port opened by PPSSPP detection, and Updated PortManager to be compliant to general purpose usage
* Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators
* Further libretro buildfix
* Making sure there are no warnings on adhoc code when building on android studio
* Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
* libretro buildfix?
* Attempt to fix compilation error on Linux
* Fix Blinking game room issue on NFS Most Wanted, this will also fix lobby issue on Ridge Racer 2, Naruto Kizuna Drive, etc.
* Backport Mac/iOS buildfix from a later commit
* Use the alloc size from real PSP for FONT_OPEN_INTERNAL_STINGY mode. the
* Added UI to change WLAN Channel.
* An attempt to fix socket's behavior inconsistencies across platforms.
* Implement ANR2ME's solution for miniupnpcstring.h
* Oops
* Create an Android.mk for miniupnp
* Windows: Run the upnp string gen script regardless of architecture, and in UWP.
* Update the gradle version again.
* Add PortManager.cpp to Android.mk
* Switch to my miniupnpc fork with a UWP fix
* UWP: Unify linker options
* Set up Windows UWP project for miniupnpc.
* MiniUPNPC: Windows: Try to fix build on VS 2017, add more platforms.
* Fix UPnP error detection
* Added UPnP Support
* Windows: Add command to load up a new identical instance of PPSSPP.
* Temporary buildfix
* Warning fixes
* Backport a macOS buildfix from later
* Fix Local IP detection on non-Windows system
* Making sure Adhoc codes doesn't have compilation warnings
* Enabling KeepAlive on sockets
* Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner
* making sure there are no alignment warnings related to member of packed struct on android
* Improved multiplayer stability regardless of I/O Timing method
* Fix i18n type
* Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
* Another buildfix
* Buildfix
* Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
* Making sure adhoc callbacks runs on AdhocThread
* Silence secondary instances.
* PSP kernel: Improve logging when accessing bad kernel object handles.
* Make the instance counter global and initialized at startup.
* Remove some _XBOX stuff
* Apply a few lines from "Added UPnP support", removing extra WSA calls.
* Make PPSSPP_ID persistent every reset/changing game thus have persistent localhost IP
* Excluding Android from multiple-instance feature because i'm too lazy to learn ashmem :D
* Oops forgot to change this also for multiple-instance to work properly
* Support multiple instance of localhost Multiplayer on 1 PC
* Prevent reporting a bad memory access just because Tekken creates a mutex with a null name.
* sceMpegAvcCsc: added range validity tests.
* Buildfix
* Third part of getting rid of PanicAlert
* Step 2 of removing PanicAlert
* Step 1 of removing PanicAlert
* Remove category from _assert_msg_ functions. We don't filter these by category anyway.
* Fix a bug in crashhandler where we could end up disassembling far too much.
* EditorConfig: Separate indent style for libretro.
* Display: Allow unthrottle to skip only flipping.
* Support full VSync control in SDL OpenGL.
* Improve some logging, and print the line number from PanicAlerts.
* Update lang submodule
* Eliminate an unnecessary global g_Vulkan.
* Windows/Vulkan: Don't destroy the surface during resize, no need.
* More buildfixes
* Buildfix
* SDL: Avoid destroying the surface on resize.
* Cleanup log output on swapchain/surface recreation.
* Buildfix. Checking _POSIX_VERSION is not recommended anyway.
* Crash: Show disassembly of the instruction causing the crash, and the symbol name.
* Split the fault handling from MemMap.cpp to MemFault.cpp.
* Update README following unknows markup way
* Savedata: Correct AM/PM and time/date settings.
* Travis: Don't update python3.
* Fix
* (Libretro) Buildfix - add missing file x64Analyzer.cpp
* Windows ARM fix, cleanup
* Refactor MachineContext.h to reduce ifdefs elsewhere.
* There's no sigcontext on 64-bit iOS either, apparently.
* Yet another iOS buildfix attempt
* Another iOS buildfix attempt
* Various platform buildfixes
* Make fastmem memory exceptions report the exceptions to Core correctly.
* iOS buildfix attempt
* HandleFault: Add missing nullcheck
* Try USE_SIGACTION_ON_APPLE on IOS.
* MachineContext, Linux/Android: Try to support android-x86 (32-bit)
* Add x64Analyzer to Android.mk. Some minor cleanup
* More info on crash screen
* Exceptions: A bit more consistency in callback registeration.
* Mac/Linux buildfixes
* Draw a minimal crash dump on the emu screen after a crash (if bIgnoreBadMemAccess is false).
* ARM/ARM64 instruction analysis, hook up to handler
* Skip bad reads/writes by the guest executable.
* Simple exception handler so we can ignore accesses that happen within the PSP memory space.
* Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
* Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
* Osk: Draw shadows on all the letters.
* MsgDialog: Show better error messages.
* MsgDialog: Allow text to be wider.
* MsgDialog: Add scrollbar when message is long.
* PPGe: Draw nicer drop shadows.
* PPGe: Handle text shadows more consistently.
* Vulkan: Buildfix.
* Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
* Revert "Disable a new compiler warning that doesn't do us much good"
* (Libretro) Add MSVC 2019 target
* Change libretro.cpp to confirm to libretro code formatting conventions
* Disable a new compiler warning that doesn't do us much good
* (Libretro) Add optimal input read codepath - bitmasks
* Remove irrelevant comment
* Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
* GLES: Invalidate framebuffers bound DONT_CARE.
* Kernel: Check thread switch PC in release.
* jit: Add some basic checks in armjit/arm64jit.
* x86jit: Trigger exec exceptions.
* irjit: Add jump crash checks.
* UI: Allow non-ascii on crash dump screen.
* Core: Track exception on bad jumps.
* Core: Reset exception info on resume/reset.
* Kernel: Add a bit more thread info on crash.
* Add custom GLEW - interfaces with libretro get_proc_address - we need this for compatibility with DRM/KMS and Wayland contexts - otherwise we're limited to GLX context
* Travis: Use the default macOS image.
* Update v1.10.3 readme link
* Expose more information on the crash screen (current kernel thread)
* Address some feedback
* Draw a minimal crash dump on the emu screen after a caught crash.
* Formalize "core excpetions" as a concept
* Some code reformatting/renaming
* Centralize handling of memory exceptions a bit
* Split CORE_ERROR into CORE_BOOT_ERROR and CORE_RUNTIME_ERROR
* Update version for 1.10.3
* Update lang submodule
* Update README for 1.10.3
* Travis: Disable OSX/iOS until we can fix them
* Touch control layout screen: Make the expanded click zone around the controls symmetrical.
* Kernel: Add a little paranoia check on chained mipscalls.
* Fix decimal part
* Touch control layout: Make dragging a lot less "jumpy"
* TouchControlLayoutScreen: Reorder functions in the file to make more sense.
* Refactor TouchControlLayoutScreen - break out the actual editor into a separate view.
* (Libretro) Makefile build fixes
* (Libretro) Buildfixes
* Change wording of camera notch ignore setting
* Update version for 1.10.2
* Update README.md for 1.10.2
* Add some paranoid checks in AfterMatchingMipsCall::run().
* Add automated script for link on readme
* Android: Add option to ignore camera notches when sizing the display.
* Remove unnecessary logging of preview formats
* Link PR and issues in README
* Screen: Unlock the inputLock_ mutex slightly earlier in processFinishDialog
* Revert "Remove the I/O on Thread option - treat it as always on."
* http: Check cancel flag more often.
* Sneak in some paranoia in InstallZipScreen.cpp (another one from #13057)
* Check that we actually got a preview size.
* CameraHelper: Do a better job of choosing an appropriate preview size.
* Add a try/catch to Android camera device listing. Might help #13091 and the issue seen in #13057.
* Change default rendering resolution on Linux to auto
* Fix radio button in "Window size" menu
* Update submodule URL
* Fix reliability of the CMake generated version
* README.md update
* Update version to 1.10.1
* Update README, lang submodule for 1.10.1
* SaveState: Prevent edge case on old save state.
* SaveState: Make sure to default init net data.
* Add some excessive null checks to GameScreen::render(), might fix the crash seen in #13057
* Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
* Some paranoid checks in PPGeDraw. Might help the crash seen in #13047.
* Downloader: Join threads in CancelAll
* D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
* Different handling of Download lifetimes. Might help an issue from #13057 (1.10 crash mysteries)
* cmake: don't install bundled glslang
* Qt: unbreak build without SDL
* TextureDecoder: Fix misuse of NEON on all armv7
* Vulkan: Correct secondary texture binding in Draw.
* Draw: Allow 2 textures bound in Vulkan.
* GPU: Add sampler1 for postshader orig source.
* Draw: Fix textures and samplers at an offset.
* Draw: Use uniform locs for GLES, add samplers.
* GPU: Alternate FBOs for chained postshaders.
* GPU: Avoid immediate postshader FBO recreate.
* Android: Request stable layout and update on focus.
* GLES: Use debug groups for render steps.
* GLES: Avoid duplicate state resets.
* GLES: Delay buffer use in vertex cache.
* GLES: Fix disabled vertex cache code.
* GPU: Try a bit harder to determine safe size.
* Vulkan: Match safe size behavior on all backends.
* Io: Fix LBN timing for virtual discs.
* Io: Cleanup access bits for files.
* Headless: Handle umd mapping with block devices.
* Io: Open sce_lbn references and whole ISO faster.
* Io: Account for OpenAsync timing.
* Io: Fail without fd on bad device in OpenAsync.
* Io: Improve non-async open timing.
* Io: Track whether the game is on a UMD or storage.
* Io: Simulate VFAT bug only when simulating FAT32.
* Io: Improve timing of sceIoOpen().
* Io: Cleanup sceIoOpen errors and logging.
* Windows: Make init crash warnings more generic.
OBS-URL: https://build.opensuse.org/request/show/841874
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=268
2020-10-18 19:39:16 +02:00
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Requires(post): hicolor-icon-theme
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2021-04-24 18:48:14 +02:00
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Requires(postun):hicolor-icon-theme
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Accepting request 841874 from home:Guillaume_G:branches:Emulators
- Exclude aarch64 and %arm as it never built due to openGL
vs openGL ES issue.
- Use again system ffmpeg
- Update to version 1.10.3~git20201014:
* Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
* Vulkan: fix stack overflow.
* libkirk: fix buffer overflow.
* Fix a couple of issues with #13477, found by aliaspider.
* VK: Whenever safely possible, shrink the render area.
* Fix OpenGL crash introduced in #13536
* Fix GPU profile display on notched screens
* compat.ini: Add ID for European version of Car Jack Streets
* Track and accumulate pipeline flags for render passes.
* Bugfix
* VK: Separate layout transitions from renderpasses again.
* Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
* VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
* Workaround for date bug in Car Jack Streets.
* Fixed timeout issue due to the latest CoreTiming::GetGlobalTimeUsScaled() have a possibility to get smaller number than the previous one.
* Added some network-related missing error codes.
* Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
* Fix additional snappy warnings.
* Warning fixes.
* Avoid a division in time_now_d(). Minor optimizations.
* VFPU: Compute sines and cosines in double precision.
* Make Qt apply fullscreen change from UI as well
* Make --windowed available on all platform and make sure to trigger resize
* Add an option to the in-game dev menu to reset counts on limited logging
* Change jpn0.pgf for a new one generated by nassau-tk
* Update gradle, assets/lang
* Prevent sceNetAdhocctlGetGameModeInfo from spamming Warn/Info Log on Street Supremacy
* Added socom.cc as an alternative Public Adhoc Server, just because they have statistic web page for players to find out which games are being played and how many players are there.
* Minor changes.
* Return early to reduce indentation on AdhocMatching code
* Updated AdhocPollSocket implementation to fix Bleach Heat the Soul 7, Fate Unlimited Codes, Carnage Heart EXA
* Prevent getting too many Kernel Errors in the log during a Shutdown cleanups due to kernelObjects already cleared.
* Prevent Dissidia 012 from opening too many ports when failed to connect continuously.
* Making the workaround that fix Gundam vs Gundam Next Plus to be optional as it can improve connectivity on other games over high latency networks, and fix GvG Next Plus properly.
* Updated AdhocSocket struct, and an attempt to reduce stutters by increasing the send buffer a little bit.
* Fix Falcom games (ie. Ys vs. Sora no Kiseki, Vantage Master Portable)
* Removing ETIMEDOUT from non-blocking socket's error checks
* Updated GameMode implementation to fix Bomberman, also improved performance on BattleZone. (+1 squashed commits)
* Fix NetconfDialog timings to get a better message transitions.
* Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
* Removing the workaround that fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link but having a side effect of 0.5 second lag
* Fix a recent bug in XinputDevice.h
* Sets the maximum memory stick size to 32GB like a Memory Stick Duo.
* Savedata:Skips non-directories in LISTALLDELETE mode.
* Simulates memory stick size to get fixed free space.
* SDL: Apply patch from issue #13516, fixing issue with Wacom tablets with readonly flags set.
* SDL: Implement multitouch support
* Buildfix - remove more Qt-specific code in TextureReplacer
* Also report a smaller memstick for Street Fighter Alpha 3 MAX (see #10462)
* Add compat.ini setting to work around memstick size math problem in Harry Potter - Goblet of Fire
* Fix libretro makefile build
* Add some recent contributors to the credits list.
* Delete useless Qt-specific path in TextureReplacer
* Vulkan: Automatically generate mipmaps for replacement textures.
* Cap the global thread pool at 16 threads.
* Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
* Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
* Buildfix linux
* Windows: Remove the native project.
* Complete the eradication of D3DX9 compiler loader
* Move text rendering to Common.
* Move most GPU things to Common.
* KeyMap fix (libretro)
* Libretro buildfixes
* Move fileutil, net, image loaders, ui to Common. (#13506)
* SaveData:Displays all saves like a PSP for LISTALLDELETE mode.
* iOS buildfix
* Mac/ios buildfix
* Move NativeApp.h to Common/System, split into NativeApp.h and System.h
* Move Display.cpp/h to Common.
* Move the profiler to Common
* Common.h shouldn't include Log.h.
* Move math and some file and data conversion files out from native to Common.
* iOS buildfix attempt
* Move native/util, native/data and native/i18 to Common/Data.
* Fixed missing cstring include.
* Move input utilities from native to Common/Input.
* Savedata:Corrects the performances when the data is broken.
* Move threading utils from native to Common
* Savedata:Supports empty file name for save/load/delete.
* Savedata:Improves the deleting functions.
* Libretro buildfix
* Windows: Correct some stdafx.h paths.
* Adnroid: Add back arm32 files for libpng.
* Android: Fix include paths.
* Global: Add back arm files for libpng.
* Merge ext/native/ext/... directly into ext.
* ByteSwap.h results in a file name collision on some systems with byteswap.h. Fix this by merging it into BitSet.h.
* Additional UWP buildfix
* UWP buildfix
* retro buildfix
* Buildfixes
* Remove some TLS.
* Remove unnecessary use of thread local storage
* Remove some color util functions
* Move buffer.cpp/h from base to Common
* Buildfixes
* Finish getting rid of basictypes.h
* Merge base/basictypes.h into Common/Common.h (mostly).
* Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
* Remove old define for thread local storage
* We no longer use TCHAR.
* Remove our usage of ssize_t
* Delete more useless math code
* Delete unused math code
* Delete more old detritus
* Delete some unused string functions
* Very minor optimization (divisions by constants are faster unsigned)
* Delete unused backtrace.cpp
* TimeUtil.cpp cleanup
* Fix issue with duplicate texture dumps.
* Add PSP color shader
* SDL: Adjust locale parsing for Ubuntu.
* Core: Fix memory size check.
* fix #13471
* glcore context switching
* Don't cache time in a variable.
* Enable BlockTransferAllowCreateFB for Burnout Dominator.
* Some GPU code cleanup. Disable some unnecessary reporting.
* More cleanup
* Cleanup
* IndexGenerator::AddStrip: Avoid the fallback by writing a few extra indices if necessary.
* Also optimize IndexGenerator::AddStrip for ARM NEON.
* Buildfix
* SSE-optimize IndexGenerator::AddStrip. Shaves about half a percent from GoW.
* Speed up game start under Windows by not filling the symbol listbox until the disasm window is opened.
* Windows debugger: Clean out old remains of multi-cpu support
* Reduce string allocations in Vulkan memory allocator
* Revert a bad optimization in word wrapper
* An attempt to improve connection stability.
* Fixed returned error code on sceNetAdhocctlDelHandler
* Minor fix to sceNetAdhocctlGetPeerInfo
* Added more info on some sceNet logs
* Prevent sceNetGetMallocStat from spamming debug log on some games.
* Remove some reporting that's normally just the result of garbage-as-display-list-execution.
* Remove an allocation in the word wrapper.
* Fix slowdowns due to careless use of auto
* Mark the PPGe font texture as reliable to avoid hashing it.
* Minor optimization in wrap_text.cpp
* Fixed PdpStat and PtpStat info
* Fixed returned error code of sceNetAdhocctlDisconnect
* Quick fix for #13459
* Fix regression where Gran Turismo ended up recreating the framebuffer on every frame in the menu.
* Update submodule ffmpeg to master
* Remove unused lastBoundTexture from Vulkan
* Comment fixes. Minor tweak.
* Cleanups in/around BlitFramebufferDepth
* Remove redundant bind on GL texture build. Improve dirtying of texture state.
* Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
* Set the texture dirty flags when binding a new framebuffer.
* Added alerted flags info on AdhocSocket to be used on PollSocket
* GPU debug stats: Show how many bytes of texture data we hash per frame
* Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
* Share GPUS stats formatting code between the backends (easier to add new stats)
* Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
* Remove some unnecessary function parameters, improve some comments.
* Using REPORT_ONCE to report some of GameMode HLE existance.
* Implementing Adhoc GameMode HLE
* Minor changes to adhoc timestamps
* A couple of D3D11 fixes.
* Fixed crash issue when creating/connecting to a null group name.
* Minor improvement to gl_debug_log.h
* Fix bug in GLES texture filter setup
* The new asserts found something.
* Unify BlitFramebufferDepth.
* Make the implementations of CopyFramebufferDepth more similar.
* Unify some GPU_SUPPORT* bits
* FPURegCache: The invariant checking is very slow in debug mode. Let's only turn it on when we need it.
* More asserts
* Use system date format on savestate as well
* Buildfix
* Help the compiler out a little bit in IndexGenerator::AddStrip.
* Some header include cleanup
* Add missing asserts after some VK resource creation functions
* Don't over-invalidate textures when a framebuffer is created or modified.
* Sneak in a fix for a limited memory leak in Vulkan vertex cache
* Delete TexCacheEntries that get replaced by a framebuffer
* Fix bug in new framebuffer code, reducing unnecessary texture invalidations.
* Check whether there may be more than one save file names by mode.
* Cache 60 FPS requirement
* Fix an issue of major performance drops when using accepted PTP Sockets.
* More moves
* Also move video filtering override.
* Move overrides to the end of GetSamplingParams
* Switch to a returned value and rename these functions.
* Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
* Make the signature of all the SetFramebufferSamplingParams the same
* Workarounds for D3D9's very limited mip level control.
* TextureCacheGLES: Also share the same sampler calculation for GLES.
* TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan.
* Comment fix
* Making sure the are no compiler warnings on adhoc code on android
* Prevent Client side from forever re-trying to connect to Exited Host on Shin Sangoku Musou Multi Raid 2
* Improve readability of the boolean expression mess in GetSamplingParams
* User chain support
* Linux: Use MAP_NORESERVE when finding a memory base pointer. See #13187
* TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry
* Always use a linear filter for video, unless forcing NEAREST filtering.
* Texfilter: Rewrite some checks in GetSamplingParams to be faster and more understandable.
* Remove some outdated debugging code (SetDebugTexture)
* Fix libretro OSX build
* MemMap: Check for MAP_FAILED in mmap call.
* Fix GetCurrentTextureDebug
* Try unknown's workaround for clang code gen bug. See #13187.
* Further simplify framebuffer matching.
* SaveState: Update to latest Snappy v1.1.8.
* x64: Fix stack alignment in vertex decoder, just because.
* Optimize a couple more single color conversion functions
* Optimize the DarkStalkers software rendering path a little more.
* Show how many times we evaluate framebuffers per frame in debug statistics.
* Re-fix BOF III - accidentally lost the texaddr offset
* Mostly fix Katamari by boosting fbs from the same frame
* Decouple framebuffers from texcache entries entirely.
* Update symbol list of disassembly window when loadexec.
* Don't read data more than data size of pgd files.
* Remove fbCache_ from TextureCacheCommon.cpp.
* Make SetColorUpdated static, reorder some fields
* Minor cleanups in CaptureDevice
* Fix Failed to Bind already used port issue on Android (and probably linux too). This should fix Dynasty Warrior Strikeforce and Shin Sangoku Musou Multi Raid 2
* Avoid getting Fatal signal 6 (SIGABRT) on linux/android when losing connectivity to the Adhoc Server.
* Allows reusing the same port for PtpListen and PtpOpen. This fixes Shin Sangoku Musou Multi Raid 2, and probably other games with similar issue (ie. Dynasty Warrior Strikeforce)
* Clients shouldn't try to detects timeout of other clients, because most of the time the client side doesn't have timeout information given, better wait for the host to tells them if a client got disconnected.
* Sleep a bit longer, especially when PPSSPP paused.
* Prevent spamming the log too much on some games
* Fixed sceNetAdhocMatchingGetMembers error return value
* Add option for the clear-fb-on-first-use speedhack. See #13295
* Resolve Adhoc Server DNS early and cache it so we don't need to resolve it again later.
* Stop waiting for connection on Exit to Menu to prevent causing lags.
* Combining PDP and PTP socket's array into a union array. Fixes Hot Shots Tennis that doesn't works well with socketId > 255
* softgpu: Correct cull handling for sprites.
* Headless: Setup logman earlier.
* GPU: Allow culling in through mode.
* Plugins: Schedule plugins before game thread.
* Plugins: Oops, typo.
* Plugins: Support for loading game-specific plugins.
* Module: Split out module start to use externally.
* Simulate blocking PtpFlush
* Allows blocking socket simulation on multiple threads simultaneously
* Making use Adhoc SocketAlert Flags to stop/abort blocking sockets
* Fixed return value when using Automatic Wlan Channel. Fixes Ridge Racer 2 and Warriors Orochi 2
* Changing default Wlan Channel to 11 on Automatic to be the same with real PSP
* Prevent sceNetGetMallocStat from spamming Info Logs
* TexCache: Correct detaching textures.
* Net: Fix memory corruption on save old state.
* Net: Correct save state from old loaded state.
* TexCache: Rename "Invalid" attach to "Inexact".
* TexCache: Always apply detach matches if found.
* GE Debugger: Include game ID inside dump file.
* Debugger: Add formats to breakpoint logging.
* Fixed SceNetAdhocctlParameter structure
* Added some more info in Debug Log to help debugging
* Added another HexData printing with offset and ASCII contents to help dumping some data in the logs
* Fixed an issue where the 1st line showing 17 bytes of data instead of 16 bytes like the rest of the lines
* Ignore SIGPIPE error on certain system (ie. Linux)
* An attempt to implement AdhocSocketAlert
* Oops forgot to replace these numbers with const on adhoc socket reindexing PR
* Imp sceKernelFindModuleByName
* Reindexing PDP and PTP socket using const/var instead of using confusing raw numbers
* Fix crash issue due to out of bound when indexing PDP socket
* Add draft sceKernelFindModuleByUID (#13380)
* Fix Phantasy Star Portable 2 Timeout issue
* Fix multiplayer on Valhalla Knights 2
* Fix AdhocMatching P2P Mode. This fix Bleach Heat the Soul 7
* Fix crash in Digimon Adventures.
* Minor changes to make sure the output struct/arg have similar value to the one from prx file (based on Kingdom Hearts BBS)
* Don't allocate PSP's Memory during DoState
* Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
* Fix possible stalled thread when PPSSPP closed down
* An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
* Increasing the shutdown delay so that there will be at least one "4=sceUtilityNetconfGetStatus()" after "0=sceUtilityNetconfShutdownStart()" instead of directly to "0=sceUtilityNetconfGetStatus()" (just like what happen when using utility.prx file with KHBBS on JPCSP)
* An attempt to differentiate adhoc connect, create, and join.
* Oops we already have local mac stored in context, no longer need to getLocalMac again
* Fix connection issue on games using AdhocMatching due to sometimes events are removed prematurely before being processed. This fix Gran Turismo where some peers could permanently be in "busy data" state.
* Fixed possible crash issue due to lingering leftover callback events from previous multiplayer session.
* Avoid using hleLog during a Shutdown
* An attempt to sort AdhocMatching Member List in order to make a consistent list on all players (based on Host). Also fixed some disconnection issue on other players when a player is leaving the room on Gran Turismo and Patapon 3.
* An attempt to make PDP and PTP ID to be unique so they can be polled properly together without getting conflicted ID. This fixes Gran Turismo.
* An attempt to fix sceNetAdhocPollSocket to works properly. This fixes one of the multiplayer mode on Bleach Heat the Soul 7
* Making sure the 1st 2-bits on the 1st byte of MAC address' OUI are zero to prevent issue with some games (ie. Gran Turismo)
* Default to P2P/Parent's MAC address if the target MAC on sceNetAdhocMatchingSendData is 00:00:00:00:00:00 (need to confirm whether this is correct or an error should be returned instead)
* Ignores the 1st byte of MAC address when comparing, since there might be games (ie. Gran Turismo) that tries to tamper/change the 1st byte during multiplayer upon use.
* Use >= 0x03080000 instead of 0x0307FFFF
* Add a check in sceKernelTerminateThread
* Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
* When going the other way, there can be multiple textures that need updating.
* Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
* Reschedule after resuming thread from suspend.
* Oops, crashfix for late change
* Add some ONCE-reporting of multiple candidate situations
* Forgot the if, oops.
* Shrink the "Cardboard VR Off" button.
* Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
* Apply the scoring model when creating/updating framebuffers too.
* Switch framebuffer matching to a scoring model.
* Extract AttachFramebufferToEntry function
* GE dump loading: Try to use the correct GameID so compat.ini flags apply.
* Add a check in sceKernelTerminateDeleteThread
* Remove wrong assert. Should fix #13354
* cmake: Remove outdated ARMV7 define.
* Global: Remove ARM64 define.
* GPU: Avoid compile error if ARM64=1 specified.
* TexCache: Try to avoid wrong texcache usage.
* TexCache: Improve quicktexhash by ~1-4% on NEON.
* Only clear when initializating kernelMemory and userMemory.
* Virtual framebuffer copies: Make a more informed guess on appropriate pixel format.
* Actually clear memory when initializating.
* Delete an unused buffer, saving 0.5MB of RAM.
* GPU: Remove ReliableHash aliases.
* GPU: Hash CLUT using XXH3 with replacements off.
* irjit: Switch to XXH3.
* GPU: Switch vertex/lookup hashes to XXH3.
* GPU: Remove neon xxhash implementation.
* Vulkan: Type comparison warning fix.
* unittest: Fix build on Android.
* Common: Update to latest xxhash.
* Net: Reduce PortManager log noise.
* Throw in a minor simplification in depal.
* Address feedback from #13341.
* Fix final subpass dependency for depth
* Correctly update image layout to the final one after a render pass.
* Log validation errors normally as well as using OutputDebugString.
* Improve LogSteps further. Break out PreprocessSteps.
* Naming fix, better names for temp fbos
* VulkanRenderManager: Improve logging. LogSteps output is much better.
* Fix longstanding depth/stencil view issue in Vulkan. Cleans up validation.
* Vulkan: Minor fix for depth/stencil pretransitions. Used DEPTH_ATTACHMENT_OPTIMAL by mistake in barrier.
* AspectMask fix
* Vulkan: Silly typo fix in barrier
* Exception: Don't trust sigaltstack().
* SavedataParam: Be careful with const char* to string. Might help #13187
* Update lang submodule
* http: Avoid logging errors for would block.
* TexCache: Force recreate texture on detach.
* Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
* Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
* Debugger: Check for no texture before debug bind.
* GPU: Properly detect clears.
* Quick Vulkan crashfix
* Some minor logging improvements that get to tag along the previous commit
* More explicit invalidation of any cached state in Thin3D. Fixes #13307
* UI: Use standard text wrapping for chat messages.
* UI: Allow text to use native fonts.
* UI: Split chat lines using Unicode.
* GPU: Fix some case warnings.
* Kernel: Avoid two different Heap structs.
* Avoid using getaddrinfo during initialization as it could blocked the thread if there is no network
* Audiocodec: Fix warning on older clang.
* native: Minor header cleanup.
* Windows: Show instance counter only with peers.
* Net: Use locking consistently for instance counter.
* Improve JPEG file detection (mainly for background image use)
* Small mistake in sceKernelExitDeleteThread
* Add a check in sceKernelExitDeleteThread
* GL: Re-enable mipmaps for thin3d textures.
* Windows: Make the instance counter go by 1, 2, 3.
* Windows: Auto-enable GL validation (debug messages) in debug builds
* More work on GL state leaks. Some things really need a redesign.
* Net: Simplify local IP lookup.
* Net: Cut down on local IP aliasing.
* Use ppsspp error name
* oop
* Fix sceKernelExitThread
* Add support for the 8Bitdo SF30/SN30 Pro controllers on SDL. See #13034
* Log the first 100 block transfers instead of just the first one. Should make it easier to spot interesting things without hacking the log code.
* Some logging improvements. Show more coordinates for block transfers, etc.
* Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
* Global: Unbreak build.
* Buildfix
* More Log.h cleanup.
* Move MsgHandler into Log.cpp/h
* More cleanup of Log.h, move AndroidAssert into MsgHandler.cpp/h.
* First step of cleaning up Log.h. Plus a few other bits and bobs.
* Fix undesired re-builds after runnning CMake
* Buildfixes
* Address feedback.
* Switch to PPSSPP's assert functions (don't use the system's)
* Fix newlines in logging before the manager is initialized.
* Buildfix
* Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats.
* Android.mk fix
* Update .editorconfig to match the encoding of the resource files.
* Move timeutil to Common. (Experiment to see how much work it is to move these).
* Address feedback
* UWP buildfix
* Vulkan: Fix tex upscaling 4444 swizzling.
* Debugger: Oops, fix comment typos.
* Finally delete base/logging.cpp/h. Carefully preserve behaviour on Android.
* Fix build of ZimTool/AtlasTool. Had to break the ugly backwards dependency from LogManager to g_Config.
* Getting really close to getting rid of base/logging.h now.
* Even more base/logging.h removal and fixes
* More base/logging.h cleanup
* Remove base/logging.h in a whole lot more places.
* Remove base/logging from a lot more files in native
* Remove base/logging.h from a whole bunch of files in native
* Remove base/logging from UI and more
* Remove most instances of base/logging.h from Common, Core, GPU, more
* Replace base/logging.h in VulkanContext and parts of native
* Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
* Recategorize some logging, in preparation for what's to come.
* Fix menu navigation from axis in linux
* Fix build with clang-cl
* Fix SSE detection with clang-cl
* Fix Windows/CMake build with Visual Studio
* Shows AdHoc and Access Point Connecting... Dialog
* Making sure std::min/max are not overridden by windows header's min/max
* Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
* An attempt to simulate a fake PSN authentication on Patapon 3
* Renaming sceNp* NIDs functions to their proper function names.
* Really no need to call clear() in the constructor for AudioChannel.
* Disable the instance counter in libretro builds.
* Fix some minor issues found by address-sanitizer on Linux
* UninstallExceptionHandler: Zero-initialize some structs. I've seen some weird crashes on the free() on Android.
* Minor logging improvements
* Global: Buildfix for parsers.
* Global: Move string number parse to text/parsers.
* Global: Reduce ini_file header complexity.
* Global: Make stringutil includes more explicit.
* Move Section out of IniFile so it can be forward declared. Unlocked further improvements to build speed.
* Can't avoid sstream in ini_file.h, it seems.
* Buildfix
* Remove sstream from stringutil.h. See #13267
* libretro: Buildfix.
* SaveState: Rename ChunkFile files to Serialize.
* Global: Remove some unused header code.
* SaveState: Split out Do types to reduce headers.
* Audio: Avoid exposing fixed size queue in header.
* SaveState: Add header to other makefiles.
* Global: Remove unnecessary includes.
* UI: Fix an override warning.
* Audiocodec: Silence a known warning.
* Global: Cut down on file/string includes.
* HLE: Fix some missing error logging.
* SaveState: Split Do() into a separate header.
* Address feedback
* Minor: Initialize a struct. Decrease logging in sceMt19937.
* Remove partial comment
* Vulkan: Implement depth texturing through depal.
* Some fixes
* Vulkan/generic: Initial prep for depth texturing
* Optimize value conversion in (unused) depth readback.
* These convenience overloads don't work in 32-bit builds, remove them.
* Set debug names for more framebuffers and textures
* Allow passing in an object name tag when creating framebuffers
* Vulkan: Start adding object names for easier validation debugging
* (Libretro) Buildfix for Windows
* Remove double disable function on frame duplication
* Enable pixel depth rounding for Nayuta no Kiseki. See issue #8744.
* Logging improvement
* Remove some unnecessary reporting.
* Fix issue where after a backend change restart, the new instance was considered secondary.
* Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
* Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
* Viewport state conversion: Move the pixel scaling to after the overage clipping.
* Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
* Also correct the allocated size.
* Correct the alignment size when allocate memory at a position.
* UI sound fix
* Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
* Texture from framebuffer: Logging improvements
* Clarify, but don't yet remove, a perf hack for ES devices. Remove a unused sync parameter from readbacks.
* Improve logging of unknown syscall imports.
* Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
* Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
* Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
* Move a line to a better place
* Expose SYSPROP_SYSTEMVERSION to Libretro Android core. This fixes crashes with targetSdk 29.
* Fix Android Libretro build issues.
* Fix texture upscaling and per game setting fix/cleanup
* Off by default
* Add a setting. Various tweaks to sound triggering.
* Add a couple of more sounds. Rename some vars.
* Hook up a couple more sounds. Unfortunately clickable back buttons now play both back and confirm sounds...
* Hook up the first UI sound, make it play.
* Read in WAV files for UI sounds
* Initial sound effects
* BackgroundAudio: Switch to a heap allocated buffer.
* Consolidate BackgroundAudio.cpp into a class
* libretro buildfix
* SaveState: On section version failure, log out the name of the bad section.
* Vulkan debug log: Remove some old exclusions, add a new one (for an old issue)
* Minor logging improvements
* Fix error in sceUsbMic savestate handling (need to accept old savestates without the section)
* Fix crashes issue due to 0 is a valid index to types_, using invalid index like -1 should give a better/clearer stack trace
* Save&Restore PSP Thread IDs to prevent using the wrong Thread ID after loading from save state, also making sure DoState have default value
* UI: Simplify on/off for hardware tex scaling.
* Vulkan: Allow custom texture upscaling shaders.
* UI: Add setting for texture upload shader.
* Lowering minVer of AfterAdhocMipsCall section.
* Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
* Update Vulkan headers to the latest, just to keep up.
* Add some comments and const-correctness, and a pointer type fix, to the "semaphore" crypto stuff.
* Reorganized Networking UI (#13232)
* Init parameters in __UsbMicInit to avoid incorrect initial state when you exit to menu from ingame.
* Patapon 3 Fix (#13231)
* Imp sceUtilsBufferCopyWithRange and sceUtilsBufferCopyByPollingWithRange (#13206)
* minor fix
* BuildFix
* Also partly implement in sceUsbCam.
* Flush audio buffer when a transmission is completed.
* Do state.
* Use UTF-8 code page to get the device names.
* Add basic Microphone support on Windows.
* Fix alpha channel handling in xBRZ texture filter shader
* Add two Kernel_Library's nids (#13218)
* Added a fake thread to process Apctl Request Events into Apctl State Changes
* Fix some lint warnings, and a "toast" on graphics init failure (instead of previous crashes)
* Android: Reduce asserts during startup.
* Some renaming and cleanup in the Android audio code
* Android: Can't call AlertDialog.Builder.setOnDismissListener before JELLYBEAN_MR1
* GL: Add some paranoid checks. Remove a useless option.
* Forgetting "return true" fooled the optimizer into crashing. Fixes #13215.
* oop
* Add two SysMemForKernel's nids
* Add two ThreadManForKernel 's nids
* Remove unnecessary vector from thin3d_gl texture handling.
* Remove wrong comment
* Don't trust the messy error checking in EmuScreen with figuring out what to do with zip files.
* Reduce use of multi-byte char switches.. saw this go wrong when stepping!?!
* ExceptionHandler uninstall: Don't crash if no exception handler already installed.
* Add some threadman's nids
* Added more stub for some unimplemented sceNetApctl* functions
* Add two ModuleMgrForKernel's nids
* Debugger: Add memory.read_*, memory write_*
* Attempt to fix an issue when the 3rd player joined causing problem to other players on Patapon 3 (this may also affects other games that use AdhocMatching)
* Added more info to AdhocMatching Logs to get a better insight
* UI: Fix consistency in vsync setting for iOS.
* Locking before changing peer linked list order, just to be safe.
* (Libretro Windows) Buildfix
* Added target/destination IP & port of sceNetAdhocPtpConnect in the log to get better insight
* Fix some logs text
* Fix an issue where a player got disconnected when another player tries to join. This should affects games that use AdhocMatching such as Patapon 3
* Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
* Libretro: Update minimum windows version to Vista. Committed on behalf of twinaphex
* D3D11 - don't forget to unbind secondary texture when we need to unbind.
* Just to be safe since SO_MAX_MSG_SIZE may not be available on all platform and forcing the definition to what windows use might be a bad idea.
* Making mac2str function easier/cleaner/safer to use for logging purpose
* Do UPnP stuff on it's own thread to prevent causing stutters/lags during multiplayer game due to blocking socket behavior on miniUPnP
* Provides quick IP fill on Adhoc Server IP address setting to makes player's life easier :)
* Need to make sure already connected to Adhoc Server before Creating/Joining a group. (Fix GTA VCS failed to join a group and unable to see any room)
* Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
* Fix issue when loading save state created from previous test version
* Correct a crash on a missing kernel object.
* Fix timeout comparison
* Minor fixes
* Fix possible crash issue during Networking Cleanup
* Fixed PortManager fallback Cleanup issue when exiting PPSSPP due to early WSACleanup
* Added an option to Disable Nagle Algorithm (Enable TCP No Delay)
* Fixed UPnP port opened by PPSSPP detection, and Updated PortManager to be compliant to general purpose usage
* Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators
* Further libretro buildfix
* Making sure there are no warnings on adhoc code when building on android studio
* Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
* libretro buildfix?
* Attempt to fix compilation error on Linux
* Fix Blinking game room issue on NFS Most Wanted, this will also fix lobby issue on Ridge Racer 2, Naruto Kizuna Drive, etc.
* Backport Mac/iOS buildfix from a later commit
* Use the alloc size from real PSP for FONT_OPEN_INTERNAL_STINGY mode. the
* Added UI to change WLAN Channel.
* An attempt to fix socket's behavior inconsistencies across platforms.
* Implement ANR2ME's solution for miniupnpcstring.h
* Oops
* Create an Android.mk for miniupnp
* Windows: Run the upnp string gen script regardless of architecture, and in UWP.
* Update the gradle version again.
* Add PortManager.cpp to Android.mk
* Switch to my miniupnpc fork with a UWP fix
* UWP: Unify linker options
* Set up Windows UWP project for miniupnpc.
* MiniUPNPC: Windows: Try to fix build on VS 2017, add more platforms.
* Fix UPnP error detection
* Added UPnP Support
* Windows: Add command to load up a new identical instance of PPSSPP.
* Temporary buildfix
* Warning fixes
* Backport a macOS buildfix from later
* Fix Local IP detection on non-Windows system
* Making sure Adhoc codes doesn't have compilation warnings
* Enabling KeepAlive on sockets
* Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner
* making sure there are no alignment warnings related to member of packed struct on android
* Improved multiplayer stability regardless of I/O Timing method
* Fix i18n type
* Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
* Another buildfix
* Buildfix
* Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
* Making sure adhoc callbacks runs on AdhocThread
* Silence secondary instances.
* PSP kernel: Improve logging when accessing bad kernel object handles.
* Make the instance counter global and initialized at startup.
* Remove some _XBOX stuff
* Apply a few lines from "Added UPnP support", removing extra WSA calls.
* Make PPSSPP_ID persistent every reset/changing game thus have persistent localhost IP
* Excluding Android from multiple-instance feature because i'm too lazy to learn ashmem :D
* Oops forgot to change this also for multiple-instance to work properly
* Support multiple instance of localhost Multiplayer on 1 PC
* Prevent reporting a bad memory access just because Tekken creates a mutex with a null name.
* sceMpegAvcCsc: added range validity tests.
* Buildfix
* Third part of getting rid of PanicAlert
* Step 2 of removing PanicAlert
* Step 1 of removing PanicAlert
* Remove category from _assert_msg_ functions. We don't filter these by category anyway.
* Fix a bug in crashhandler where we could end up disassembling far too much.
* EditorConfig: Separate indent style for libretro.
* Display: Allow unthrottle to skip only flipping.
* Support full VSync control in SDL OpenGL.
* Improve some logging, and print the line number from PanicAlerts.
* Update lang submodule
* Eliminate an unnecessary global g_Vulkan.
* Windows/Vulkan: Don't destroy the surface during resize, no need.
* More buildfixes
* Buildfix
* SDL: Avoid destroying the surface on resize.
* Cleanup log output on swapchain/surface recreation.
* Buildfix. Checking _POSIX_VERSION is not recommended anyway.
* Crash: Show disassembly of the instruction causing the crash, and the symbol name.
* Split the fault handling from MemMap.cpp to MemFault.cpp.
* Update README following unknows markup way
* Savedata: Correct AM/PM and time/date settings.
* Travis: Don't update python3.
* Fix
* (Libretro) Buildfix - add missing file x64Analyzer.cpp
* Windows ARM fix, cleanup
* Refactor MachineContext.h to reduce ifdefs elsewhere.
* There's no sigcontext on 64-bit iOS either, apparently.
* Yet another iOS buildfix attempt
* Another iOS buildfix attempt
* Various platform buildfixes
* Make fastmem memory exceptions report the exceptions to Core correctly.
* iOS buildfix attempt
* HandleFault: Add missing nullcheck
* Try USE_SIGACTION_ON_APPLE on IOS.
* MachineContext, Linux/Android: Try to support android-x86 (32-bit)
* Add x64Analyzer to Android.mk. Some minor cleanup
* More info on crash screen
* Exceptions: A bit more consistency in callback registeration.
* Mac/Linux buildfixes
* Draw a minimal crash dump on the emu screen after a crash (if bIgnoreBadMemAccess is false).
* ARM/ARM64 instruction analysis, hook up to handler
* Skip bad reads/writes by the guest executable.
* Simple exception handler so we can ignore accesses that happen within the PSP memory space.
* Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
* Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
* Osk: Draw shadows on all the letters.
* MsgDialog: Show better error messages.
* MsgDialog: Allow text to be wider.
* MsgDialog: Add scrollbar when message is long.
* PPGe: Draw nicer drop shadows.
* PPGe: Handle text shadows more consistently.
* Vulkan: Buildfix.
* Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
* Revert "Disable a new compiler warning that doesn't do us much good"
* (Libretro) Add MSVC 2019 target
* Change libretro.cpp to confirm to libretro code formatting conventions
* Disable a new compiler warning that doesn't do us much good
* (Libretro) Add optimal input read codepath - bitmasks
* Remove irrelevant comment
* Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
* GLES: Invalidate framebuffers bound DONT_CARE.
* Kernel: Check thread switch PC in release.
* jit: Add some basic checks in armjit/arm64jit.
* x86jit: Trigger exec exceptions.
* irjit: Add jump crash checks.
* UI: Allow non-ascii on crash dump screen.
* Core: Track exception on bad jumps.
* Core: Reset exception info on resume/reset.
* Kernel: Add a bit more thread info on crash.
* Add custom GLEW - interfaces with libretro get_proc_address - we need this for compatibility with DRM/KMS and Wayland contexts - otherwise we're limited to GLX context
* Travis: Use the default macOS image.
* Update v1.10.3 readme link
* Expose more information on the crash screen (current kernel thread)
* Address some feedback
* Draw a minimal crash dump on the emu screen after a caught crash.
* Formalize "core excpetions" as a concept
* Some code reformatting/renaming
* Centralize handling of memory exceptions a bit
* Split CORE_ERROR into CORE_BOOT_ERROR and CORE_RUNTIME_ERROR
* Update version for 1.10.3
* Update lang submodule
* Update README for 1.10.3
* Travis: Disable OSX/iOS until we can fix them
* Touch control layout screen: Make the expanded click zone around the controls symmetrical.
* Kernel: Add a little paranoia check on chained mipscalls.
* Fix decimal part
* Touch control layout: Make dragging a lot less "jumpy"
* TouchControlLayoutScreen: Reorder functions in the file to make more sense.
* Refactor TouchControlLayoutScreen - break out the actual editor into a separate view.
* (Libretro) Makefile build fixes
* (Libretro) Buildfixes
* Change wording of camera notch ignore setting
* Update version for 1.10.2
* Update README.md for 1.10.2
* Add some paranoid checks in AfterMatchingMipsCall::run().
* Add automated script for link on readme
* Android: Add option to ignore camera notches when sizing the display.
* Remove unnecessary logging of preview formats
* Link PR and issues in README
* Screen: Unlock the inputLock_ mutex slightly earlier in processFinishDialog
* Revert "Remove the I/O on Thread option - treat it as always on."
* http: Check cancel flag more often.
* Sneak in some paranoia in InstallZipScreen.cpp (another one from #13057)
* Check that we actually got a preview size.
* CameraHelper: Do a better job of choosing an appropriate preview size.
* Add a try/catch to Android camera device listing. Might help #13091 and the issue seen in #13057.
* Change default rendering resolution on Linux to auto
* Fix radio button in "Window size" menu
* Update submodule URL
* Fix reliability of the CMake generated version
* README.md update
* Update version to 1.10.1
* Update README, lang submodule for 1.10.1
* SaveState: Prevent edge case on old save state.
* SaveState: Make sure to default init net data.
* Add some excessive null checks to GameScreen::render(), might fix the crash seen in #13057
* Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
* Some paranoid checks in PPGeDraw. Might help the crash seen in #13047.
* Downloader: Join threads in CancelAll
* D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
* Different handling of Download lifetimes. Might help an issue from #13057 (1.10 crash mysteries)
* cmake: don't install bundled glslang
* Qt: unbreak build without SDL
* TextureDecoder: Fix misuse of NEON on all armv7
* Vulkan: Correct secondary texture binding in Draw.
* Draw: Allow 2 textures bound in Vulkan.
* GPU: Add sampler1 for postshader orig source.
* Draw: Fix textures and samplers at an offset.
* Draw: Use uniform locs for GLES, add samplers.
* GPU: Alternate FBOs for chained postshaders.
* GPU: Avoid immediate postshader FBO recreate.
* Android: Request stable layout and update on focus.
* GLES: Use debug groups for render steps.
* GLES: Avoid duplicate state resets.
* GLES: Delay buffer use in vertex cache.
* GLES: Fix disabled vertex cache code.
* GPU: Try a bit harder to determine safe size.
* Vulkan: Match safe size behavior on all backends.
* Io: Fix LBN timing for virtual discs.
* Io: Cleanup access bits for files.
* Headless: Handle umd mapping with block devices.
* Io: Open sce_lbn references and whole ISO faster.
* Io: Account for OpenAsync timing.
* Io: Fail without fd on bad device in OpenAsync.
* Io: Improve non-async open timing.
* Io: Track whether the game is on a UMD or storage.
* Io: Simulate VFAT bug only when simulating FAT32.
* Io: Improve timing of sceIoOpen().
* Io: Cleanup sceIoOpen errors and logging.
* Windows: Make init crash warnings more generic.
OBS-URL: https://build.opensuse.org/request/show/841874
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=268
2020-10-18 19:39:16 +02:00
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# never built for PowerPC/Arm on 20200721
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2022-11-23 21:31:47 +01:00
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ExcludeArch: aarch64 %{arm} ppc ppc64 ppc64le s390x
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2016-09-27 11:20:21 +02:00
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%description
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PPSSPP is a PSP emulator written in C++, and translates PSP CPU instructions directly into optimized x86, x64 and ARM machine code, using JIT recompilers (dynarecs).
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2018-08-07 15:18:42 +02:00
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%package headless
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2019-10-23 21:22:13 +02:00
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Summary: PPSSPP headless
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Group: System/Emulators/Other
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Requires: %{name}-common
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2018-08-07 15:18:42 +02:00
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%description headless
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PPSSPP headless build
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2017-04-13 13:33:57 +02:00
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%package qt
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Summary: PPSSPP Qt backend
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Group: System/Emulators/Other
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Requires: %{name}-common
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%description qt
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PPSSPP build using the Qt framework
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2016-09-27 11:20:21 +02:00
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2017-04-13 13:33:57 +02:00
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%package common
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Summary: PPSSPP assets
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Group: System/Emulators/Other
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2022-12-10 10:49:37 +01:00
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BuildArch: noarch
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2017-04-13 13:33:57 +02:00
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%description common
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2018-08-18 18:02:36 +02:00
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Required assets for PPSSPP GUI and assorted configuration files
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2016-09-27 11:20:21 +02:00
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%prep
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2022-11-23 21:31:47 +01:00
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%autosetup -p1
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2016-09-27 11:20:21 +02:00
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echo "// This is a generated file.
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const char *PPSSPP_GIT_VERSION = \"%{version}\";
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// If you don't want this file to update/recompile, change to 1.
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#define PPSSPP_GIT_VERSION_NO_UPDATE 1
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" > git-version.cpp
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%build
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2018-04-25 17:28:16 +02:00
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2018-08-07 15:18:42 +02:00
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mkdir build-headless build-qt build
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Accepting request 564025 from home:xenonpk
- Update to version 1.5.4~git20180108:
* irjit: Skip preloading blocks with jump to 0.
* irjit: For debug, return the best block at addr.
* irjit: Allow precompiling funcs at start.
* jit: Add interface to precompile functions.
- Update to version 1.5.4~git20180105:
* irjit: Add a safety check for block num overflow.
* irjit: Enable more debug UI for block selection.
* irjit: Calculate bloat statistics.
* Cleanup GetBlockNumberFromStartAddress
* Fix that weird unordered compare mode, hopefully
* IR: More fixes. Still something wrong with VFPU compares (not caused by this PR).
* require iOS 8, add a launch screen
* On Linux, can't even include nmmintrin without explicitly enabling SSE 4.2 support.
* IR interpreter: Add some braces to allow variable declaration in the switch cases.
* Add some more SIMD support to IR interpreter. Mostly just because, but also serves as implementation reference for later code generation backends.
* IRInterpreter: Fix bugs in floating point truncation functions
* Fix running the CPU test from the UI.
* Show IR disassembly in JIT Compare screen
* IR Interpreter: Add missing break; to switch case IROp::FSign.
* irjit: Encode downcount directly as a constant.
* irjit: Embed constant inside IRInst.
* Minor fix for previous commit.
* irjit: Fix swr typo.
* VertexDecoderCommon: A few more cases.
* IR Interpreter: Add a comment, minor cleanup, minor SSE stuff.
* VertexDecoderCommon: Avoid reading the destination during vertex decode, might be some kind of memory that's not good to read from...
* Module: Avoid scanning stubs if possible.
* Module: Scan modules with no sections at all.
* Module: Correct detection of executable sections.
* UI: Fade in loading much slower to avoid flicker.
* UI: Actually offset text shadow.
* UI: Show PIC1 while loading.
* Core: Asynchronously load the main ELF.
* irjit: Properly account for delay slots in size.
* iOS: ViewController cleanups - delete unused code and properties
* iOS: call PROFILE_INIT so we don't crash with USE_PROFILER
* iOS: Nix iosCanUseJit and targetIsJailbroken. Move NativeInit call to main so it can take cmd line args.
* Remove references to AudioEngine, which isn't used anyway
* HLE: Reset latestSyscall on save state load.
* irjit: Implement lwl/lwr/swl/swr.
* irjit: Add options for compile/optimize steps.
* irjit: Add extra temps to make lwl/swl/etc. easier.
* irjit: Cleanup some invalid op handling.
* arm64jit: Avoid spilling an extra reg for lwl/lwr.
* jit: Report blocks with uneaten VFPU prefixes.
* Logging: Use AndroidLogger for all mobile devices.
* nil out sharedViewController in case bindDefaultFBO is called again
* iOS: convert all obj-c source code to ARC
* iOS: fix a reference counting bug that may have caused ViewController to never be deallocated
* Modernize property syntax and don't use viewDidUnload (deprecated in iOS 6)
* Create AppDelegate the standard way instead of in PPSSPPUIApplication init
* irjit: Speed up icache block invalidation.
* Change iOSCoreAudio from cpp to mm. Explicitly activate the audio session. Always set the same mDataByteSize.
* Add AVFoundation to linked frameworks on iOS
* Handle iOS audio session interruptions by reinitializing audio
* add an include for PPSSPP_PLATFORM
* fix cmake when building for iOS in a path with spaces
* Fix build on iOS (only iOS 9 and up support thread_local)
* Stencil copy: Avoid clearing the depth buffer.
* Remove outdated comment.
* Oops, forgot these.
* Complete the separation of depth and stencil renderpass flags
* Start separating depth and stencil renderpass actions, only internally in the Vulkan code so far.
* Vulkan: Create renderpass objects on demand. Just a refactoring to prepare for some later features/optimizations.
* Vulkan: Use VK_KHR_DEDICATED_ALLOCATION for frame buffers for minor speedup on some GPUs. Check for the debug report extension before enabling it.
* Typo fix
* Add a bit of logging to try to figure out #10477
* arm64jit: Negate in ADDI2R/SUBI2R as well.
* Debugger: Fix hang when viewing invalid RAM.
* arm64jit: Statically allocate ra as well.
* Profiler: Show the slowest thread's categories.
* Profiler: Fix cat display on small screens.
* Profiler: Separately track texture hashing.
* arm64jit: Free up W23 for static alloc.
* arm64jit: Cleanup method names, temp discard.
* UI: Fix dev menu scroll on small screens.
* UI: Only default focus visible things.
* arm64jit: Enable safe memory for lwl/lwr.
* arm64jit: Avoid arithmetic movs.
* arm64jit: Fix spilling for more than one temp reg.
* arm64jit: Use TBZ/TBNZ for vfpu branch as well.
* arm64jit: Use TBZ/TBNZ for fp branches.
* arm64jit: Use CBZ/CBNZ for zero compare branches.
* arm64jit: Handle more imm compare cases.
* arm64jit: Use CMN for CMPI2R if possible.
* arm64jit: Avoid temporary on variable shift.
* arm64jit: Reuse code in I2R funcs.
* Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly.
* arm64jit: Oops, properly init temp locked flag.
* UI: Check existance outside of game info lock.
* UI: Use atomic flags in game info cache.
* arm64jit: Remove unnecessary address masking.
* HLE: Replace starocean framebuf clear func.
* GPU: Track stats on uploads.
* arm64jit: Avoid flushing when mapping as pointer.
* arm64jit: Jit lwl/lwr with proper temp regs.
* arm64jit: Fix and enable imm lwl/lwr.
* arm64jit: Allow ANDI2R/etc. with zero.
* arm64jit: Attempt to reuse imms on sw/etc.
* x86jit: Fix safemem on WX exclusive.
* jit: Skip unlinking blocks on clear.
* arm64jit: Autodetect pointerify support.
* arm64jit: Allow reg ptr offsets when unaligned.
* arm64jit: Allow ARMREG_AS_PTR to be dirty.
* arm64jit: Use reg sum for LDR/STR.
* arm64jit: Fix an integer truncation warning.
* arm64jit: Reprotect fixed code after icache flush.
* arm64jit: Remove buggy icache invalidate.
* arm64jit: Avoid MOVK elsewhere without pointerify.
* arm64jit: Allow static alloc without pointerify.
* arm64jit: Skip storing spilled but not dirty.
* arm64jit: Only adjust pointers if pointerified.
* arm64jit: Allow disabling pointerification.
* Module: Reload imports later in save state load.
* Android cmake buildfix
* GPU: Reset context version on init.
* UI: Trigger view recreate on static sized screens.
* Display: Avoid limiting FPS without a clear.
* Debugger: Defer active symbol updates.
* Vulkan: Allow full depth range with depth clamp.
* Vulkan: Use depth clamping, where available.
* GPU: Match GE saved context better.
* Vulkan: Fix fragment depth rounding.
* Qt: Fix OpenGL init.
* GPU: Reset GPUBackend on graphics init.
* GPU: Remove duplicate BACKEND constants.
* Check for Wayland headers in CMake
* Remove VULKAN_STATIC
* Support Vulkan on any Unix
* Add support for Vulkan on Wayland
* GPU: Avoid memory corruption on bone matrix > 96.
* UI: Remove auto-download options.
* GPU: Remove FBO auto-download hack.
* irjit: Allow continuing from mips break.
* GPU: Add quick method for debugging.
* UI: Fix graphics API display on start.
* Windows: Track minimize as lost focus.
* GPU: Reduce depth blits when not updated.
* Software: Execute bounding box tests.
* Vulkan: Decimate the texture allocator.
* GLES: Allow dual src blend on newer Intel.
* GE Debugger: Allow enable/disable of prim preview.
* GE Debugger: Keep prim preview on pan/zoom.
* GE Debugger: Fix preview when zooming.
* GE Debugger: Fix some crashes while stepping.
* GE Debugger: Save with alpha for PNGs.
* GPU: Cleanup some feature flags usage.
* GLES: Improve HW tess requirements validation.
* Core: Allow more formats for screenshot.
* GE Debugger: Allow image export from previews.
* Core: Refactor screenshot saving.
* Android cmake fix
* SDL: unbreak on more non-Vulkan platforms
* GLES: Reduce conversion buf size if possible.
* GLES: Avoid buffer on GLES2 for h=1 / CLUT.
* Vulkan: Cleanup unused code.
* GLES: Pack without stride where possible.
* SDL: Fix OpenGL init again. Fixes #10424
* Build Vulkan on all platforms, won't be used if not supported.
* Get Vulkan going on Linux
* Statically link a vulkan loader on Linux. Use to to init vulkan on X11. Unfortunately, it's broken.
* Cleanups in PCMain.cpp
* WIP vulkan on linux stuff
* SDL: really try lower GL profiles & add GLES context support
* Vulkan: Fix bug where we'd do the initial layout transition for an image before binding memory to it. Should help the issue uncovered in #10413
* Add missing includes. Remove some more unnecessary #ifdef _DEBUG checks - the debugger is supposed to work in release mode too.
* CMakeLists: relocate EGL library name detection
* Move QtMain.cpp and PCMain.cpp to more sensible locations. Native isn't standalone anymore...
* Remove more obsolete ifdefs
* Some ifdef cleanup.
* Get rid of the old custom "Event" sync primitive.
* Win32: Use the standard thread APIs to manage the emu thread.
* Avoid including platform-specific headers in VulkanContext.h
* Implement warning when trying to play Ghost of Sparta with a modified CPU clock, as suggested by unknownbrackets in #7411
* Update vulkan headers, add linux .so loader lib for easy builds, like Sascha does.
* Fix annoying name clashes (Status is in X11 headers..)
* Just some log cleanup
* Fix typo causing #10408
* Another buildfix, sigh. Also extend the safe region a little bit to the thing from a couple commits ago.
* Add a tiny bit of safety margin to the RipAccessible check. Should be enough for 128-bit SSE data.
* Update lang submodule
* Oops, buildfix
* Move vulkan debug callback out from WindowsVulkanContext into a file that can be shared with other platforms later.
* UI: Properly center storage perm prompt.
* UI: Use less space with recent + need storage.
* UI: Allow skipping transitions on set current tab.
* UI: Fix AnchorLayout size when wrapping content.
* UI: Pass UNSPECIFIED through on scroll views.
* UI: Give ItemHeaders intrinsic size.
* UI: Add flex pressure to tab content.
* Update bounds in NativeResized as well to fix glitches on layout screens that use it.
* Improve very small display on very large surface, And change some variables to constants.
* Limit smallest zoom to match it's slider and well.
* Respect sticky edge by center option and make it stick from smaller range
* Stick display to edges of the screen/window size
* Improve display layout editor for zooming into corners, also limit the scale to 10 to match slider.
* GPU: Rename GPUBackend setting to apply default.
* GPU: Default to Vulkan if possible.
* http: Allow sharing automatically on PPSSPP start.
* UI: Always clip tab contents.
* UI: Clip scissor to screen.
* UI: Transition tab strips on select.
* UI: Allow negative left/right for anchor layouts.
* UI: Add tween for translating anchor offsets.
* Windows: Fix UI text measurements with &.
* UI: Reset transitions after too long a time.
* UI: Translate API on start screen.
* UI: Allow translating system info.
* Another driver version check change, should help Galaxy A5 2017 on issue #10361
* Force AccurateDepth on, on older Mali drivers which don't handle reverse Z viewports. Should help #10361
* Make a minor correction to Vulkan driver version display.
* Store: Maintain icon aspect ratio.
* Store: Highlight active item, reselect on resize.
* Store: Wrap item descriptions on small screens.
* UI: Transition button and item focus/presses.
* UI: Add an event for tween finish.
* UI: Add delay to tweens.
* UI: Show a few more flags in build config.
* UI: Show extensions at full width.
* And yet another case of the same problem as the previous commit.
* Fix another case where we trusted std::move to clear the origin, which is not guaranteed.
* Tweak logging and asserts in VulkanDeviceMemory::Destroy
* Don't hold the lock when processing messages, only when taking them off the queue. Fixes #10383
* Display: Only reapply state on load.
* Display: Reset cycle counter on load state.
* UI: Always apply tweens after restore.
* UI: Add threadsafety to cache item file loaders.
* Loaders: Depriorize disc streaming queue items.
* GLES device lost/store fixes
* Apply a fix to the ARM64 emitter ported over from Dolphin
* Add a comment, revert a reporting change.
* UI: Cancel loaders on shutdown.
* Loaders: Add cancelation to all file loaders.
* UI: Reset touch controls after config load.
* UI: Persist tween data on view recreate.
* Add missing IF statement for instance rendering check..
* Minor uniform cleanup
* Try to fix build with the old Android build system too...
* SPIRV-Cross should build on Android now, so remove another platform check.
* Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362
* Update travis config to use NDK 16b
* Also update Application.mk for the old build system.
* From NDK 16, libc++ is out of beta and gnustl will be deprecated soon, so switch.
* Fix another little inconsistency (two uniforms were merged for bad reasons)
* Clean up a small inconsistency
* Rework GL lost-device to work more like Vulkan. Gets rid of gl_lost manager etc.
* Recreate views after boot is done, to workaround #10360 . Not the best solution..
* Vulkan: Add facility to auto-generate mipmap levels. Not yet used.
* Vulkan: Show samplers in "shader debug"
* Avoid multiple flips per frame, fixes immediate flip for God of War
* Add mitigation for games like GTA that never call sceDisplaySetFramebuf
* Flip immediately if that's OK. This can save up to a frame of graphics latency, in games that display "immediately" instead of latched.
* UI: Show loading message while shaders preload.
* fixup! UI: Ensure tweens always complete.
* GLES: Avoid hanging while precompiling shaders.
* System: Allow GPU to have delayed loading.
* UI: Apply tweens on Update().
* UI: Reorganize EmuScreen so it renders on loading.
* UI: Ensure tweens always complete.
* UI: Add a simple tween class.
* UI: Add colorBlend() helper.
* Display: Correct max FPS limiting skew.
* Windows: Request a core profile by default.
* SDL: Use core profile, fixing old Mac GL issues.
* arm64: Use LDRUH instead of two LDRBs.
* Savedata: Show icon for new saves more often.
- Update to version 1.5.4~git20171205:
* v1.5.4
* Try to fix iOS builds on the Travis buildbot. #10254
* Replacement: Break the mip loading loop if a level is wrong. Also shrink the log output.
* Reject texture replacement mipmaps of the wrong size
* Just some debug output for future decisions
* Update submodule lang
* Also disable dualsrc blend on Tegra K1. Should help #10208
* Missing -lEGL when -DUSING_EGL=ON
* Android: Warn if PPSSPP fails to save the config file.
* RIFF: Add check for truncated files, cleanup a little more.
* Try to protect against bad data in RIFF files (used for menu background audio only)
* Even more cleanup of RIFFReader
* Kill off more unused code in RIFFReader
* Remove write support from chunk_file, rename to RIFFReader
* Reformat chunk_file. Don't usually reformat whole files, but this was too ugly to work on :P
* GE Record: After recording a frame, log the filename of the output file.
* Disable "Accurate Depth" in Burnout games, they have trouble with it on Mali (Z-fighting...)
* Vulkan: Allow shutdown with init commands.
* Android: Fix race condition on lock/unlock.
* Android: Reset immersive after native dialogs.
* Vulkan: Swap in more forceful asserts.
* Global: Silence some unused declaration warnings.
* UI: Fix some virtual override warnings.
* Windows: Stop input poll before emu shutdown.
* UI: When stepping, clear on initial load.
* Android: Fix crash on shutdown/restart.
* UI: Fix D3D9 half-pixel offset at 1x.
* Clip block transfer destinations. Should fix crash in #10011. Stats: Invent some sort of usage metric for device memory allocators.
* Revert "Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation."
* Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation.
* Shutdown fix.
* Fix bugs in VulkanImage allocator support
* Add another assert, which gets hit.. Hm. Something is wrong..
* Change some Crash() to asserts in VulkanDeviceAllocator
* Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that.
* Vulkan: Only call EndCreate on the texture if it actually exists.. Though not having one would be bad.
* UI: Send prompt results even on back/cancel.
* D3D11: Change state caches to DenseHashMaps.
* Hashmaps: Fix missing maintain calls in non-GLES.
* Fix a use-after-free in sceKernelTerminateDeleteThread
* Android: Render text with newlines properly.
* UI: Wrap text properly with explicit newlines.
* UI: Clean up some unused code and flags.
* Hashmaps: Another cleanup.
* UI: Avoid pushing a screen on top of itself.
* UI: Cleanup common message handling.
* UI: Avoid navigation with an active dialog.
* UI: Send messages to dialog parents by default.
* Hashmaps: Reset count on clear.
* GLES: Log shader cache filesize error better.
* GPU: Minor cleanup.
* Hashmaps: Reset state when growing.
* Hashmaps: Change some crashes to asserts.
* GLES: Validate shader cache filesize on preload.
* GPU: Use more typesafe shader IDs.
* GPU: Annotate free shader ID bits.
* Update AndroidManifest.xml to 1.5.3.0, just in case anyone is still using the old build system where this isn't automatic.
* Update lang
* Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
* Vulkan: Remove misguided assert about backbuffer clearing mode.
* Reporting: Oops, fix module load log line.
* Add hotkey to toggle audio and video dumping together in sync.
* Add a github issue template. Let's see if this works.
* Reporting: Use a different link message on preload.
* GPU: Add missing shader id to short desc.
* Improve reporting for imm buffer exceeded. Reset the immCount_ every frame to avoid getting "stuck" permanently in case some garbage is executed..
* Try a silly workaround for an otherwise unexplainable crash seen in Google Play Console
* Reporting: Don't report with locked CPU speed.
* Reporting: Improve bezier/spline morph/skin data.
* Try to help Mali 400 shader reg alloc by reusing variables. It's still commonly reported.
* Comment, minor cleanup
* Reporting: Improve no pos verts message.
* Reporting: Skip reporting reused depthbuffers.
* Module: Cleanup magic number.
* Reporting: Remove unused code.
* Reporting: Stop reporting module load versions.
* Adhoc: Remove incorrect thread create param.
* Reporting: Disallow feedback for fake game ids.
* Buildfix, oops
* Vulkan: Fix crash bug when post processing shaders failed to compile.
* Clean up all the FBOs in DestroyAllFBOs. Missing any can have bad consequences after app switching on Android/Vulkan where we recreate stuff.
* Checks and paranoia in response to a crash report..
* Check for HW-transform and through when loading GL shader cache.
* Minor cleanup. Add a debug assert in shader ID calculation
* Oops:]
* Despam a sceDmacMemcpy report. Happens in Naruto Shippuden: Ultimate Impact, accordint to reports.
- Update to version 1.5.2~git20171201:
* Clear postprocess confusion in d3d9 backend by hiding the option:]
* Vulkan: Report more info on texture from target.
* GPU: Try to avoid FB download without an FBO.
* GLES: Report shader errors with shader desc.
* Add some debug asserts, useful for debugging shader mismatches locally (though haven't found any..)
* Module: Stop reporting bad magic numbers.
* Memory::Memset: IsValidRange is a better solution.
* Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too.
* Avoid wrapping when shifting down the audio after scaling by a 20-bit value. Fixes #9967
* Add sanity check in Memory::Memset
* Still seeing asserts in this function, weakening remaining to debug-only.. but these really shouldn't trigger.
* DX9: Revert a bad optimization, hopefully fixing #10205. Vulkan: Add a missing check.
- Update to version 1.5.2~git20171130:
* Add some comments.
* Oops;p, I always mess this up.
* Change some other substr used with cheats and smuggle a fix for another problem
* Change str.substr(x, 1) == "y" to str[x] == 'y'
* Fix a cheat menu crash with invalid cheat name. Also stop #comments from being removed by cheat menu.
* VKRFramebufer: Just some checks to be slightly safer in case creation failed..
* Fix UI crash when keyboard navigating out of popup list.
* Can't call functions through known-nil pointers, even if they don't touch local data - LLVM's optimizer might have done something stupid.
* Fix a java exception around the GPS stuff
* Vulkan: Avoid duplicate image pre-transitions (actually eliminated later anyway, but a small saving)
* Vulkan transitions after render: Add a missing case that seems like it could be common?
* Avoid an assert in ARM64 emitter, seen in Google Play crash logs
* Move pushbuffer map/unmap to the .cpp file to avoid inlining (for stack traces)
* Crash in a more appropriate place if missing a drawcontext (happens on really weak devices only)
* Fix another possible Vulkan shutdown bug
* Loosen up some asserts that seem to trigger unexpectedly... need investigation.
* Crash reports from 5% rollout of 1.5: Make some asserts dbg_asserts for now, try to fix an issue with framebuffers when postproc is enabled.
* Try to get androidgitversion to behave. It thinks the build is dirty when it's not.
* Add privacy policy link to app, as required by Google Play since we use the CAMERA permission now.
* Update AndroidManifest.xml to 1.5.0
* Update lang submodule
- Update to version 1.4.2~git20171128:
* Readme for 1.5: Small rewording
* Coldbird's up and running again, restore the proAdhoc default. See issue #9984
* More README updates
* More 1.5 README fixes
* Update the README for 1.5.
* Fix a text overdraw problem on the title screen on very small displays.
* Fix the fix for Thrillville. See #7459
* Add ability to simulate a few kinds of Vulkan initialization failures, to test the GL fallback.
* Minor error checking improvement
* Android: Call setDisplayParameters early with the display w/h in pixels. Without this, was defaulting to 1x rendering on S8 which is silly.
* Windows: Avoid UWP for desktop api family.
* UI: Fix alphaMul clamping.
* Kernel: Fix delete thread null check.
* Global: Fix some warnings.
* Windows: Fix error formatting with % signs.
* GPU: Fix block transfer write breakpoint.
* Just reduce some log levels
* Unbreak save states, fix other minor issues from review
* Fix some comments
* Add safety check.
* Hack that converts immediate draws to through-mode draws. This won't work correctly in all cases - but it's enough for Thrillville which uses it to clear only. Works around #7459.
* Process immediate draw commands. Not yet sending to graphics backends.
* Fix D3D11 push buffer overflow
* Fix the prefix problems on ARM 32-bit as well.
* Core: report Debian GNU/kFreeBSD separately
* Common: implement GetExeDirectory on NetBSD
* ARM64 JIT: Fix additional VFPU prefix problems
* Fix JIT bug in ARM64. Fixes #10183
* Vulkan vertex cache: Fix memory leak
* Fix _assert_ on Android to assert properly
* Revert "Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit."
* Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit.
* UI: Minor pause screen cleanup.
* UI: Draw actual, not aligned, text width.
* UI: Clear font bitmap after aligning size.
* When drawing text using our truetype backends, round coordinates to pixels. Fixes #10180
* Fix text width measurement on Android when there are spaces at the start/end of the string (bounds doesn't handle that). Fixes 10174
* Get rid of collision-prone font cache keys. Stress the font cache a little less on slider dialogs.
* Yet another buildfix, sorry :/
* Oops, android buildfix
* ARM buildfix
* Allow loading graphics dumps (*.ppdmp) through the regular UI.
* Add a hidden debug option [Graphics]GfxDebugSplitSubmit to try to narrow down some Vulkan issues, see #10163. Also improve some asserts.
* Make our release mode asserts actually fire properly in release mode again...
* Android: Use __android_log_assert facility to get pretty message-asserts into crash dumps.
* Fix gl scissor rect issue. Fixes #10119
* Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
* Add a missing break that would explain the odd AUTO mipmap test results on D3D11 and Vulkan...
* Disable the DisableAccurateDepth compat flag on AMD/Vulkan, see #9545. Ugh.
* Android: Fix #9697 where we'd hang if we lacked permission and got a filename as a command.
* Android: Update to gradle 3.0.1
* Workarounds for issue with "accurate depth". See #9545, #10087
* Update armips to latest. See #10161
* The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working.
* Fix message asserts on Android. Add more of them to check things in Vulkan code.
* Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
* Vulkan: Break apart DecodeVerts
* GL: Compute "availableUniform" when generating shaders instead of by querying.
* GL: Compute the attrMask while generating the vshader instead of querying.
* Move aniso to the sampler cache key.
* Disable anisotropic filtering in headless, screws up mipmap test
* Cleanups
* Fix headless to work better in vulkan mode
* Make test.py python3-compatible, print out command lines better.
* Attempt to unbreak D3D9 mipmapping (still disabling SLOPE mode)
* Buildfix, update comments slightly
* Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan.
* Properly zero samplercache keys before filling them out.
* Mipmaps: Disable LOD bias in slope mode as that's not how it works.
OBS-URL: https://build.opensuse.org/request/show/564025
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=20
2018-01-24 10:18:56 +01:00
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2018-08-07 15:18:42 +02:00
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cd build-headless
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2022-11-23 21:31:47 +01:00
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# FIXME: you should use the %%cmake macros
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2018-08-07 15:18:42 +02:00
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cmake .. \
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Accepting request 841874 from home:Guillaume_G:branches:Emulators
- Exclude aarch64 and %arm as it never built due to openGL
vs openGL ES issue.
- Use again system ffmpeg
- Update to version 1.10.3~git20201014:
* Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
* Vulkan: fix stack overflow.
* libkirk: fix buffer overflow.
* Fix a couple of issues with #13477, found by aliaspider.
* VK: Whenever safely possible, shrink the render area.
* Fix OpenGL crash introduced in #13536
* Fix GPU profile display on notched screens
* compat.ini: Add ID for European version of Car Jack Streets
* Track and accumulate pipeline flags for render passes.
* Bugfix
* VK: Separate layout transitions from renderpasses again.
* Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
* VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
* Workaround for date bug in Car Jack Streets.
* Fixed timeout issue due to the latest CoreTiming::GetGlobalTimeUsScaled() have a possibility to get smaller number than the previous one.
* Added some network-related missing error codes.
* Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
* Fix additional snappy warnings.
* Warning fixes.
* Avoid a division in time_now_d(). Minor optimizations.
* VFPU: Compute sines and cosines in double precision.
* Make Qt apply fullscreen change from UI as well
* Make --windowed available on all platform and make sure to trigger resize
* Add an option to the in-game dev menu to reset counts on limited logging
* Change jpn0.pgf for a new one generated by nassau-tk
* Update gradle, assets/lang
* Prevent sceNetAdhocctlGetGameModeInfo from spamming Warn/Info Log on Street Supremacy
* Added socom.cc as an alternative Public Adhoc Server, just because they have statistic web page for players to find out which games are being played and how many players are there.
* Minor changes.
* Return early to reduce indentation on AdhocMatching code
* Updated AdhocPollSocket implementation to fix Bleach Heat the Soul 7, Fate Unlimited Codes, Carnage Heart EXA
* Prevent getting too many Kernel Errors in the log during a Shutdown cleanups due to kernelObjects already cleared.
* Prevent Dissidia 012 from opening too many ports when failed to connect continuously.
* Making the workaround that fix Gundam vs Gundam Next Plus to be optional as it can improve connectivity on other games over high latency networks, and fix GvG Next Plus properly.
* Updated AdhocSocket struct, and an attempt to reduce stutters by increasing the send buffer a little bit.
* Fix Falcom games (ie. Ys vs. Sora no Kiseki, Vantage Master Portable)
* Removing ETIMEDOUT from non-blocking socket's error checks
* Updated GameMode implementation to fix Bomberman, also improved performance on BattleZone. (+1 squashed commits)
* Fix NetconfDialog timings to get a better message transitions.
* Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
* Removing the workaround that fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link but having a side effect of 0.5 second lag
* Fix a recent bug in XinputDevice.h
* Sets the maximum memory stick size to 32GB like a Memory Stick Duo.
* Savedata:Skips non-directories in LISTALLDELETE mode.
* Simulates memory stick size to get fixed free space.
* SDL: Apply patch from issue #13516, fixing issue with Wacom tablets with readonly flags set.
* SDL: Implement multitouch support
* Buildfix - remove more Qt-specific code in TextureReplacer
* Also report a smaller memstick for Street Fighter Alpha 3 MAX (see #10462)
* Add compat.ini setting to work around memstick size math problem in Harry Potter - Goblet of Fire
* Fix libretro makefile build
* Add some recent contributors to the credits list.
* Delete useless Qt-specific path in TextureReplacer
* Vulkan: Automatically generate mipmaps for replacement textures.
* Cap the global thread pool at 16 threads.
* Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
* Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
* Buildfix linux
* Windows: Remove the native project.
* Complete the eradication of D3DX9 compiler loader
* Move text rendering to Common.
* Move most GPU things to Common.
* KeyMap fix (libretro)
* Libretro buildfixes
* Move fileutil, net, image loaders, ui to Common. (#13506)
* SaveData:Displays all saves like a PSP for LISTALLDELETE mode.
* iOS buildfix
* Mac/ios buildfix
* Move NativeApp.h to Common/System, split into NativeApp.h and System.h
* Move Display.cpp/h to Common.
* Move the profiler to Common
* Common.h shouldn't include Log.h.
* Move math and some file and data conversion files out from native to Common.
* iOS buildfix attempt
* Move native/util, native/data and native/i18 to Common/Data.
* Fixed missing cstring include.
* Move input utilities from native to Common/Input.
* Savedata:Corrects the performances when the data is broken.
* Move threading utils from native to Common
* Savedata:Supports empty file name for save/load/delete.
* Savedata:Improves the deleting functions.
* Libretro buildfix
* Windows: Correct some stdafx.h paths.
* Adnroid: Add back arm32 files for libpng.
* Android: Fix include paths.
* Global: Add back arm files for libpng.
* Merge ext/native/ext/... directly into ext.
* ByteSwap.h results in a file name collision on some systems with byteswap.h. Fix this by merging it into BitSet.h.
* Additional UWP buildfix
* UWP buildfix
* retro buildfix
* Buildfixes
* Remove some TLS.
* Remove unnecessary use of thread local storage
* Remove some color util functions
* Move buffer.cpp/h from base to Common
* Buildfixes
* Finish getting rid of basictypes.h
* Merge base/basictypes.h into Common/Common.h (mostly).
* Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
* Remove old define for thread local storage
* We no longer use TCHAR.
* Remove our usage of ssize_t
* Delete more useless math code
* Delete unused math code
* Delete more old detritus
* Delete some unused string functions
* Very minor optimization (divisions by constants are faster unsigned)
* Delete unused backtrace.cpp
* TimeUtil.cpp cleanup
* Fix issue with duplicate texture dumps.
* Add PSP color shader
* SDL: Adjust locale parsing for Ubuntu.
* Core: Fix memory size check.
* fix #13471
* glcore context switching
* Don't cache time in a variable.
* Enable BlockTransferAllowCreateFB for Burnout Dominator.
* Some GPU code cleanup. Disable some unnecessary reporting.
* More cleanup
* Cleanup
* IndexGenerator::AddStrip: Avoid the fallback by writing a few extra indices if necessary.
* Also optimize IndexGenerator::AddStrip for ARM NEON.
* Buildfix
* SSE-optimize IndexGenerator::AddStrip. Shaves about half a percent from GoW.
* Speed up game start under Windows by not filling the symbol listbox until the disasm window is opened.
* Windows debugger: Clean out old remains of multi-cpu support
* Reduce string allocations in Vulkan memory allocator
* Revert a bad optimization in word wrapper
* An attempt to improve connection stability.
* Fixed returned error code on sceNetAdhocctlDelHandler
* Minor fix to sceNetAdhocctlGetPeerInfo
* Added more info on some sceNet logs
* Prevent sceNetGetMallocStat from spamming debug log on some games.
* Remove some reporting that's normally just the result of garbage-as-display-list-execution.
* Remove an allocation in the word wrapper.
* Fix slowdowns due to careless use of auto
* Mark the PPGe font texture as reliable to avoid hashing it.
* Minor optimization in wrap_text.cpp
* Fixed PdpStat and PtpStat info
* Fixed returned error code of sceNetAdhocctlDisconnect
* Quick fix for #13459
* Fix regression where Gran Turismo ended up recreating the framebuffer on every frame in the menu.
* Update submodule ffmpeg to master
* Remove unused lastBoundTexture from Vulkan
* Comment fixes. Minor tweak.
* Cleanups in/around BlitFramebufferDepth
* Remove redundant bind on GL texture build. Improve dirtying of texture state.
* Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
* Set the texture dirty flags when binding a new framebuffer.
* Added alerted flags info on AdhocSocket to be used on PollSocket
* GPU debug stats: Show how many bytes of texture data we hash per frame
* Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
* Share GPUS stats formatting code between the backends (easier to add new stats)
* Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
* Remove some unnecessary function parameters, improve some comments.
* Using REPORT_ONCE to report some of GameMode HLE existance.
* Implementing Adhoc GameMode HLE
* Minor changes to adhoc timestamps
* A couple of D3D11 fixes.
* Fixed crash issue when creating/connecting to a null group name.
* Minor improvement to gl_debug_log.h
* Fix bug in GLES texture filter setup
* The new asserts found something.
* Unify BlitFramebufferDepth.
* Make the implementations of CopyFramebufferDepth more similar.
* Unify some GPU_SUPPORT* bits
* FPURegCache: The invariant checking is very slow in debug mode. Let's only turn it on when we need it.
* More asserts
* Use system date format on savestate as well
* Buildfix
* Help the compiler out a little bit in IndexGenerator::AddStrip.
* Some header include cleanup
* Add missing asserts after some VK resource creation functions
* Don't over-invalidate textures when a framebuffer is created or modified.
* Sneak in a fix for a limited memory leak in Vulkan vertex cache
* Delete TexCacheEntries that get replaced by a framebuffer
* Fix bug in new framebuffer code, reducing unnecessary texture invalidations.
* Check whether there may be more than one save file names by mode.
* Cache 60 FPS requirement
* Fix an issue of major performance drops when using accepted PTP Sockets.
* More moves
* Also move video filtering override.
* Move overrides to the end of GetSamplingParams
* Switch to a returned value and rename these functions.
* Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
* Make the signature of all the SetFramebufferSamplingParams the same
* Workarounds for D3D9's very limited mip level control.
* TextureCacheGLES: Also share the same sampler calculation for GLES.
* TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan.
* Comment fix
* Making sure the are no compiler warnings on adhoc code on android
* Prevent Client side from forever re-trying to connect to Exited Host on Shin Sangoku Musou Multi Raid 2
* Improve readability of the boolean expression mess in GetSamplingParams
* User chain support
* Linux: Use MAP_NORESERVE when finding a memory base pointer. See #13187
* TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry
* Always use a linear filter for video, unless forcing NEAREST filtering.
* Texfilter: Rewrite some checks in GetSamplingParams to be faster and more understandable.
* Remove some outdated debugging code (SetDebugTexture)
* Fix libretro OSX build
* MemMap: Check for MAP_FAILED in mmap call.
* Fix GetCurrentTextureDebug
* Try unknown's workaround for clang code gen bug. See #13187.
* Further simplify framebuffer matching.
* SaveState: Update to latest Snappy v1.1.8.
* x64: Fix stack alignment in vertex decoder, just because.
* Optimize a couple more single color conversion functions
* Optimize the DarkStalkers software rendering path a little more.
* Show how many times we evaluate framebuffers per frame in debug statistics.
* Re-fix BOF III - accidentally lost the texaddr offset
* Mostly fix Katamari by boosting fbs from the same frame
* Decouple framebuffers from texcache entries entirely.
* Update symbol list of disassembly window when loadexec.
* Don't read data more than data size of pgd files.
* Remove fbCache_ from TextureCacheCommon.cpp.
* Make SetColorUpdated static, reorder some fields
* Minor cleanups in CaptureDevice
* Fix Failed to Bind already used port issue on Android (and probably linux too). This should fix Dynasty Warrior Strikeforce and Shin Sangoku Musou Multi Raid 2
* Avoid getting Fatal signal 6 (SIGABRT) on linux/android when losing connectivity to the Adhoc Server.
* Allows reusing the same port for PtpListen and PtpOpen. This fixes Shin Sangoku Musou Multi Raid 2, and probably other games with similar issue (ie. Dynasty Warrior Strikeforce)
* Clients shouldn't try to detects timeout of other clients, because most of the time the client side doesn't have timeout information given, better wait for the host to tells them if a client got disconnected.
* Sleep a bit longer, especially when PPSSPP paused.
* Prevent spamming the log too much on some games
* Fixed sceNetAdhocMatchingGetMembers error return value
* Add option for the clear-fb-on-first-use speedhack. See #13295
* Resolve Adhoc Server DNS early and cache it so we don't need to resolve it again later.
* Stop waiting for connection on Exit to Menu to prevent causing lags.
* Combining PDP and PTP socket's array into a union array. Fixes Hot Shots Tennis that doesn't works well with socketId > 255
* softgpu: Correct cull handling for sprites.
* Headless: Setup logman earlier.
* GPU: Allow culling in through mode.
* Plugins: Schedule plugins before game thread.
* Plugins: Oops, typo.
* Plugins: Support for loading game-specific plugins.
* Module: Split out module start to use externally.
* Simulate blocking PtpFlush
* Allows blocking socket simulation on multiple threads simultaneously
* Making use Adhoc SocketAlert Flags to stop/abort blocking sockets
* Fixed return value when using Automatic Wlan Channel. Fixes Ridge Racer 2 and Warriors Orochi 2
* Changing default Wlan Channel to 11 on Automatic to be the same with real PSP
* Prevent sceNetGetMallocStat from spamming Info Logs
* TexCache: Correct detaching textures.
* Net: Fix memory corruption on save old state.
* Net: Correct save state from old loaded state.
* TexCache: Rename "Invalid" attach to "Inexact".
* TexCache: Always apply detach matches if found.
* GE Debugger: Include game ID inside dump file.
* Debugger: Add formats to breakpoint logging.
* Fixed SceNetAdhocctlParameter structure
* Added some more info in Debug Log to help debugging
* Added another HexData printing with offset and ASCII contents to help dumping some data in the logs
* Fixed an issue where the 1st line showing 17 bytes of data instead of 16 bytes like the rest of the lines
* Ignore SIGPIPE error on certain system (ie. Linux)
* An attempt to implement AdhocSocketAlert
* Oops forgot to replace these numbers with const on adhoc socket reindexing PR
* Imp sceKernelFindModuleByName
* Reindexing PDP and PTP socket using const/var instead of using confusing raw numbers
* Fix crash issue due to out of bound when indexing PDP socket
* Add draft sceKernelFindModuleByUID (#13380)
* Fix Phantasy Star Portable 2 Timeout issue
* Fix multiplayer on Valhalla Knights 2
* Fix AdhocMatching P2P Mode. This fix Bleach Heat the Soul 7
* Fix crash in Digimon Adventures.
* Minor changes to make sure the output struct/arg have similar value to the one from prx file (based on Kingdom Hearts BBS)
* Don't allocate PSP's Memory during DoState
* Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
* Fix possible stalled thread when PPSSPP closed down
* An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
* Increasing the shutdown delay so that there will be at least one "4=sceUtilityNetconfGetStatus()" after "0=sceUtilityNetconfShutdownStart()" instead of directly to "0=sceUtilityNetconfGetStatus()" (just like what happen when using utility.prx file with KHBBS on JPCSP)
* An attempt to differentiate adhoc connect, create, and join.
* Oops we already have local mac stored in context, no longer need to getLocalMac again
* Fix connection issue on games using AdhocMatching due to sometimes events are removed prematurely before being processed. This fix Gran Turismo where some peers could permanently be in "busy data" state.
* Fixed possible crash issue due to lingering leftover callback events from previous multiplayer session.
* Avoid using hleLog during a Shutdown
* An attempt to sort AdhocMatching Member List in order to make a consistent list on all players (based on Host). Also fixed some disconnection issue on other players when a player is leaving the room on Gran Turismo and Patapon 3.
* An attempt to make PDP and PTP ID to be unique so they can be polled properly together without getting conflicted ID. This fixes Gran Turismo.
* An attempt to fix sceNetAdhocPollSocket to works properly. This fixes one of the multiplayer mode on Bleach Heat the Soul 7
* Making sure the 1st 2-bits on the 1st byte of MAC address' OUI are zero to prevent issue with some games (ie. Gran Turismo)
* Default to P2P/Parent's MAC address if the target MAC on sceNetAdhocMatchingSendData is 00:00:00:00:00:00 (need to confirm whether this is correct or an error should be returned instead)
* Ignores the 1st byte of MAC address when comparing, since there might be games (ie. Gran Turismo) that tries to tamper/change the 1st byte during multiplayer upon use.
* Use >= 0x03080000 instead of 0x0307FFFF
* Add a check in sceKernelTerminateThread
* Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
* When going the other way, there can be multiple textures that need updating.
* Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
* Reschedule after resuming thread from suspend.
* Oops, crashfix for late change
* Add some ONCE-reporting of multiple candidate situations
* Forgot the if, oops.
* Shrink the "Cardboard VR Off" button.
* Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
* Apply the scoring model when creating/updating framebuffers too.
* Switch framebuffer matching to a scoring model.
* Extract AttachFramebufferToEntry function
* GE dump loading: Try to use the correct GameID so compat.ini flags apply.
* Add a check in sceKernelTerminateDeleteThread
* Remove wrong assert. Should fix #13354
* cmake: Remove outdated ARMV7 define.
* Global: Remove ARM64 define.
* GPU: Avoid compile error if ARM64=1 specified.
* TexCache: Try to avoid wrong texcache usage.
* TexCache: Improve quicktexhash by ~1-4% on NEON.
* Only clear when initializating kernelMemory and userMemory.
* Virtual framebuffer copies: Make a more informed guess on appropriate pixel format.
* Actually clear memory when initializating.
* Delete an unused buffer, saving 0.5MB of RAM.
* GPU: Remove ReliableHash aliases.
* GPU: Hash CLUT using XXH3 with replacements off.
* irjit: Switch to XXH3.
* GPU: Switch vertex/lookup hashes to XXH3.
* GPU: Remove neon xxhash implementation.
* Vulkan: Type comparison warning fix.
* unittest: Fix build on Android.
* Common: Update to latest xxhash.
* Net: Reduce PortManager log noise.
* Throw in a minor simplification in depal.
* Address feedback from #13341.
* Fix final subpass dependency for depth
* Correctly update image layout to the final one after a render pass.
* Log validation errors normally as well as using OutputDebugString.
* Improve LogSteps further. Break out PreprocessSteps.
* Naming fix, better names for temp fbos
* VulkanRenderManager: Improve logging. LogSteps output is much better.
* Fix longstanding depth/stencil view issue in Vulkan. Cleans up validation.
* Vulkan: Minor fix for depth/stencil pretransitions. Used DEPTH_ATTACHMENT_OPTIMAL by mistake in barrier.
* AspectMask fix
* Vulkan: Silly typo fix in barrier
* Exception: Don't trust sigaltstack().
* SavedataParam: Be careful with const char* to string. Might help #13187
* Update lang submodule
* http: Avoid logging errors for would block.
* TexCache: Force recreate texture on detach.
* Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
* Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
* Debugger: Check for no texture before debug bind.
* GPU: Properly detect clears.
* Quick Vulkan crashfix
* Some minor logging improvements that get to tag along the previous commit
* More explicit invalidation of any cached state in Thin3D. Fixes #13307
* UI: Use standard text wrapping for chat messages.
* UI: Allow text to use native fonts.
* UI: Split chat lines using Unicode.
* GPU: Fix some case warnings.
* Kernel: Avoid two different Heap structs.
* Avoid using getaddrinfo during initialization as it could blocked the thread if there is no network
* Audiocodec: Fix warning on older clang.
* native: Minor header cleanup.
* Windows: Show instance counter only with peers.
* Net: Use locking consistently for instance counter.
* Improve JPEG file detection (mainly for background image use)
* Small mistake in sceKernelExitDeleteThread
* Add a check in sceKernelExitDeleteThread
* GL: Re-enable mipmaps for thin3d textures.
* Windows: Make the instance counter go by 1, 2, 3.
* Windows: Auto-enable GL validation (debug messages) in debug builds
* More work on GL state leaks. Some things really need a redesign.
* Net: Simplify local IP lookup.
* Net: Cut down on local IP aliasing.
* Use ppsspp error name
* oop
* Fix sceKernelExitThread
* Add support for the 8Bitdo SF30/SN30 Pro controllers on SDL. See #13034
* Log the first 100 block transfers instead of just the first one. Should make it easier to spot interesting things without hacking the log code.
* Some logging improvements. Show more coordinates for block transfers, etc.
* Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
* Global: Unbreak build.
* Buildfix
* More Log.h cleanup.
* Move MsgHandler into Log.cpp/h
* More cleanup of Log.h, move AndroidAssert into MsgHandler.cpp/h.
* First step of cleaning up Log.h. Plus a few other bits and bobs.
* Fix undesired re-builds after runnning CMake
* Buildfixes
* Address feedback.
* Switch to PPSSPP's assert functions (don't use the system's)
* Fix newlines in logging before the manager is initialized.
* Buildfix
* Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats.
* Android.mk fix
* Update .editorconfig to match the encoding of the resource files.
* Move timeutil to Common. (Experiment to see how much work it is to move these).
* Address feedback
* UWP buildfix
* Vulkan: Fix tex upscaling 4444 swizzling.
* Debugger: Oops, fix comment typos.
* Finally delete base/logging.cpp/h. Carefully preserve behaviour on Android.
* Fix build of ZimTool/AtlasTool. Had to break the ugly backwards dependency from LogManager to g_Config.
* Getting really close to getting rid of base/logging.h now.
* Even more base/logging.h removal and fixes
* More base/logging.h cleanup
* Remove base/logging.h in a whole lot more places.
* Remove base/logging from a lot more files in native
* Remove base/logging.h from a whole bunch of files in native
* Remove base/logging from UI and more
* Remove most instances of base/logging.h from Common, Core, GPU, more
* Replace base/logging.h in VulkanContext and parts of native
* Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
* Recategorize some logging, in preparation for what's to come.
* Fix menu navigation from axis in linux
* Fix build with clang-cl
* Fix SSE detection with clang-cl
* Fix Windows/CMake build with Visual Studio
* Shows AdHoc and Access Point Connecting... Dialog
* Making sure std::min/max are not overridden by windows header's min/max
* Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
* An attempt to simulate a fake PSN authentication on Patapon 3
* Renaming sceNp* NIDs functions to their proper function names.
* Really no need to call clear() in the constructor for AudioChannel.
* Disable the instance counter in libretro builds.
* Fix some minor issues found by address-sanitizer on Linux
* UninstallExceptionHandler: Zero-initialize some structs. I've seen some weird crashes on the free() on Android.
* Minor logging improvements
* Global: Buildfix for parsers.
* Global: Move string number parse to text/parsers.
* Global: Reduce ini_file header complexity.
* Global: Make stringutil includes more explicit.
* Move Section out of IniFile so it can be forward declared. Unlocked further improvements to build speed.
* Can't avoid sstream in ini_file.h, it seems.
* Buildfix
* Remove sstream from stringutil.h. See #13267
* libretro: Buildfix.
* SaveState: Rename ChunkFile files to Serialize.
* Global: Remove some unused header code.
* SaveState: Split out Do types to reduce headers.
* Audio: Avoid exposing fixed size queue in header.
* SaveState: Add header to other makefiles.
* Global: Remove unnecessary includes.
* UI: Fix an override warning.
* Audiocodec: Silence a known warning.
* Global: Cut down on file/string includes.
* HLE: Fix some missing error logging.
* SaveState: Split Do() into a separate header.
* Address feedback
* Minor: Initialize a struct. Decrease logging in sceMt19937.
* Remove partial comment
* Vulkan: Implement depth texturing through depal.
* Some fixes
* Vulkan/generic: Initial prep for depth texturing
* Optimize value conversion in (unused) depth readback.
* These convenience overloads don't work in 32-bit builds, remove them.
* Set debug names for more framebuffers and textures
* Allow passing in an object name tag when creating framebuffers
* Vulkan: Start adding object names for easier validation debugging
* (Libretro) Buildfix for Windows
* Remove double disable function on frame duplication
* Enable pixel depth rounding for Nayuta no Kiseki. See issue #8744.
* Logging improvement
* Remove some unnecessary reporting.
* Fix issue where after a backend change restart, the new instance was considered secondary.
* Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
* Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
* Viewport state conversion: Move the pixel scaling to after the overage clipping.
* Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
* Also correct the allocated size.
* Correct the alignment size when allocate memory at a position.
* UI sound fix
* Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
* Texture from framebuffer: Logging improvements
* Clarify, but don't yet remove, a perf hack for ES devices. Remove a unused sync parameter from readbacks.
* Improve logging of unknown syscall imports.
* Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
* Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
* Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
* Move a line to a better place
* Expose SYSPROP_SYSTEMVERSION to Libretro Android core. This fixes crashes with targetSdk 29.
* Fix Android Libretro build issues.
* Fix texture upscaling and per game setting fix/cleanup
* Off by default
* Add a setting. Various tweaks to sound triggering.
* Add a couple of more sounds. Rename some vars.
* Hook up a couple more sounds. Unfortunately clickable back buttons now play both back and confirm sounds...
* Hook up the first UI sound, make it play.
* Read in WAV files for UI sounds
* Initial sound effects
* BackgroundAudio: Switch to a heap allocated buffer.
* Consolidate BackgroundAudio.cpp into a class
* libretro buildfix
* SaveState: On section version failure, log out the name of the bad section.
* Vulkan debug log: Remove some old exclusions, add a new one (for an old issue)
* Minor logging improvements
* Fix error in sceUsbMic savestate handling (need to accept old savestates without the section)
* Fix crashes issue due to 0 is a valid index to types_, using invalid index like -1 should give a better/clearer stack trace
* Save&Restore PSP Thread IDs to prevent using the wrong Thread ID after loading from save state, also making sure DoState have default value
* UI: Simplify on/off for hardware tex scaling.
* Vulkan: Allow custom texture upscaling shaders.
* UI: Add setting for texture upload shader.
* Lowering minVer of AfterAdhocMipsCall section.
* Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
* Update Vulkan headers to the latest, just to keep up.
* Add some comments and const-correctness, and a pointer type fix, to the "semaphore" crypto stuff.
* Reorganized Networking UI (#13232)
* Init parameters in __UsbMicInit to avoid incorrect initial state when you exit to menu from ingame.
* Patapon 3 Fix (#13231)
* Imp sceUtilsBufferCopyWithRange and sceUtilsBufferCopyByPollingWithRange (#13206)
* minor fix
* BuildFix
* Also partly implement in sceUsbCam.
* Flush audio buffer when a transmission is completed.
* Do state.
* Use UTF-8 code page to get the device names.
* Add basic Microphone support on Windows.
* Fix alpha channel handling in xBRZ texture filter shader
* Add two Kernel_Library's nids (#13218)
* Added a fake thread to process Apctl Request Events into Apctl State Changes
* Fix some lint warnings, and a "toast" on graphics init failure (instead of previous crashes)
* Android: Reduce asserts during startup.
* Some renaming and cleanup in the Android audio code
* Android: Can't call AlertDialog.Builder.setOnDismissListener before JELLYBEAN_MR1
* GL: Add some paranoid checks. Remove a useless option.
* Forgetting "return true" fooled the optimizer into crashing. Fixes #13215.
* oop
* Add two SysMemForKernel's nids
* Add two ThreadManForKernel 's nids
* Remove unnecessary vector from thin3d_gl texture handling.
* Remove wrong comment
* Don't trust the messy error checking in EmuScreen with figuring out what to do with zip files.
* Reduce use of multi-byte char switches.. saw this go wrong when stepping!?!
* ExceptionHandler uninstall: Don't crash if no exception handler already installed.
* Add some threadman's nids
* Added more stub for some unimplemented sceNetApctl* functions
* Add two ModuleMgrForKernel's nids
* Debugger: Add memory.read_*, memory write_*
* Attempt to fix an issue when the 3rd player joined causing problem to other players on Patapon 3 (this may also affects other games that use AdhocMatching)
* Added more info to AdhocMatching Logs to get a better insight
* UI: Fix consistency in vsync setting for iOS.
* Locking before changing peer linked list order, just to be safe.
* (Libretro Windows) Buildfix
* Added target/destination IP & port of sceNetAdhocPtpConnect in the log to get better insight
* Fix some logs text
* Fix an issue where a player got disconnected when another player tries to join. This should affects games that use AdhocMatching such as Patapon 3
* Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
* Libretro: Update minimum windows version to Vista. Committed on behalf of twinaphex
* D3D11 - don't forget to unbind secondary texture when we need to unbind.
* Just to be safe since SO_MAX_MSG_SIZE may not be available on all platform and forcing the definition to what windows use might be a bad idea.
* Making mac2str function easier/cleaner/safer to use for logging purpose
* Do UPnP stuff on it's own thread to prevent causing stutters/lags during multiplayer game due to blocking socket behavior on miniUPnP
* Provides quick IP fill on Adhoc Server IP address setting to makes player's life easier :)
* Need to make sure already connected to Adhoc Server before Creating/Joining a group. (Fix GTA VCS failed to join a group and unable to see any room)
* Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
* Fix issue when loading save state created from previous test version
* Correct a crash on a missing kernel object.
* Fix timeout comparison
* Minor fixes
* Fix possible crash issue during Networking Cleanup
* Fixed PortManager fallback Cleanup issue when exiting PPSSPP due to early WSACleanup
* Added an option to Disable Nagle Algorithm (Enable TCP No Delay)
* Fixed UPnP port opened by PPSSPP detection, and Updated PortManager to be compliant to general purpose usage
* Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators
* Further libretro buildfix
* Making sure there are no warnings on adhoc code when building on android studio
* Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
* libretro buildfix?
* Attempt to fix compilation error on Linux
* Fix Blinking game room issue on NFS Most Wanted, this will also fix lobby issue on Ridge Racer 2, Naruto Kizuna Drive, etc.
* Backport Mac/iOS buildfix from a later commit
* Use the alloc size from real PSP for FONT_OPEN_INTERNAL_STINGY mode. the
* Added UI to change WLAN Channel.
* An attempt to fix socket's behavior inconsistencies across platforms.
* Implement ANR2ME's solution for miniupnpcstring.h
* Oops
* Create an Android.mk for miniupnp
* Windows: Run the upnp string gen script regardless of architecture, and in UWP.
* Update the gradle version again.
* Add PortManager.cpp to Android.mk
* Switch to my miniupnpc fork with a UWP fix
* UWP: Unify linker options
* Set up Windows UWP project for miniupnpc.
* MiniUPNPC: Windows: Try to fix build on VS 2017, add more platforms.
* Fix UPnP error detection
* Added UPnP Support
* Windows: Add command to load up a new identical instance of PPSSPP.
* Temporary buildfix
* Warning fixes
* Backport a macOS buildfix from later
* Fix Local IP detection on non-Windows system
* Making sure Adhoc codes doesn't have compilation warnings
* Enabling KeepAlive on sockets
* Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner
* making sure there are no alignment warnings related to member of packed struct on android
* Improved multiplayer stability regardless of I/O Timing method
* Fix i18n type
* Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
* Another buildfix
* Buildfix
* Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
* Making sure adhoc callbacks runs on AdhocThread
* Silence secondary instances.
* PSP kernel: Improve logging when accessing bad kernel object handles.
* Make the instance counter global and initialized at startup.
* Remove some _XBOX stuff
* Apply a few lines from "Added UPnP support", removing extra WSA calls.
* Make PPSSPP_ID persistent every reset/changing game thus have persistent localhost IP
* Excluding Android from multiple-instance feature because i'm too lazy to learn ashmem :D
* Oops forgot to change this also for multiple-instance to work properly
* Support multiple instance of localhost Multiplayer on 1 PC
* Prevent reporting a bad memory access just because Tekken creates a mutex with a null name.
* sceMpegAvcCsc: added range validity tests.
* Buildfix
* Third part of getting rid of PanicAlert
* Step 2 of removing PanicAlert
* Step 1 of removing PanicAlert
* Remove category from _assert_msg_ functions. We don't filter these by category anyway.
* Fix a bug in crashhandler where we could end up disassembling far too much.
* EditorConfig: Separate indent style for libretro.
* Display: Allow unthrottle to skip only flipping.
* Support full VSync control in SDL OpenGL.
* Improve some logging, and print the line number from PanicAlerts.
* Update lang submodule
* Eliminate an unnecessary global g_Vulkan.
* Windows/Vulkan: Don't destroy the surface during resize, no need.
* More buildfixes
* Buildfix
* SDL: Avoid destroying the surface on resize.
* Cleanup log output on swapchain/surface recreation.
* Buildfix. Checking _POSIX_VERSION is not recommended anyway.
* Crash: Show disassembly of the instruction causing the crash, and the symbol name.
* Split the fault handling from MemMap.cpp to MemFault.cpp.
* Update README following unknows markup way
* Savedata: Correct AM/PM and time/date settings.
* Travis: Don't update python3.
* Fix
* (Libretro) Buildfix - add missing file x64Analyzer.cpp
* Windows ARM fix, cleanup
* Refactor MachineContext.h to reduce ifdefs elsewhere.
* There's no sigcontext on 64-bit iOS either, apparently.
* Yet another iOS buildfix attempt
* Another iOS buildfix attempt
* Various platform buildfixes
* Make fastmem memory exceptions report the exceptions to Core correctly.
* iOS buildfix attempt
* HandleFault: Add missing nullcheck
* Try USE_SIGACTION_ON_APPLE on IOS.
* MachineContext, Linux/Android: Try to support android-x86 (32-bit)
* Add x64Analyzer to Android.mk. Some minor cleanup
* More info on crash screen
* Exceptions: A bit more consistency in callback registeration.
* Mac/Linux buildfixes
* Draw a minimal crash dump on the emu screen after a crash (if bIgnoreBadMemAccess is false).
* ARM/ARM64 instruction analysis, hook up to handler
* Skip bad reads/writes by the guest executable.
* Simple exception handler so we can ignore accesses that happen within the PSP memory space.
* Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
* Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
* Osk: Draw shadows on all the letters.
* MsgDialog: Show better error messages.
* MsgDialog: Allow text to be wider.
* MsgDialog: Add scrollbar when message is long.
* PPGe: Draw nicer drop shadows.
* PPGe: Handle text shadows more consistently.
* Vulkan: Buildfix.
* Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
* Revert "Disable a new compiler warning that doesn't do us much good"
* (Libretro) Add MSVC 2019 target
* Change libretro.cpp to confirm to libretro code formatting conventions
* Disable a new compiler warning that doesn't do us much good
* (Libretro) Add optimal input read codepath - bitmasks
* Remove irrelevant comment
* Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
* GLES: Invalidate framebuffers bound DONT_CARE.
* Kernel: Check thread switch PC in release.
* jit: Add some basic checks in armjit/arm64jit.
* x86jit: Trigger exec exceptions.
* irjit: Add jump crash checks.
* UI: Allow non-ascii on crash dump screen.
* Core: Track exception on bad jumps.
* Core: Reset exception info on resume/reset.
* Kernel: Add a bit more thread info on crash.
* Add custom GLEW - interfaces with libretro get_proc_address - we need this for compatibility with DRM/KMS and Wayland contexts - otherwise we're limited to GLX context
* Travis: Use the default macOS image.
* Update v1.10.3 readme link
* Expose more information on the crash screen (current kernel thread)
* Address some feedback
* Draw a minimal crash dump on the emu screen after a caught crash.
* Formalize "core excpetions" as a concept
* Some code reformatting/renaming
* Centralize handling of memory exceptions a bit
* Split CORE_ERROR into CORE_BOOT_ERROR and CORE_RUNTIME_ERROR
* Update version for 1.10.3
* Update lang submodule
* Update README for 1.10.3
* Travis: Disable OSX/iOS until we can fix them
* Touch control layout screen: Make the expanded click zone around the controls symmetrical.
* Kernel: Add a little paranoia check on chained mipscalls.
* Fix decimal part
* Touch control layout: Make dragging a lot less "jumpy"
* TouchControlLayoutScreen: Reorder functions in the file to make more sense.
* Refactor TouchControlLayoutScreen - break out the actual editor into a separate view.
* (Libretro) Makefile build fixes
* (Libretro) Buildfixes
* Change wording of camera notch ignore setting
* Update version for 1.10.2
* Update README.md for 1.10.2
* Add some paranoid checks in AfterMatchingMipsCall::run().
* Add automated script for link on readme
* Android: Add option to ignore camera notches when sizing the display.
* Remove unnecessary logging of preview formats
* Link PR and issues in README
* Screen: Unlock the inputLock_ mutex slightly earlier in processFinishDialog
* Revert "Remove the I/O on Thread option - treat it as always on."
* http: Check cancel flag more often.
* Sneak in some paranoia in InstallZipScreen.cpp (another one from #13057)
* Check that we actually got a preview size.
* CameraHelper: Do a better job of choosing an appropriate preview size.
* Add a try/catch to Android camera device listing. Might help #13091 and the issue seen in #13057.
* Change default rendering resolution on Linux to auto
* Fix radio button in "Window size" menu
* Update submodule URL
* Fix reliability of the CMake generated version
* README.md update
* Update version to 1.10.1
* Update README, lang submodule for 1.10.1
* SaveState: Prevent edge case on old save state.
* SaveState: Make sure to default init net data.
* Add some excessive null checks to GameScreen::render(), might fix the crash seen in #13057
* Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
* Some paranoid checks in PPGeDraw. Might help the crash seen in #13047.
* Downloader: Join threads in CancelAll
* D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
* Different handling of Download lifetimes. Might help an issue from #13057 (1.10 crash mysteries)
* cmake: don't install bundled glslang
* Qt: unbreak build without SDL
* TextureDecoder: Fix misuse of NEON on all armv7
* Vulkan: Correct secondary texture binding in Draw.
* Draw: Allow 2 textures bound in Vulkan.
* GPU: Add sampler1 for postshader orig source.
* Draw: Fix textures and samplers at an offset.
* Draw: Use uniform locs for GLES, add samplers.
* GPU: Alternate FBOs for chained postshaders.
* GPU: Avoid immediate postshader FBO recreate.
* Android: Request stable layout and update on focus.
* GLES: Use debug groups for render steps.
* GLES: Avoid duplicate state resets.
* GLES: Delay buffer use in vertex cache.
* GLES: Fix disabled vertex cache code.
* GPU: Try a bit harder to determine safe size.
* Vulkan: Match safe size behavior on all backends.
* Io: Fix LBN timing for virtual discs.
* Io: Cleanup access bits for files.
* Headless: Handle umd mapping with block devices.
* Io: Open sce_lbn references and whole ISO faster.
* Io: Account for OpenAsync timing.
* Io: Fail without fd on bad device in OpenAsync.
* Io: Improve non-async open timing.
* Io: Track whether the game is on a UMD or storage.
* Io: Simulate VFAT bug only when simulating FAT32.
* Io: Improve timing of sceIoOpen().
* Io: Cleanup sceIoOpen errors and logging.
* Windows: Make init crash warnings more generic.
OBS-URL: https://build.opensuse.org/request/show/841874
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=268
2020-10-18 19:39:16 +02:00
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-DUSE_SYSTEM_FFMPEG="ON" \
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2018-08-07 15:18:42 +02:00
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2022-11-23 21:31:47 +01:00
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-DCMAKE_CXX_FLAGS="%{optflags}" \
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2018-08-07 15:18:42 +02:00
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2022-11-23 21:31:47 +01:00
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# FIXME: you should use the %%cmake macros
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cmake .. \
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Accepting request 841874 from home:Guillaume_G:branches:Emulators
- Exclude aarch64 and %arm as it never built due to openGL
vs openGL ES issue.
- Use again system ffmpeg
- Update to version 1.10.3~git20201014:
* Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
* Vulkan: fix stack overflow.
* libkirk: fix buffer overflow.
* Fix a couple of issues with #13477, found by aliaspider.
* VK: Whenever safely possible, shrink the render area.
* Fix OpenGL crash introduced in #13536
* Fix GPU profile display on notched screens
* compat.ini: Add ID for European version of Car Jack Streets
* Track and accumulate pipeline flags for render passes.
* Bugfix
* VK: Separate layout transitions from renderpasses again.
* Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
* VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
* Workaround for date bug in Car Jack Streets.
* Fixed timeout issue due to the latest CoreTiming::GetGlobalTimeUsScaled() have a possibility to get smaller number than the previous one.
* Added some network-related missing error codes.
* Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
* Fix additional snappy warnings.
* Warning fixes.
* Avoid a division in time_now_d(). Minor optimizations.
* VFPU: Compute sines and cosines in double precision.
* Make Qt apply fullscreen change from UI as well
* Make --windowed available on all platform and make sure to trigger resize
* Add an option to the in-game dev menu to reset counts on limited logging
* Change jpn0.pgf for a new one generated by nassau-tk
* Update gradle, assets/lang
* Prevent sceNetAdhocctlGetGameModeInfo from spamming Warn/Info Log on Street Supremacy
* Added socom.cc as an alternative Public Adhoc Server, just because they have statistic web page for players to find out which games are being played and how many players are there.
* Minor changes.
* Return early to reduce indentation on AdhocMatching code
* Updated AdhocPollSocket implementation to fix Bleach Heat the Soul 7, Fate Unlimited Codes, Carnage Heart EXA
* Prevent getting too many Kernel Errors in the log during a Shutdown cleanups due to kernelObjects already cleared.
* Prevent Dissidia 012 from opening too many ports when failed to connect continuously.
* Making the workaround that fix Gundam vs Gundam Next Plus to be optional as it can improve connectivity on other games over high latency networks, and fix GvG Next Plus properly.
* Updated AdhocSocket struct, and an attempt to reduce stutters by increasing the send buffer a little bit.
* Fix Falcom games (ie. Ys vs. Sora no Kiseki, Vantage Master Portable)
* Removing ETIMEDOUT from non-blocking socket's error checks
* Updated GameMode implementation to fix Bomberman, also improved performance on BattleZone. (+1 squashed commits)
* Fix NetconfDialog timings to get a better message transitions.
* Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
* Removing the workaround that fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link but having a side effect of 0.5 second lag
* Fix a recent bug in XinputDevice.h
* Sets the maximum memory stick size to 32GB like a Memory Stick Duo.
* Savedata:Skips non-directories in LISTALLDELETE mode.
* Simulates memory stick size to get fixed free space.
* SDL: Apply patch from issue #13516, fixing issue with Wacom tablets with readonly flags set.
* SDL: Implement multitouch support
* Buildfix - remove more Qt-specific code in TextureReplacer
* Also report a smaller memstick for Street Fighter Alpha 3 MAX (see #10462)
* Add compat.ini setting to work around memstick size math problem in Harry Potter - Goblet of Fire
* Fix libretro makefile build
* Add some recent contributors to the credits list.
* Delete useless Qt-specific path in TextureReplacer
* Vulkan: Automatically generate mipmaps for replacement textures.
* Cap the global thread pool at 16 threads.
* Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
* Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
* Buildfix linux
* Windows: Remove the native project.
* Complete the eradication of D3DX9 compiler loader
* Move text rendering to Common.
* Move most GPU things to Common.
* KeyMap fix (libretro)
* Libretro buildfixes
* Move fileutil, net, image loaders, ui to Common. (#13506)
* SaveData:Displays all saves like a PSP for LISTALLDELETE mode.
* iOS buildfix
* Mac/ios buildfix
* Move NativeApp.h to Common/System, split into NativeApp.h and System.h
* Move Display.cpp/h to Common.
* Move the profiler to Common
* Common.h shouldn't include Log.h.
* Move math and some file and data conversion files out from native to Common.
* iOS buildfix attempt
* Move native/util, native/data and native/i18 to Common/Data.
* Fixed missing cstring include.
* Move input utilities from native to Common/Input.
* Savedata:Corrects the performances when the data is broken.
* Move threading utils from native to Common
* Savedata:Supports empty file name for save/load/delete.
* Savedata:Improves the deleting functions.
* Libretro buildfix
* Windows: Correct some stdafx.h paths.
* Adnroid: Add back arm32 files for libpng.
* Android: Fix include paths.
* Global: Add back arm files for libpng.
* Merge ext/native/ext/... directly into ext.
* ByteSwap.h results in a file name collision on some systems with byteswap.h. Fix this by merging it into BitSet.h.
* Additional UWP buildfix
* UWP buildfix
* retro buildfix
* Buildfixes
* Remove some TLS.
* Remove unnecessary use of thread local storage
* Remove some color util functions
* Move buffer.cpp/h from base to Common
* Buildfixes
* Finish getting rid of basictypes.h
* Merge base/basictypes.h into Common/Common.h (mostly).
* Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
* Remove old define for thread local storage
* We no longer use TCHAR.
* Remove our usage of ssize_t
* Delete more useless math code
* Delete unused math code
* Delete more old detritus
* Delete some unused string functions
* Very minor optimization (divisions by constants are faster unsigned)
* Delete unused backtrace.cpp
* TimeUtil.cpp cleanup
* Fix issue with duplicate texture dumps.
* Add PSP color shader
* SDL: Adjust locale parsing for Ubuntu.
* Core: Fix memory size check.
* fix #13471
* glcore context switching
* Don't cache time in a variable.
* Enable BlockTransferAllowCreateFB for Burnout Dominator.
* Some GPU code cleanup. Disable some unnecessary reporting.
* More cleanup
* Cleanup
* IndexGenerator::AddStrip: Avoid the fallback by writing a few extra indices if necessary.
* Also optimize IndexGenerator::AddStrip for ARM NEON.
* Buildfix
* SSE-optimize IndexGenerator::AddStrip. Shaves about half a percent from GoW.
* Speed up game start under Windows by not filling the symbol listbox until the disasm window is opened.
* Windows debugger: Clean out old remains of multi-cpu support
* Reduce string allocations in Vulkan memory allocator
* Revert a bad optimization in word wrapper
* An attempt to improve connection stability.
* Fixed returned error code on sceNetAdhocctlDelHandler
* Minor fix to sceNetAdhocctlGetPeerInfo
* Added more info on some sceNet logs
* Prevent sceNetGetMallocStat from spamming debug log on some games.
* Remove some reporting that's normally just the result of garbage-as-display-list-execution.
* Remove an allocation in the word wrapper.
* Fix slowdowns due to careless use of auto
* Mark the PPGe font texture as reliable to avoid hashing it.
* Minor optimization in wrap_text.cpp
* Fixed PdpStat and PtpStat info
* Fixed returned error code of sceNetAdhocctlDisconnect
* Quick fix for #13459
* Fix regression where Gran Turismo ended up recreating the framebuffer on every frame in the menu.
* Update submodule ffmpeg to master
* Remove unused lastBoundTexture from Vulkan
* Comment fixes. Minor tweak.
* Cleanups in/around BlitFramebufferDepth
* Remove redundant bind on GL texture build. Improve dirtying of texture state.
* Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
* Set the texture dirty flags when binding a new framebuffer.
* Added alerted flags info on AdhocSocket to be used on PollSocket
* GPU debug stats: Show how many bytes of texture data we hash per frame
* Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
* Share GPUS stats formatting code between the backends (easier to add new stats)
* Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
* Remove some unnecessary function parameters, improve some comments.
* Using REPORT_ONCE to report some of GameMode HLE existance.
* Implementing Adhoc GameMode HLE
* Minor changes to adhoc timestamps
* A couple of D3D11 fixes.
* Fixed crash issue when creating/connecting to a null group name.
* Minor improvement to gl_debug_log.h
* Fix bug in GLES texture filter setup
* The new asserts found something.
* Unify BlitFramebufferDepth.
* Make the implementations of CopyFramebufferDepth more similar.
* Unify some GPU_SUPPORT* bits
* FPURegCache: The invariant checking is very slow in debug mode. Let's only turn it on when we need it.
* More asserts
* Use system date format on savestate as well
* Buildfix
* Help the compiler out a little bit in IndexGenerator::AddStrip.
* Some header include cleanup
* Add missing asserts after some VK resource creation functions
* Don't over-invalidate textures when a framebuffer is created or modified.
* Sneak in a fix for a limited memory leak in Vulkan vertex cache
* Delete TexCacheEntries that get replaced by a framebuffer
* Fix bug in new framebuffer code, reducing unnecessary texture invalidations.
* Check whether there may be more than one save file names by mode.
* Cache 60 FPS requirement
* Fix an issue of major performance drops when using accepted PTP Sockets.
* More moves
* Also move video filtering override.
* Move overrides to the end of GetSamplingParams
* Switch to a returned value and rename these functions.
* Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
* Make the signature of all the SetFramebufferSamplingParams the same
* Workarounds for D3D9's very limited mip level control.
* TextureCacheGLES: Also share the same sampler calculation for GLES.
* TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan.
* Comment fix
* Making sure the are no compiler warnings on adhoc code on android
* Prevent Client side from forever re-trying to connect to Exited Host on Shin Sangoku Musou Multi Raid 2
* Improve readability of the boolean expression mess in GetSamplingParams
* User chain support
* Linux: Use MAP_NORESERVE when finding a memory base pointer. See #13187
* TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry
* Always use a linear filter for video, unless forcing NEAREST filtering.
* Texfilter: Rewrite some checks in GetSamplingParams to be faster and more understandable.
* Remove some outdated debugging code (SetDebugTexture)
* Fix libretro OSX build
* MemMap: Check for MAP_FAILED in mmap call.
* Fix GetCurrentTextureDebug
* Try unknown's workaround for clang code gen bug. See #13187.
* Further simplify framebuffer matching.
* SaveState: Update to latest Snappy v1.1.8.
* x64: Fix stack alignment in vertex decoder, just because.
* Optimize a couple more single color conversion functions
* Optimize the DarkStalkers software rendering path a little more.
* Show how many times we evaluate framebuffers per frame in debug statistics.
* Re-fix BOF III - accidentally lost the texaddr offset
* Mostly fix Katamari by boosting fbs from the same frame
* Decouple framebuffers from texcache entries entirely.
* Update symbol list of disassembly window when loadexec.
* Don't read data more than data size of pgd files.
* Remove fbCache_ from TextureCacheCommon.cpp.
* Make SetColorUpdated static, reorder some fields
* Minor cleanups in CaptureDevice
* Fix Failed to Bind already used port issue on Android (and probably linux too). This should fix Dynasty Warrior Strikeforce and Shin Sangoku Musou Multi Raid 2
* Avoid getting Fatal signal 6 (SIGABRT) on linux/android when losing connectivity to the Adhoc Server.
* Allows reusing the same port for PtpListen and PtpOpen. This fixes Shin Sangoku Musou Multi Raid 2, and probably other games with similar issue (ie. Dynasty Warrior Strikeforce)
* Clients shouldn't try to detects timeout of other clients, because most of the time the client side doesn't have timeout information given, better wait for the host to tells them if a client got disconnected.
* Sleep a bit longer, especially when PPSSPP paused.
* Prevent spamming the log too much on some games
* Fixed sceNetAdhocMatchingGetMembers error return value
* Add option for the clear-fb-on-first-use speedhack. See #13295
* Resolve Adhoc Server DNS early and cache it so we don't need to resolve it again later.
* Stop waiting for connection on Exit to Menu to prevent causing lags.
* Combining PDP and PTP socket's array into a union array. Fixes Hot Shots Tennis that doesn't works well with socketId > 255
* softgpu: Correct cull handling for sprites.
* Headless: Setup logman earlier.
* GPU: Allow culling in through mode.
* Plugins: Schedule plugins before game thread.
* Plugins: Oops, typo.
* Plugins: Support for loading game-specific plugins.
* Module: Split out module start to use externally.
* Simulate blocking PtpFlush
* Allows blocking socket simulation on multiple threads simultaneously
* Making use Adhoc SocketAlert Flags to stop/abort blocking sockets
* Fixed return value when using Automatic Wlan Channel. Fixes Ridge Racer 2 and Warriors Orochi 2
* Changing default Wlan Channel to 11 on Automatic to be the same with real PSP
* Prevent sceNetGetMallocStat from spamming Info Logs
* TexCache: Correct detaching textures.
* Net: Fix memory corruption on save old state.
* Net: Correct save state from old loaded state.
* TexCache: Rename "Invalid" attach to "Inexact".
* TexCache: Always apply detach matches if found.
* GE Debugger: Include game ID inside dump file.
* Debugger: Add formats to breakpoint logging.
* Fixed SceNetAdhocctlParameter structure
* Added some more info in Debug Log to help debugging
* Added another HexData printing with offset and ASCII contents to help dumping some data in the logs
* Fixed an issue where the 1st line showing 17 bytes of data instead of 16 bytes like the rest of the lines
* Ignore SIGPIPE error on certain system (ie. Linux)
* An attempt to implement AdhocSocketAlert
* Oops forgot to replace these numbers with const on adhoc socket reindexing PR
* Imp sceKernelFindModuleByName
* Reindexing PDP and PTP socket using const/var instead of using confusing raw numbers
* Fix crash issue due to out of bound when indexing PDP socket
* Add draft sceKernelFindModuleByUID (#13380)
* Fix Phantasy Star Portable 2 Timeout issue
* Fix multiplayer on Valhalla Knights 2
* Fix AdhocMatching P2P Mode. This fix Bleach Heat the Soul 7
* Fix crash in Digimon Adventures.
* Minor changes to make sure the output struct/arg have similar value to the one from prx file (based on Kingdom Hearts BBS)
* Don't allocate PSP's Memory during DoState
* Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
* Fix possible stalled thread when PPSSPP closed down
* An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
* Increasing the shutdown delay so that there will be at least one "4=sceUtilityNetconfGetStatus()" after "0=sceUtilityNetconfShutdownStart()" instead of directly to "0=sceUtilityNetconfGetStatus()" (just like what happen when using utility.prx file with KHBBS on JPCSP)
* An attempt to differentiate adhoc connect, create, and join.
* Oops we already have local mac stored in context, no longer need to getLocalMac again
* Fix connection issue on games using AdhocMatching due to sometimes events are removed prematurely before being processed. This fix Gran Turismo where some peers could permanently be in "busy data" state.
* Fixed possible crash issue due to lingering leftover callback events from previous multiplayer session.
* Avoid using hleLog during a Shutdown
* An attempt to sort AdhocMatching Member List in order to make a consistent list on all players (based on Host). Also fixed some disconnection issue on other players when a player is leaving the room on Gran Turismo and Patapon 3.
* An attempt to make PDP and PTP ID to be unique so they can be polled properly together without getting conflicted ID. This fixes Gran Turismo.
* An attempt to fix sceNetAdhocPollSocket to works properly. This fixes one of the multiplayer mode on Bleach Heat the Soul 7
* Making sure the 1st 2-bits on the 1st byte of MAC address' OUI are zero to prevent issue with some games (ie. Gran Turismo)
* Default to P2P/Parent's MAC address if the target MAC on sceNetAdhocMatchingSendData is 00:00:00:00:00:00 (need to confirm whether this is correct or an error should be returned instead)
* Ignores the 1st byte of MAC address when comparing, since there might be games (ie. Gran Turismo) that tries to tamper/change the 1st byte during multiplayer upon use.
* Use >= 0x03080000 instead of 0x0307FFFF
* Add a check in sceKernelTerminateThread
* Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
* When going the other way, there can be multiple textures that need updating.
* Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
* Reschedule after resuming thread from suspend.
* Oops, crashfix for late change
* Add some ONCE-reporting of multiple candidate situations
* Forgot the if, oops.
* Shrink the "Cardboard VR Off" button.
* Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
* Apply the scoring model when creating/updating framebuffers too.
* Switch framebuffer matching to a scoring model.
* Extract AttachFramebufferToEntry function
* GE dump loading: Try to use the correct GameID so compat.ini flags apply.
* Add a check in sceKernelTerminateDeleteThread
* Remove wrong assert. Should fix #13354
* cmake: Remove outdated ARMV7 define.
* Global: Remove ARM64 define.
* GPU: Avoid compile error if ARM64=1 specified.
* TexCache: Try to avoid wrong texcache usage.
* TexCache: Improve quicktexhash by ~1-4% on NEON.
* Only clear when initializating kernelMemory and userMemory.
* Virtual framebuffer copies: Make a more informed guess on appropriate pixel format.
* Actually clear memory when initializating.
* Delete an unused buffer, saving 0.5MB of RAM.
* GPU: Remove ReliableHash aliases.
* GPU: Hash CLUT using XXH3 with replacements off.
* irjit: Switch to XXH3.
* GPU: Switch vertex/lookup hashes to XXH3.
* GPU: Remove neon xxhash implementation.
* Vulkan: Type comparison warning fix.
* unittest: Fix build on Android.
* Common: Update to latest xxhash.
* Net: Reduce PortManager log noise.
* Throw in a minor simplification in depal.
* Address feedback from #13341.
* Fix final subpass dependency for depth
* Correctly update image layout to the final one after a render pass.
* Log validation errors normally as well as using OutputDebugString.
* Improve LogSteps further. Break out PreprocessSteps.
* Naming fix, better names for temp fbos
* VulkanRenderManager: Improve logging. LogSteps output is much better.
* Fix longstanding depth/stencil view issue in Vulkan. Cleans up validation.
* Vulkan: Minor fix for depth/stencil pretransitions. Used DEPTH_ATTACHMENT_OPTIMAL by mistake in barrier.
* AspectMask fix
* Vulkan: Silly typo fix in barrier
* Exception: Don't trust sigaltstack().
* SavedataParam: Be careful with const char* to string. Might help #13187
* Update lang submodule
* http: Avoid logging errors for would block.
* TexCache: Force recreate texture on detach.
* Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
* Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
* Debugger: Check for no texture before debug bind.
* GPU: Properly detect clears.
* Quick Vulkan crashfix
* Some minor logging improvements that get to tag along the previous commit
* More explicit invalidation of any cached state in Thin3D. Fixes #13307
* UI: Use standard text wrapping for chat messages.
* UI: Allow text to use native fonts.
* UI: Split chat lines using Unicode.
* GPU: Fix some case warnings.
* Kernel: Avoid two different Heap structs.
* Avoid using getaddrinfo during initialization as it could blocked the thread if there is no network
* Audiocodec: Fix warning on older clang.
* native: Minor header cleanup.
* Windows: Show instance counter only with peers.
* Net: Use locking consistently for instance counter.
* Improve JPEG file detection (mainly for background image use)
* Small mistake in sceKernelExitDeleteThread
* Add a check in sceKernelExitDeleteThread
* GL: Re-enable mipmaps for thin3d textures.
* Windows: Make the instance counter go by 1, 2, 3.
* Windows: Auto-enable GL validation (debug messages) in debug builds
* More work on GL state leaks. Some things really need a redesign.
* Net: Simplify local IP lookup.
* Net: Cut down on local IP aliasing.
* Use ppsspp error name
* oop
* Fix sceKernelExitThread
* Add support for the 8Bitdo SF30/SN30 Pro controllers on SDL. See #13034
* Log the first 100 block transfers instead of just the first one. Should make it easier to spot interesting things without hacking the log code.
* Some logging improvements. Show more coordinates for block transfers, etc.
* Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
* Global: Unbreak build.
* Buildfix
* More Log.h cleanup.
* Move MsgHandler into Log.cpp/h
* More cleanup of Log.h, move AndroidAssert into MsgHandler.cpp/h.
* First step of cleaning up Log.h. Plus a few other bits and bobs.
* Fix undesired re-builds after runnning CMake
* Buildfixes
* Address feedback.
* Switch to PPSSPP's assert functions (don't use the system's)
* Fix newlines in logging before the manager is initialized.
* Buildfix
* Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats.
* Android.mk fix
* Update .editorconfig to match the encoding of the resource files.
* Move timeutil to Common. (Experiment to see how much work it is to move these).
* Address feedback
* UWP buildfix
* Vulkan: Fix tex upscaling 4444 swizzling.
* Debugger: Oops, fix comment typos.
* Finally delete base/logging.cpp/h. Carefully preserve behaviour on Android.
* Fix build of ZimTool/AtlasTool. Had to break the ugly backwards dependency from LogManager to g_Config.
* Getting really close to getting rid of base/logging.h now.
* Even more base/logging.h removal and fixes
* More base/logging.h cleanup
* Remove base/logging.h in a whole lot more places.
* Remove base/logging from a lot more files in native
* Remove base/logging.h from a whole bunch of files in native
* Remove base/logging from UI and more
* Remove most instances of base/logging.h from Common, Core, GPU, more
* Replace base/logging.h in VulkanContext and parts of native
* Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
* Recategorize some logging, in preparation for what's to come.
* Fix menu navigation from axis in linux
* Fix build with clang-cl
* Fix SSE detection with clang-cl
* Fix Windows/CMake build with Visual Studio
* Shows AdHoc and Access Point Connecting... Dialog
* Making sure std::min/max are not overridden by windows header's min/max
* Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
* An attempt to simulate a fake PSN authentication on Patapon 3
* Renaming sceNp* NIDs functions to their proper function names.
* Really no need to call clear() in the constructor for AudioChannel.
* Disable the instance counter in libretro builds.
* Fix some minor issues found by address-sanitizer on Linux
* UninstallExceptionHandler: Zero-initialize some structs. I've seen some weird crashes on the free() on Android.
* Minor logging improvements
* Global: Buildfix for parsers.
* Global: Move string number parse to text/parsers.
* Global: Reduce ini_file header complexity.
* Global: Make stringutil includes more explicit.
* Move Section out of IniFile so it can be forward declared. Unlocked further improvements to build speed.
* Can't avoid sstream in ini_file.h, it seems.
* Buildfix
* Remove sstream from stringutil.h. See #13267
* libretro: Buildfix.
* SaveState: Rename ChunkFile files to Serialize.
* Global: Remove some unused header code.
* SaveState: Split out Do types to reduce headers.
* Audio: Avoid exposing fixed size queue in header.
* SaveState: Add header to other makefiles.
* Global: Remove unnecessary includes.
* UI: Fix an override warning.
* Audiocodec: Silence a known warning.
* Global: Cut down on file/string includes.
* HLE: Fix some missing error logging.
* SaveState: Split Do() into a separate header.
* Address feedback
* Minor: Initialize a struct. Decrease logging in sceMt19937.
* Remove partial comment
* Vulkan: Implement depth texturing through depal.
* Some fixes
* Vulkan/generic: Initial prep for depth texturing
* Optimize value conversion in (unused) depth readback.
* These convenience overloads don't work in 32-bit builds, remove them.
* Set debug names for more framebuffers and textures
* Allow passing in an object name tag when creating framebuffers
* Vulkan: Start adding object names for easier validation debugging
* (Libretro) Buildfix for Windows
* Remove double disable function on frame duplication
* Enable pixel depth rounding for Nayuta no Kiseki. See issue #8744.
* Logging improvement
* Remove some unnecessary reporting.
* Fix issue where after a backend change restart, the new instance was considered secondary.
* Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
* Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
* Viewport state conversion: Move the pixel scaling to after the overage clipping.
* Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
* Also correct the allocated size.
* Correct the alignment size when allocate memory at a position.
* UI sound fix
* Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
* Texture from framebuffer: Logging improvements
* Clarify, but don't yet remove, a perf hack for ES devices. Remove a unused sync parameter from readbacks.
* Improve logging of unknown syscall imports.
* Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
* Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
* Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
* Move a line to a better place
* Expose SYSPROP_SYSTEMVERSION to Libretro Android core. This fixes crashes with targetSdk 29.
* Fix Android Libretro build issues.
* Fix texture upscaling and per game setting fix/cleanup
* Off by default
* Add a setting. Various tweaks to sound triggering.
* Add a couple of more sounds. Rename some vars.
* Hook up a couple more sounds. Unfortunately clickable back buttons now play both back and confirm sounds...
* Hook up the first UI sound, make it play.
* Read in WAV files for UI sounds
* Initial sound effects
* BackgroundAudio: Switch to a heap allocated buffer.
* Consolidate BackgroundAudio.cpp into a class
* libretro buildfix
* SaveState: On section version failure, log out the name of the bad section.
* Vulkan debug log: Remove some old exclusions, add a new one (for an old issue)
* Minor logging improvements
* Fix error in sceUsbMic savestate handling (need to accept old savestates without the section)
* Fix crashes issue due to 0 is a valid index to types_, using invalid index like -1 should give a better/clearer stack trace
* Save&Restore PSP Thread IDs to prevent using the wrong Thread ID after loading from save state, also making sure DoState have default value
* UI: Simplify on/off for hardware tex scaling.
* Vulkan: Allow custom texture upscaling shaders.
* UI: Add setting for texture upload shader.
* Lowering minVer of AfterAdhocMipsCall section.
* Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
* Update Vulkan headers to the latest, just to keep up.
* Add some comments and const-correctness, and a pointer type fix, to the "semaphore" crypto stuff.
* Reorganized Networking UI (#13232)
* Init parameters in __UsbMicInit to avoid incorrect initial state when you exit to menu from ingame.
* Patapon 3 Fix (#13231)
* Imp sceUtilsBufferCopyWithRange and sceUtilsBufferCopyByPollingWithRange (#13206)
* minor fix
* BuildFix
* Also partly implement in sceUsbCam.
* Flush audio buffer when a transmission is completed.
* Do state.
* Use UTF-8 code page to get the device names.
* Add basic Microphone support on Windows.
* Fix alpha channel handling in xBRZ texture filter shader
* Add two Kernel_Library's nids (#13218)
* Added a fake thread to process Apctl Request Events into Apctl State Changes
* Fix some lint warnings, and a "toast" on graphics init failure (instead of previous crashes)
* Android: Reduce asserts during startup.
* Some renaming and cleanup in the Android audio code
* Android: Can't call AlertDialog.Builder.setOnDismissListener before JELLYBEAN_MR1
* GL: Add some paranoid checks. Remove a useless option.
* Forgetting "return true" fooled the optimizer into crashing. Fixes #13215.
* oop
* Add two SysMemForKernel's nids
* Add two ThreadManForKernel 's nids
* Remove unnecessary vector from thin3d_gl texture handling.
* Remove wrong comment
* Don't trust the messy error checking in EmuScreen with figuring out what to do with zip files.
* Reduce use of multi-byte char switches.. saw this go wrong when stepping!?!
* ExceptionHandler uninstall: Don't crash if no exception handler already installed.
* Add some threadman's nids
* Added more stub for some unimplemented sceNetApctl* functions
* Add two ModuleMgrForKernel's nids
* Debugger: Add memory.read_*, memory write_*
* Attempt to fix an issue when the 3rd player joined causing problem to other players on Patapon 3 (this may also affects other games that use AdhocMatching)
* Added more info to AdhocMatching Logs to get a better insight
* UI: Fix consistency in vsync setting for iOS.
* Locking before changing peer linked list order, just to be safe.
* (Libretro Windows) Buildfix
* Added target/destination IP & port of sceNetAdhocPtpConnect in the log to get better insight
* Fix some logs text
* Fix an issue where a player got disconnected when another player tries to join. This should affects games that use AdhocMatching such as Patapon 3
* Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
* Libretro: Update minimum windows version to Vista. Committed on behalf of twinaphex
* D3D11 - don't forget to unbind secondary texture when we need to unbind.
* Just to be safe since SO_MAX_MSG_SIZE may not be available on all platform and forcing the definition to what windows use might be a bad idea.
* Making mac2str function easier/cleaner/safer to use for logging purpose
* Do UPnP stuff on it's own thread to prevent causing stutters/lags during multiplayer game due to blocking socket behavior on miniUPnP
* Provides quick IP fill on Adhoc Server IP address setting to makes player's life easier :)
* Need to make sure already connected to Adhoc Server before Creating/Joining a group. (Fix GTA VCS failed to join a group and unable to see any room)
* Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
* Fix issue when loading save state created from previous test version
* Correct a crash on a missing kernel object.
* Fix timeout comparison
* Minor fixes
* Fix possible crash issue during Networking Cleanup
* Fixed PortManager fallback Cleanup issue when exiting PPSSPP due to early WSACleanup
* Added an option to Disable Nagle Algorithm (Enable TCP No Delay)
* Fixed UPnP port opened by PPSSPP detection, and Updated PortManager to be compliant to general purpose usage
* Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators
* Further libretro buildfix
* Making sure there are no warnings on adhoc code when building on android studio
* Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
* libretro buildfix?
* Attempt to fix compilation error on Linux
* Fix Blinking game room issue on NFS Most Wanted, this will also fix lobby issue on Ridge Racer 2, Naruto Kizuna Drive, etc.
* Backport Mac/iOS buildfix from a later commit
* Use the alloc size from real PSP for FONT_OPEN_INTERNAL_STINGY mode. the
* Added UI to change WLAN Channel.
* An attempt to fix socket's behavior inconsistencies across platforms.
* Implement ANR2ME's solution for miniupnpcstring.h
* Oops
* Create an Android.mk for miniupnp
* Windows: Run the upnp string gen script regardless of architecture, and in UWP.
* Update the gradle version again.
* Add PortManager.cpp to Android.mk
* Switch to my miniupnpc fork with a UWP fix
* UWP: Unify linker options
* Set up Windows UWP project for miniupnpc.
* MiniUPNPC: Windows: Try to fix build on VS 2017, add more platforms.
* Fix UPnP error detection
* Added UPnP Support
* Windows: Add command to load up a new identical instance of PPSSPP.
* Temporary buildfix
* Warning fixes
* Backport a macOS buildfix from later
* Fix Local IP detection on non-Windows system
* Making sure Adhoc codes doesn't have compilation warnings
* Enabling KeepAlive on sockets
* Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner
* making sure there are no alignment warnings related to member of packed struct on android
* Improved multiplayer stability regardless of I/O Timing method
* Fix i18n type
* Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
* Another buildfix
* Buildfix
* Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
* Making sure adhoc callbacks runs on AdhocThread
* Silence secondary instances.
* PSP kernel: Improve logging when accessing bad kernel object handles.
* Make the instance counter global and initialized at startup.
* Remove some _XBOX stuff
* Apply a few lines from "Added UPnP support", removing extra WSA calls.
* Make PPSSPP_ID persistent every reset/changing game thus have persistent localhost IP
* Excluding Android from multiple-instance feature because i'm too lazy to learn ashmem :D
* Oops forgot to change this also for multiple-instance to work properly
* Support multiple instance of localhost Multiplayer on 1 PC
* Prevent reporting a bad memory access just because Tekken creates a mutex with a null name.
* sceMpegAvcCsc: added range validity tests.
* Buildfix
* Third part of getting rid of PanicAlert
* Step 2 of removing PanicAlert
* Step 1 of removing PanicAlert
* Remove category from _assert_msg_ functions. We don't filter these by category anyway.
* Fix a bug in crashhandler where we could end up disassembling far too much.
* EditorConfig: Separate indent style for libretro.
* Display: Allow unthrottle to skip only flipping.
* Support full VSync control in SDL OpenGL.
* Improve some logging, and print the line number from PanicAlerts.
* Update lang submodule
* Eliminate an unnecessary global g_Vulkan.
* Windows/Vulkan: Don't destroy the surface during resize, no need.
* More buildfixes
* Buildfix
* SDL: Avoid destroying the surface on resize.
* Cleanup log output on swapchain/surface recreation.
* Buildfix. Checking _POSIX_VERSION is not recommended anyway.
* Crash: Show disassembly of the instruction causing the crash, and the symbol name.
* Split the fault handling from MemMap.cpp to MemFault.cpp.
* Update README following unknows markup way
* Savedata: Correct AM/PM and time/date settings.
* Travis: Don't update python3.
* Fix
* (Libretro) Buildfix - add missing file x64Analyzer.cpp
* Windows ARM fix, cleanup
* Refactor MachineContext.h to reduce ifdefs elsewhere.
* There's no sigcontext on 64-bit iOS either, apparently.
* Yet another iOS buildfix attempt
* Another iOS buildfix attempt
* Various platform buildfixes
* Make fastmem memory exceptions report the exceptions to Core correctly.
* iOS buildfix attempt
* HandleFault: Add missing nullcheck
* Try USE_SIGACTION_ON_APPLE on IOS.
* MachineContext, Linux/Android: Try to support android-x86 (32-bit)
* Add x64Analyzer to Android.mk. Some minor cleanup
* More info on crash screen
* Exceptions: A bit more consistency in callback registeration.
* Mac/Linux buildfixes
* Draw a minimal crash dump on the emu screen after a crash (if bIgnoreBadMemAccess is false).
* ARM/ARM64 instruction analysis, hook up to handler
* Skip bad reads/writes by the guest executable.
* Simple exception handler so we can ignore accesses that happen within the PSP memory space.
* Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
* Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
* Osk: Draw shadows on all the letters.
* MsgDialog: Show better error messages.
* MsgDialog: Allow text to be wider.
* MsgDialog: Add scrollbar when message is long.
* PPGe: Draw nicer drop shadows.
* PPGe: Handle text shadows more consistently.
* Vulkan: Buildfix.
* Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
* Revert "Disable a new compiler warning that doesn't do us much good"
* (Libretro) Add MSVC 2019 target
* Change libretro.cpp to confirm to libretro code formatting conventions
* Disable a new compiler warning that doesn't do us much good
* (Libretro) Add optimal input read codepath - bitmasks
* Remove irrelevant comment
* Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
* GLES: Invalidate framebuffers bound DONT_CARE.
* Kernel: Check thread switch PC in release.
* jit: Add some basic checks in armjit/arm64jit.
* x86jit: Trigger exec exceptions.
* irjit: Add jump crash checks.
* UI: Allow non-ascii on crash dump screen.
* Core: Track exception on bad jumps.
* Core: Reset exception info on resume/reset.
* Kernel: Add a bit more thread info on crash.
* Add custom GLEW - interfaces with libretro get_proc_address - we need this for compatibility with DRM/KMS and Wayland contexts - otherwise we're limited to GLX context
* Travis: Use the default macOS image.
* Update v1.10.3 readme link
* Expose more information on the crash screen (current kernel thread)
* Address some feedback
* Draw a minimal crash dump on the emu screen after a caught crash.
* Formalize "core excpetions" as a concept
* Some code reformatting/renaming
* Centralize handling of memory exceptions a bit
* Split CORE_ERROR into CORE_BOOT_ERROR and CORE_RUNTIME_ERROR
* Update version for 1.10.3
* Update lang submodule
* Update README for 1.10.3
* Travis: Disable OSX/iOS until we can fix them
* Touch control layout screen: Make the expanded click zone around the controls symmetrical.
* Kernel: Add a little paranoia check on chained mipscalls.
* Fix decimal part
* Touch control layout: Make dragging a lot less "jumpy"
* TouchControlLayoutScreen: Reorder functions in the file to make more sense.
* Refactor TouchControlLayoutScreen - break out the actual editor into a separate view.
* (Libretro) Makefile build fixes
* (Libretro) Buildfixes
* Change wording of camera notch ignore setting
* Update version for 1.10.2
* Update README.md for 1.10.2
* Add some paranoid checks in AfterMatchingMipsCall::run().
* Add automated script for link on readme
* Android: Add option to ignore camera notches when sizing the display.
* Remove unnecessary logging of preview formats
* Link PR and issues in README
* Screen: Unlock the inputLock_ mutex slightly earlier in processFinishDialog
* Revert "Remove the I/O on Thread option - treat it as always on."
* http: Check cancel flag more often.
* Sneak in some paranoia in InstallZipScreen.cpp (another one from #13057)
* Check that we actually got a preview size.
* CameraHelper: Do a better job of choosing an appropriate preview size.
* Add a try/catch to Android camera device listing. Might help #13091 and the issue seen in #13057.
* Change default rendering resolution on Linux to auto
* Fix radio button in "Window size" menu
* Update submodule URL
* Fix reliability of the CMake generated version
* README.md update
* Update version to 1.10.1
* Update README, lang submodule for 1.10.1
* SaveState: Prevent edge case on old save state.
* SaveState: Make sure to default init net data.
* Add some excessive null checks to GameScreen::render(), might fix the crash seen in #13057
* Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
* Some paranoid checks in PPGeDraw. Might help the crash seen in #13047.
* Downloader: Join threads in CancelAll
* D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
* Different handling of Download lifetimes. Might help an issue from #13057 (1.10 crash mysteries)
* cmake: don't install bundled glslang
* Qt: unbreak build without SDL
* TextureDecoder: Fix misuse of NEON on all armv7
* Vulkan: Correct secondary texture binding in Draw.
* Draw: Allow 2 textures bound in Vulkan.
* GPU: Add sampler1 for postshader orig source.
* Draw: Fix textures and samplers at an offset.
* Draw: Use uniform locs for GLES, add samplers.
* GPU: Alternate FBOs for chained postshaders.
* GPU: Avoid immediate postshader FBO recreate.
* Android: Request stable layout and update on focus.
* GLES: Use debug groups for render steps.
* GLES: Avoid duplicate state resets.
* GLES: Delay buffer use in vertex cache.
* GLES: Fix disabled vertex cache code.
* GPU: Try a bit harder to determine safe size.
* Vulkan: Match safe size behavior on all backends.
* Io: Fix LBN timing for virtual discs.
* Io: Cleanup access bits for files.
* Headless: Handle umd mapping with block devices.
* Io: Open sce_lbn references and whole ISO faster.
* Io: Account for OpenAsync timing.
* Io: Fail without fd on bad device in OpenAsync.
* Io: Improve non-async open timing.
* Io: Track whether the game is on a UMD or storage.
* Io: Simulate VFAT bug only when simulating FAT32.
* Io: Improve timing of sceIoOpen().
* Io: Cleanup sceIoOpen errors and logging.
* Windows: Make init crash warnings more generic.
OBS-URL: https://build.opensuse.org/request/show/841874
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=268
2020-10-18 19:39:16 +02:00
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2017-04-13 13:33:57 +02:00
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-DUSING_QT_UI="ON" \
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2022-11-23 21:31:47 +01:00
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-DCMAKE_C_FLAGS="%{optflags}" \
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-DCMAKE_CXX_FLAGS="%{optflags}" \
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2017-05-08 16:05:15 +02:00
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-DCMAKE_BUILD_TYPE="Release|RelWithDebugInfo" \
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Accepting request 564025 from home:xenonpk
- Update to version 1.5.4~git20180108:
* irjit: Skip preloading blocks with jump to 0.
* irjit: For debug, return the best block at addr.
* irjit: Allow precompiling funcs at start.
* jit: Add interface to precompile functions.
- Update to version 1.5.4~git20180105:
* irjit: Add a safety check for block num overflow.
* irjit: Enable more debug UI for block selection.
* irjit: Calculate bloat statistics.
* Cleanup GetBlockNumberFromStartAddress
* Fix that weird unordered compare mode, hopefully
* IR: More fixes. Still something wrong with VFPU compares (not caused by this PR).
* require iOS 8, add a launch screen
* On Linux, can't even include nmmintrin without explicitly enabling SSE 4.2 support.
* IR interpreter: Add some braces to allow variable declaration in the switch cases.
* Add some more SIMD support to IR interpreter. Mostly just because, but also serves as implementation reference for later code generation backends.
* IRInterpreter: Fix bugs in floating point truncation functions
* Fix running the CPU test from the UI.
* Show IR disassembly in JIT Compare screen
* IR Interpreter: Add missing break; to switch case IROp::FSign.
* irjit: Encode downcount directly as a constant.
* irjit: Embed constant inside IRInst.
* Minor fix for previous commit.
* irjit: Fix swr typo.
* VertexDecoderCommon: A few more cases.
* IR Interpreter: Add a comment, minor cleanup, minor SSE stuff.
* VertexDecoderCommon: Avoid reading the destination during vertex decode, might be some kind of memory that's not good to read from...
* Module: Avoid scanning stubs if possible.
* Module: Scan modules with no sections at all.
* Module: Correct detection of executable sections.
* UI: Fade in loading much slower to avoid flicker.
* UI: Actually offset text shadow.
* UI: Show PIC1 while loading.
* Core: Asynchronously load the main ELF.
* irjit: Properly account for delay slots in size.
* iOS: ViewController cleanups - delete unused code and properties
* iOS: call PROFILE_INIT so we don't crash with USE_PROFILER
* iOS: Nix iosCanUseJit and targetIsJailbroken. Move NativeInit call to main so it can take cmd line args.
* Remove references to AudioEngine, which isn't used anyway
* HLE: Reset latestSyscall on save state load.
* irjit: Implement lwl/lwr/swl/swr.
* irjit: Add options for compile/optimize steps.
* irjit: Add extra temps to make lwl/swl/etc. easier.
* irjit: Cleanup some invalid op handling.
* arm64jit: Avoid spilling an extra reg for lwl/lwr.
* jit: Report blocks with uneaten VFPU prefixes.
* Logging: Use AndroidLogger for all mobile devices.
* nil out sharedViewController in case bindDefaultFBO is called again
* iOS: convert all obj-c source code to ARC
* iOS: fix a reference counting bug that may have caused ViewController to never be deallocated
* Modernize property syntax and don't use viewDidUnload (deprecated in iOS 6)
* Create AppDelegate the standard way instead of in PPSSPPUIApplication init
* irjit: Speed up icache block invalidation.
* Change iOSCoreAudio from cpp to mm. Explicitly activate the audio session. Always set the same mDataByteSize.
* Add AVFoundation to linked frameworks on iOS
* Handle iOS audio session interruptions by reinitializing audio
* add an include for PPSSPP_PLATFORM
* fix cmake when building for iOS in a path with spaces
* Fix build on iOS (only iOS 9 and up support thread_local)
* Stencil copy: Avoid clearing the depth buffer.
* Remove outdated comment.
* Oops, forgot these.
* Complete the separation of depth and stencil renderpass flags
* Start separating depth and stencil renderpass actions, only internally in the Vulkan code so far.
* Vulkan: Create renderpass objects on demand. Just a refactoring to prepare for some later features/optimizations.
* Vulkan: Use VK_KHR_DEDICATED_ALLOCATION for frame buffers for minor speedup on some GPUs. Check for the debug report extension before enabling it.
* Typo fix
* Add a bit of logging to try to figure out #10477
* arm64jit: Negate in ADDI2R/SUBI2R as well.
* Debugger: Fix hang when viewing invalid RAM.
* arm64jit: Statically allocate ra as well.
* Profiler: Show the slowest thread's categories.
* Profiler: Fix cat display on small screens.
* Profiler: Separately track texture hashing.
* arm64jit: Free up W23 for static alloc.
* arm64jit: Cleanup method names, temp discard.
* UI: Fix dev menu scroll on small screens.
* UI: Only default focus visible things.
* arm64jit: Enable safe memory for lwl/lwr.
* arm64jit: Avoid arithmetic movs.
* arm64jit: Fix spilling for more than one temp reg.
* arm64jit: Use TBZ/TBNZ for vfpu branch as well.
* arm64jit: Use TBZ/TBNZ for fp branches.
* arm64jit: Use CBZ/CBNZ for zero compare branches.
* arm64jit: Handle more imm compare cases.
* arm64jit: Use CMN for CMPI2R if possible.
* arm64jit: Avoid temporary on variable shift.
* arm64jit: Reuse code in I2R funcs.
* Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly.
* arm64jit: Oops, properly init temp locked flag.
* UI: Check existance outside of game info lock.
* UI: Use atomic flags in game info cache.
* arm64jit: Remove unnecessary address masking.
* HLE: Replace starocean framebuf clear func.
* GPU: Track stats on uploads.
* arm64jit: Avoid flushing when mapping as pointer.
* arm64jit: Jit lwl/lwr with proper temp regs.
* arm64jit: Fix and enable imm lwl/lwr.
* arm64jit: Allow ANDI2R/etc. with zero.
* arm64jit: Attempt to reuse imms on sw/etc.
* x86jit: Fix safemem on WX exclusive.
* jit: Skip unlinking blocks on clear.
* arm64jit: Autodetect pointerify support.
* arm64jit: Allow reg ptr offsets when unaligned.
* arm64jit: Allow ARMREG_AS_PTR to be dirty.
* arm64jit: Use reg sum for LDR/STR.
* arm64jit: Fix an integer truncation warning.
* arm64jit: Reprotect fixed code after icache flush.
* arm64jit: Remove buggy icache invalidate.
* arm64jit: Avoid MOVK elsewhere without pointerify.
* arm64jit: Allow static alloc without pointerify.
* arm64jit: Skip storing spilled but not dirty.
* arm64jit: Only adjust pointers if pointerified.
* arm64jit: Allow disabling pointerification.
* Module: Reload imports later in save state load.
* Android cmake buildfix
* GPU: Reset context version on init.
* UI: Trigger view recreate on static sized screens.
* Display: Avoid limiting FPS without a clear.
* Debugger: Defer active symbol updates.
* Vulkan: Allow full depth range with depth clamp.
* Vulkan: Use depth clamping, where available.
* GPU: Match GE saved context better.
* Vulkan: Fix fragment depth rounding.
* Qt: Fix OpenGL init.
* GPU: Reset GPUBackend on graphics init.
* GPU: Remove duplicate BACKEND constants.
* Check for Wayland headers in CMake
* Remove VULKAN_STATIC
* Support Vulkan on any Unix
* Add support for Vulkan on Wayland
* GPU: Avoid memory corruption on bone matrix > 96.
* UI: Remove auto-download options.
* GPU: Remove FBO auto-download hack.
* irjit: Allow continuing from mips break.
* GPU: Add quick method for debugging.
* UI: Fix graphics API display on start.
* Windows: Track minimize as lost focus.
* GPU: Reduce depth blits when not updated.
* Software: Execute bounding box tests.
* Vulkan: Decimate the texture allocator.
* GLES: Allow dual src blend on newer Intel.
* GE Debugger: Allow enable/disable of prim preview.
* GE Debugger: Keep prim preview on pan/zoom.
* GE Debugger: Fix preview when zooming.
* GE Debugger: Fix some crashes while stepping.
* GE Debugger: Save with alpha for PNGs.
* GPU: Cleanup some feature flags usage.
* GLES: Improve HW tess requirements validation.
* Core: Allow more formats for screenshot.
* GE Debugger: Allow image export from previews.
* Core: Refactor screenshot saving.
* Android cmake fix
* SDL: unbreak on more non-Vulkan platforms
* GLES: Reduce conversion buf size if possible.
* GLES: Avoid buffer on GLES2 for h=1 / CLUT.
* Vulkan: Cleanup unused code.
* GLES: Pack without stride where possible.
* SDL: Fix OpenGL init again. Fixes #10424
* Build Vulkan on all platforms, won't be used if not supported.
* Get Vulkan going on Linux
* Statically link a vulkan loader on Linux. Use to to init vulkan on X11. Unfortunately, it's broken.
* Cleanups in PCMain.cpp
* WIP vulkan on linux stuff
* SDL: really try lower GL profiles & add GLES context support
* Vulkan: Fix bug where we'd do the initial layout transition for an image before binding memory to it. Should help the issue uncovered in #10413
* Add missing includes. Remove some more unnecessary #ifdef _DEBUG checks - the debugger is supposed to work in release mode too.
* CMakeLists: relocate EGL library name detection
* Move QtMain.cpp and PCMain.cpp to more sensible locations. Native isn't standalone anymore...
* Remove more obsolete ifdefs
* Some ifdef cleanup.
* Get rid of the old custom "Event" sync primitive.
* Win32: Use the standard thread APIs to manage the emu thread.
* Avoid including platform-specific headers in VulkanContext.h
* Implement warning when trying to play Ghost of Sparta with a modified CPU clock, as suggested by unknownbrackets in #7411
* Update vulkan headers, add linux .so loader lib for easy builds, like Sascha does.
* Fix annoying name clashes (Status is in X11 headers..)
* Just some log cleanup
* Fix typo causing #10408
* Another buildfix, sigh. Also extend the safe region a little bit to the thing from a couple commits ago.
* Add a tiny bit of safety margin to the RipAccessible check. Should be enough for 128-bit SSE data.
* Update lang submodule
* Oops, buildfix
* Move vulkan debug callback out from WindowsVulkanContext into a file that can be shared with other platforms later.
* UI: Properly center storage perm prompt.
* UI: Use less space with recent + need storage.
* UI: Allow skipping transitions on set current tab.
* UI: Fix AnchorLayout size when wrapping content.
* UI: Pass UNSPECIFIED through on scroll views.
* UI: Give ItemHeaders intrinsic size.
* UI: Add flex pressure to tab content.
* Update bounds in NativeResized as well to fix glitches on layout screens that use it.
* Improve very small display on very large surface, And change some variables to constants.
* Limit smallest zoom to match it's slider and well.
* Respect sticky edge by center option and make it stick from smaller range
* Stick display to edges of the screen/window size
* Improve display layout editor for zooming into corners, also limit the scale to 10 to match slider.
* GPU: Rename GPUBackend setting to apply default.
* GPU: Default to Vulkan if possible.
* http: Allow sharing automatically on PPSSPP start.
* UI: Always clip tab contents.
* UI: Clip scissor to screen.
* UI: Transition tab strips on select.
* UI: Allow negative left/right for anchor layouts.
* UI: Add tween for translating anchor offsets.
* Windows: Fix UI text measurements with &.
* UI: Reset transitions after too long a time.
* UI: Translate API on start screen.
* UI: Allow translating system info.
* Another driver version check change, should help Galaxy A5 2017 on issue #10361
* Force AccurateDepth on, on older Mali drivers which don't handle reverse Z viewports. Should help #10361
* Make a minor correction to Vulkan driver version display.
* Store: Maintain icon aspect ratio.
* Store: Highlight active item, reselect on resize.
* Store: Wrap item descriptions on small screens.
* UI: Transition button and item focus/presses.
* UI: Add an event for tween finish.
* UI: Add delay to tweens.
* UI: Show a few more flags in build config.
* UI: Show extensions at full width.
* And yet another case of the same problem as the previous commit.
* Fix another case where we trusted std::move to clear the origin, which is not guaranteed.
* Tweak logging and asserts in VulkanDeviceMemory::Destroy
* Don't hold the lock when processing messages, only when taking them off the queue. Fixes #10383
* Display: Only reapply state on load.
* Display: Reset cycle counter on load state.
* UI: Always apply tweens after restore.
* UI: Add threadsafety to cache item file loaders.
* Loaders: Depriorize disc streaming queue items.
* GLES device lost/store fixes
* Apply a fix to the ARM64 emitter ported over from Dolphin
* Add a comment, revert a reporting change.
* UI: Cancel loaders on shutdown.
* Loaders: Add cancelation to all file loaders.
* UI: Reset touch controls after config load.
* UI: Persist tween data on view recreate.
* Add missing IF statement for instance rendering check..
* Minor uniform cleanup
* Try to fix build with the old Android build system too...
* SPIRV-Cross should build on Android now, so remove another platform check.
* Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362
* Update travis config to use NDK 16b
* Also update Application.mk for the old build system.
* From NDK 16, libc++ is out of beta and gnustl will be deprecated soon, so switch.
* Fix another little inconsistency (two uniforms were merged for bad reasons)
* Clean up a small inconsistency
* Rework GL lost-device to work more like Vulkan. Gets rid of gl_lost manager etc.
* Recreate views after boot is done, to workaround #10360 . Not the best solution..
* Vulkan: Add facility to auto-generate mipmap levels. Not yet used.
* Vulkan: Show samplers in "shader debug"
* Avoid multiple flips per frame, fixes immediate flip for God of War
* Add mitigation for games like GTA that never call sceDisplaySetFramebuf
* Flip immediately if that's OK. This can save up to a frame of graphics latency, in games that display "immediately" instead of latched.
* UI: Show loading message while shaders preload.
* fixup! UI: Ensure tweens always complete.
* GLES: Avoid hanging while precompiling shaders.
* System: Allow GPU to have delayed loading.
* UI: Apply tweens on Update().
* UI: Reorganize EmuScreen so it renders on loading.
* UI: Ensure tweens always complete.
* UI: Add a simple tween class.
* UI: Add colorBlend() helper.
* Display: Correct max FPS limiting skew.
* Windows: Request a core profile by default.
* SDL: Use core profile, fixing old Mac GL issues.
* arm64: Use LDRUH instead of two LDRBs.
* Savedata: Show icon for new saves more often.
- Update to version 1.5.4~git20171205:
* v1.5.4
* Try to fix iOS builds on the Travis buildbot. #10254
* Replacement: Break the mip loading loop if a level is wrong. Also shrink the log output.
* Reject texture replacement mipmaps of the wrong size
* Just some debug output for future decisions
* Update submodule lang
* Also disable dualsrc blend on Tegra K1. Should help #10208
* Missing -lEGL when -DUSING_EGL=ON
* Android: Warn if PPSSPP fails to save the config file.
* RIFF: Add check for truncated files, cleanup a little more.
* Try to protect against bad data in RIFF files (used for menu background audio only)
* Even more cleanup of RIFFReader
* Kill off more unused code in RIFFReader
* Remove write support from chunk_file, rename to RIFFReader
* Reformat chunk_file. Don't usually reformat whole files, but this was too ugly to work on :P
* GE Record: After recording a frame, log the filename of the output file.
* Disable "Accurate Depth" in Burnout games, they have trouble with it on Mali (Z-fighting...)
* Vulkan: Allow shutdown with init commands.
* Android: Fix race condition on lock/unlock.
* Android: Reset immersive after native dialogs.
* Vulkan: Swap in more forceful asserts.
* Global: Silence some unused declaration warnings.
* UI: Fix some virtual override warnings.
* Windows: Stop input poll before emu shutdown.
* UI: When stepping, clear on initial load.
* Android: Fix crash on shutdown/restart.
* UI: Fix D3D9 half-pixel offset at 1x.
* Clip block transfer destinations. Should fix crash in #10011. Stats: Invent some sort of usage metric for device memory allocators.
* Revert "Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation."
* Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation.
* Shutdown fix.
* Fix bugs in VulkanImage allocator support
* Add another assert, which gets hit.. Hm. Something is wrong..
* Change some Crash() to asserts in VulkanDeviceAllocator
* Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that.
* Vulkan: Only call EndCreate on the texture if it actually exists.. Though not having one would be bad.
* UI: Send prompt results even on back/cancel.
* D3D11: Change state caches to DenseHashMaps.
* Hashmaps: Fix missing maintain calls in non-GLES.
* Fix a use-after-free in sceKernelTerminateDeleteThread
* Android: Render text with newlines properly.
* UI: Wrap text properly with explicit newlines.
* UI: Clean up some unused code and flags.
* Hashmaps: Another cleanup.
* UI: Avoid pushing a screen on top of itself.
* UI: Cleanup common message handling.
* UI: Avoid navigation with an active dialog.
* UI: Send messages to dialog parents by default.
* Hashmaps: Reset count on clear.
* GLES: Log shader cache filesize error better.
* GPU: Minor cleanup.
* Hashmaps: Reset state when growing.
* Hashmaps: Change some crashes to asserts.
* GLES: Validate shader cache filesize on preload.
* GPU: Use more typesafe shader IDs.
* GPU: Annotate free shader ID bits.
* Update AndroidManifest.xml to 1.5.3.0, just in case anyone is still using the old build system where this isn't automatic.
* Update lang
* Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
* Vulkan: Remove misguided assert about backbuffer clearing mode.
* Reporting: Oops, fix module load log line.
* Add hotkey to toggle audio and video dumping together in sync.
* Add a github issue template. Let's see if this works.
* Reporting: Use a different link message on preload.
* GPU: Add missing shader id to short desc.
* Improve reporting for imm buffer exceeded. Reset the immCount_ every frame to avoid getting "stuck" permanently in case some garbage is executed..
* Try a silly workaround for an otherwise unexplainable crash seen in Google Play Console
* Reporting: Don't report with locked CPU speed.
* Reporting: Improve bezier/spline morph/skin data.
* Try to help Mali 400 shader reg alloc by reusing variables. It's still commonly reported.
* Comment, minor cleanup
* Reporting: Improve no pos verts message.
* Reporting: Skip reporting reused depthbuffers.
* Module: Cleanup magic number.
* Reporting: Remove unused code.
* Reporting: Stop reporting module load versions.
* Adhoc: Remove incorrect thread create param.
* Reporting: Disallow feedback for fake game ids.
* Buildfix, oops
* Vulkan: Fix crash bug when post processing shaders failed to compile.
* Clean up all the FBOs in DestroyAllFBOs. Missing any can have bad consequences after app switching on Android/Vulkan where we recreate stuff.
* Checks and paranoia in response to a crash report..
* Check for HW-transform and through when loading GL shader cache.
* Minor cleanup. Add a debug assert in shader ID calculation
* Oops:]
* Despam a sceDmacMemcpy report. Happens in Naruto Shippuden: Ultimate Impact, accordint to reports.
- Update to version 1.5.2~git20171201:
* Clear postprocess confusion in d3d9 backend by hiding the option:]
* Vulkan: Report more info on texture from target.
* GPU: Try to avoid FB download without an FBO.
* GLES: Report shader errors with shader desc.
* Add some debug asserts, useful for debugging shader mismatches locally (though haven't found any..)
* Module: Stop reporting bad magic numbers.
* Memory::Memset: IsValidRange is a better solution.
* Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too.
* Avoid wrapping when shifting down the audio after scaling by a 20-bit value. Fixes #9967
* Add sanity check in Memory::Memset
* Still seeing asserts in this function, weakening remaining to debug-only.. but these really shouldn't trigger.
* DX9: Revert a bad optimization, hopefully fixing #10205. Vulkan: Add a missing check.
- Update to version 1.5.2~git20171130:
* Add some comments.
* Oops;p, I always mess this up.
* Change some other substr used with cheats and smuggle a fix for another problem
* Change str.substr(x, 1) == "y" to str[x] == 'y'
* Fix a cheat menu crash with invalid cheat name. Also stop #comments from being removed by cheat menu.
* VKRFramebufer: Just some checks to be slightly safer in case creation failed..
* Fix UI crash when keyboard navigating out of popup list.
* Can't call functions through known-nil pointers, even if they don't touch local data - LLVM's optimizer might have done something stupid.
* Fix a java exception around the GPS stuff
* Vulkan: Avoid duplicate image pre-transitions (actually eliminated later anyway, but a small saving)
* Vulkan transitions after render: Add a missing case that seems like it could be common?
* Avoid an assert in ARM64 emitter, seen in Google Play crash logs
* Move pushbuffer map/unmap to the .cpp file to avoid inlining (for stack traces)
* Crash in a more appropriate place if missing a drawcontext (happens on really weak devices only)
* Fix another possible Vulkan shutdown bug
* Loosen up some asserts that seem to trigger unexpectedly... need investigation.
* Crash reports from 5% rollout of 1.5: Make some asserts dbg_asserts for now, try to fix an issue with framebuffers when postproc is enabled.
* Try to get androidgitversion to behave. It thinks the build is dirty when it's not.
* Add privacy policy link to app, as required by Google Play since we use the CAMERA permission now.
* Update AndroidManifest.xml to 1.5.0
* Update lang submodule
- Update to version 1.4.2~git20171128:
* Readme for 1.5: Small rewording
* Coldbird's up and running again, restore the proAdhoc default. See issue #9984
* More README updates
* More 1.5 README fixes
* Update the README for 1.5.
* Fix a text overdraw problem on the title screen on very small displays.
* Fix the fix for Thrillville. See #7459
* Add ability to simulate a few kinds of Vulkan initialization failures, to test the GL fallback.
* Minor error checking improvement
* Android: Call setDisplayParameters early with the display w/h in pixels. Without this, was defaulting to 1x rendering on S8 which is silly.
* Windows: Avoid UWP for desktop api family.
* UI: Fix alphaMul clamping.
* Kernel: Fix delete thread null check.
* Global: Fix some warnings.
* Windows: Fix error formatting with % signs.
* GPU: Fix block transfer write breakpoint.
* Just reduce some log levels
* Unbreak save states, fix other minor issues from review
* Fix some comments
* Add safety check.
* Hack that converts immediate draws to through-mode draws. This won't work correctly in all cases - but it's enough for Thrillville which uses it to clear only. Works around #7459.
* Process immediate draw commands. Not yet sending to graphics backends.
* Fix D3D11 push buffer overflow
* Fix the prefix problems on ARM 32-bit as well.
* Core: report Debian GNU/kFreeBSD separately
* Common: implement GetExeDirectory on NetBSD
* ARM64 JIT: Fix additional VFPU prefix problems
* Fix JIT bug in ARM64. Fixes #10183
* Vulkan vertex cache: Fix memory leak
* Fix _assert_ on Android to assert properly
* Revert "Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit."
* Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit.
* UI: Minor pause screen cleanup.
* UI: Draw actual, not aligned, text width.
* UI: Clear font bitmap after aligning size.
* When drawing text using our truetype backends, round coordinates to pixels. Fixes #10180
* Fix text width measurement on Android when there are spaces at the start/end of the string (bounds doesn't handle that). Fixes 10174
* Get rid of collision-prone font cache keys. Stress the font cache a little less on slider dialogs.
* Yet another buildfix, sorry :/
* Oops, android buildfix
* ARM buildfix
* Allow loading graphics dumps (*.ppdmp) through the regular UI.
* Add a hidden debug option [Graphics]GfxDebugSplitSubmit to try to narrow down some Vulkan issues, see #10163. Also improve some asserts.
* Make our release mode asserts actually fire properly in release mode again...
* Android: Use __android_log_assert facility to get pretty message-asserts into crash dumps.
* Fix gl scissor rect issue. Fixes #10119
* Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
* Add a missing break that would explain the odd AUTO mipmap test results on D3D11 and Vulkan...
* Disable the DisableAccurateDepth compat flag on AMD/Vulkan, see #9545. Ugh.
* Android: Fix #9697 where we'd hang if we lacked permission and got a filename as a command.
* Android: Update to gradle 3.0.1
* Workarounds for issue with "accurate depth". See #9545, #10087
* Update armips to latest. See #10161
* The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working.
* Fix message asserts on Android. Add more of them to check things in Vulkan code.
* Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
* Vulkan: Break apart DecodeVerts
* GL: Compute "availableUniform" when generating shaders instead of by querying.
* GL: Compute the attrMask while generating the vshader instead of querying.
* Move aniso to the sampler cache key.
* Disable anisotropic filtering in headless, screws up mipmap test
* Cleanups
* Fix headless to work better in vulkan mode
* Make test.py python3-compatible, print out command lines better.
* Attempt to unbreak D3D9 mipmapping (still disabling SLOPE mode)
* Buildfix, update comments slightly
* Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan.
* Properly zero samplercache keys before filling them out.
* Mipmaps: Disable LOD bias in slope mode as that's not how it works.
OBS-URL: https://build.opensuse.org/request/show/564025
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=20
2018-01-24 10:18:56 +01:00
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2017-04-13 13:33:57 +02:00
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%make_jobs
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2017-05-08 16:05:15 +02:00
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cd ../build
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2022-11-23 21:31:47 +01:00
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# FIXME: you should use the %%cmake macros
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2017-05-08 16:05:15 +02:00
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cmake .. \
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Accepting request 841874 from home:Guillaume_G:branches:Emulators
- Exclude aarch64 and %arm as it never built due to openGL
vs openGL ES issue.
- Use again system ffmpeg
- Update to version 1.10.3~git20201014:
* Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
* Vulkan: fix stack overflow.
* libkirk: fix buffer overflow.
* Fix a couple of issues with #13477, found by aliaspider.
* VK: Whenever safely possible, shrink the render area.
* Fix OpenGL crash introduced in #13536
* Fix GPU profile display on notched screens
* compat.ini: Add ID for European version of Car Jack Streets
* Track and accumulate pipeline flags for render passes.
* Bugfix
* VK: Separate layout transitions from renderpasses again.
* Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
* VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
* Workaround for date bug in Car Jack Streets.
* Fixed timeout issue due to the latest CoreTiming::GetGlobalTimeUsScaled() have a possibility to get smaller number than the previous one.
* Added some network-related missing error codes.
* Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
* Fix additional snappy warnings.
* Warning fixes.
* Avoid a division in time_now_d(). Minor optimizations.
* VFPU: Compute sines and cosines in double precision.
* Make Qt apply fullscreen change from UI as well
* Make --windowed available on all platform and make sure to trigger resize
* Add an option to the in-game dev menu to reset counts on limited logging
* Change jpn0.pgf for a new one generated by nassau-tk
* Update gradle, assets/lang
* Prevent sceNetAdhocctlGetGameModeInfo from spamming Warn/Info Log on Street Supremacy
* Added socom.cc as an alternative Public Adhoc Server, just because they have statistic web page for players to find out which games are being played and how many players are there.
* Minor changes.
* Return early to reduce indentation on AdhocMatching code
* Updated AdhocPollSocket implementation to fix Bleach Heat the Soul 7, Fate Unlimited Codes, Carnage Heart EXA
* Prevent getting too many Kernel Errors in the log during a Shutdown cleanups due to kernelObjects already cleared.
* Prevent Dissidia 012 from opening too many ports when failed to connect continuously.
* Making the workaround that fix Gundam vs Gundam Next Plus to be optional as it can improve connectivity on other games over high latency networks, and fix GvG Next Plus properly.
* Updated AdhocSocket struct, and an attempt to reduce stutters by increasing the send buffer a little bit.
* Fix Falcom games (ie. Ys vs. Sora no Kiseki, Vantage Master Portable)
* Removing ETIMEDOUT from non-blocking socket's error checks
* Updated GameMode implementation to fix Bomberman, also improved performance on BattleZone. (+1 squashed commits)
* Fix NetconfDialog timings to get a better message transitions.
* Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
* Removing the workaround that fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link but having a side effect of 0.5 second lag
* Fix a recent bug in XinputDevice.h
* Sets the maximum memory stick size to 32GB like a Memory Stick Duo.
* Savedata:Skips non-directories in LISTALLDELETE mode.
* Simulates memory stick size to get fixed free space.
* SDL: Apply patch from issue #13516, fixing issue with Wacom tablets with readonly flags set.
* SDL: Implement multitouch support
* Buildfix - remove more Qt-specific code in TextureReplacer
* Also report a smaller memstick for Street Fighter Alpha 3 MAX (see #10462)
* Add compat.ini setting to work around memstick size math problem in Harry Potter - Goblet of Fire
* Fix libretro makefile build
* Add some recent contributors to the credits list.
* Delete useless Qt-specific path in TextureReplacer
* Vulkan: Automatically generate mipmaps for replacement textures.
* Cap the global thread pool at 16 threads.
* Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
* Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
* Buildfix linux
* Windows: Remove the native project.
* Complete the eradication of D3DX9 compiler loader
* Move text rendering to Common.
* Move most GPU things to Common.
* KeyMap fix (libretro)
* Libretro buildfixes
* Move fileutil, net, image loaders, ui to Common. (#13506)
* SaveData:Displays all saves like a PSP for LISTALLDELETE mode.
* iOS buildfix
* Mac/ios buildfix
* Move NativeApp.h to Common/System, split into NativeApp.h and System.h
* Move Display.cpp/h to Common.
* Move the profiler to Common
* Common.h shouldn't include Log.h.
* Move math and some file and data conversion files out from native to Common.
* iOS buildfix attempt
* Move native/util, native/data and native/i18 to Common/Data.
* Fixed missing cstring include.
* Move input utilities from native to Common/Input.
* Savedata:Corrects the performances when the data is broken.
* Move threading utils from native to Common
* Savedata:Supports empty file name for save/load/delete.
* Savedata:Improves the deleting functions.
* Libretro buildfix
* Windows: Correct some stdafx.h paths.
* Adnroid: Add back arm32 files for libpng.
* Android: Fix include paths.
* Global: Add back arm files for libpng.
* Merge ext/native/ext/... directly into ext.
* ByteSwap.h results in a file name collision on some systems with byteswap.h. Fix this by merging it into BitSet.h.
* Additional UWP buildfix
* UWP buildfix
* retro buildfix
* Buildfixes
* Remove some TLS.
* Remove unnecessary use of thread local storage
* Remove some color util functions
* Move buffer.cpp/h from base to Common
* Buildfixes
* Finish getting rid of basictypes.h
* Merge base/basictypes.h into Common/Common.h (mostly).
* Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
* Remove old define for thread local storage
* We no longer use TCHAR.
* Remove our usage of ssize_t
* Delete more useless math code
* Delete unused math code
* Delete more old detritus
* Delete some unused string functions
* Very minor optimization (divisions by constants are faster unsigned)
* Delete unused backtrace.cpp
* TimeUtil.cpp cleanup
* Fix issue with duplicate texture dumps.
* Add PSP color shader
* SDL: Adjust locale parsing for Ubuntu.
* Core: Fix memory size check.
* fix #13471
* glcore context switching
* Don't cache time in a variable.
* Enable BlockTransferAllowCreateFB for Burnout Dominator.
* Some GPU code cleanup. Disable some unnecessary reporting.
* More cleanup
* Cleanup
* IndexGenerator::AddStrip: Avoid the fallback by writing a few extra indices if necessary.
* Also optimize IndexGenerator::AddStrip for ARM NEON.
* Buildfix
* SSE-optimize IndexGenerator::AddStrip. Shaves about half a percent from GoW.
* Speed up game start under Windows by not filling the symbol listbox until the disasm window is opened.
* Windows debugger: Clean out old remains of multi-cpu support
* Reduce string allocations in Vulkan memory allocator
* Revert a bad optimization in word wrapper
* An attempt to improve connection stability.
* Fixed returned error code on sceNetAdhocctlDelHandler
* Minor fix to sceNetAdhocctlGetPeerInfo
* Added more info on some sceNet logs
* Prevent sceNetGetMallocStat from spamming debug log on some games.
* Remove some reporting that's normally just the result of garbage-as-display-list-execution.
* Remove an allocation in the word wrapper.
* Fix slowdowns due to careless use of auto
* Mark the PPGe font texture as reliable to avoid hashing it.
* Minor optimization in wrap_text.cpp
* Fixed PdpStat and PtpStat info
* Fixed returned error code of sceNetAdhocctlDisconnect
* Quick fix for #13459
* Fix regression where Gran Turismo ended up recreating the framebuffer on every frame in the menu.
* Update submodule ffmpeg to master
* Remove unused lastBoundTexture from Vulkan
* Comment fixes. Minor tweak.
* Cleanups in/around BlitFramebufferDepth
* Remove redundant bind on GL texture build. Improve dirtying of texture state.
* Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
* Set the texture dirty flags when binding a new framebuffer.
* Added alerted flags info on AdhocSocket to be used on PollSocket
* GPU debug stats: Show how many bytes of texture data we hash per frame
* Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
* Share GPUS stats formatting code between the backends (easier to add new stats)
* Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
* Remove some unnecessary function parameters, improve some comments.
* Using REPORT_ONCE to report some of GameMode HLE existance.
* Implementing Adhoc GameMode HLE
* Minor changes to adhoc timestamps
* A couple of D3D11 fixes.
* Fixed crash issue when creating/connecting to a null group name.
* Minor improvement to gl_debug_log.h
* Fix bug in GLES texture filter setup
* The new asserts found something.
* Unify BlitFramebufferDepth.
* Make the implementations of CopyFramebufferDepth more similar.
* Unify some GPU_SUPPORT* bits
* FPURegCache: The invariant checking is very slow in debug mode. Let's only turn it on when we need it.
* More asserts
* Use system date format on savestate as well
* Buildfix
* Help the compiler out a little bit in IndexGenerator::AddStrip.
* Some header include cleanup
* Add missing asserts after some VK resource creation functions
* Don't over-invalidate textures when a framebuffer is created or modified.
* Sneak in a fix for a limited memory leak in Vulkan vertex cache
* Delete TexCacheEntries that get replaced by a framebuffer
* Fix bug in new framebuffer code, reducing unnecessary texture invalidations.
* Check whether there may be more than one save file names by mode.
* Cache 60 FPS requirement
* Fix an issue of major performance drops when using accepted PTP Sockets.
* More moves
* Also move video filtering override.
* Move overrides to the end of GetSamplingParams
* Switch to a returned value and rename these functions.
* Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
* Make the signature of all the SetFramebufferSamplingParams the same
* Workarounds for D3D9's very limited mip level control.
* TextureCacheGLES: Also share the same sampler calculation for GLES.
* TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan.
* Comment fix
* Making sure the are no compiler warnings on adhoc code on android
* Prevent Client side from forever re-trying to connect to Exited Host on Shin Sangoku Musou Multi Raid 2
* Improve readability of the boolean expression mess in GetSamplingParams
* User chain support
* Linux: Use MAP_NORESERVE when finding a memory base pointer. See #13187
* TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry
* Always use a linear filter for video, unless forcing NEAREST filtering.
* Texfilter: Rewrite some checks in GetSamplingParams to be faster and more understandable.
* Remove some outdated debugging code (SetDebugTexture)
* Fix libretro OSX build
* MemMap: Check for MAP_FAILED in mmap call.
* Fix GetCurrentTextureDebug
* Try unknown's workaround for clang code gen bug. See #13187.
* Further simplify framebuffer matching.
* SaveState: Update to latest Snappy v1.1.8.
* x64: Fix stack alignment in vertex decoder, just because.
* Optimize a couple more single color conversion functions
* Optimize the DarkStalkers software rendering path a little more.
* Show how many times we evaluate framebuffers per frame in debug statistics.
* Re-fix BOF III - accidentally lost the texaddr offset
* Mostly fix Katamari by boosting fbs from the same frame
* Decouple framebuffers from texcache entries entirely.
* Update symbol list of disassembly window when loadexec.
* Don't read data more than data size of pgd files.
* Remove fbCache_ from TextureCacheCommon.cpp.
* Make SetColorUpdated static, reorder some fields
* Minor cleanups in CaptureDevice
* Fix Failed to Bind already used port issue on Android (and probably linux too). This should fix Dynasty Warrior Strikeforce and Shin Sangoku Musou Multi Raid 2
* Avoid getting Fatal signal 6 (SIGABRT) on linux/android when losing connectivity to the Adhoc Server.
* Allows reusing the same port for PtpListen and PtpOpen. This fixes Shin Sangoku Musou Multi Raid 2, and probably other games with similar issue (ie. Dynasty Warrior Strikeforce)
* Clients shouldn't try to detects timeout of other clients, because most of the time the client side doesn't have timeout information given, better wait for the host to tells them if a client got disconnected.
* Sleep a bit longer, especially when PPSSPP paused.
* Prevent spamming the log too much on some games
* Fixed sceNetAdhocMatchingGetMembers error return value
* Add option for the clear-fb-on-first-use speedhack. See #13295
* Resolve Adhoc Server DNS early and cache it so we don't need to resolve it again later.
* Stop waiting for connection on Exit to Menu to prevent causing lags.
* Combining PDP and PTP socket's array into a union array. Fixes Hot Shots Tennis that doesn't works well with socketId > 255
* softgpu: Correct cull handling for sprites.
* Headless: Setup logman earlier.
* GPU: Allow culling in through mode.
* Plugins: Schedule plugins before game thread.
* Plugins: Oops, typo.
* Plugins: Support for loading game-specific plugins.
* Module: Split out module start to use externally.
* Simulate blocking PtpFlush
* Allows blocking socket simulation on multiple threads simultaneously
* Making use Adhoc SocketAlert Flags to stop/abort blocking sockets
* Fixed return value when using Automatic Wlan Channel. Fixes Ridge Racer 2 and Warriors Orochi 2
* Changing default Wlan Channel to 11 on Automatic to be the same with real PSP
* Prevent sceNetGetMallocStat from spamming Info Logs
* TexCache: Correct detaching textures.
* Net: Fix memory corruption on save old state.
* Net: Correct save state from old loaded state.
* TexCache: Rename "Invalid" attach to "Inexact".
* TexCache: Always apply detach matches if found.
* GE Debugger: Include game ID inside dump file.
* Debugger: Add formats to breakpoint logging.
* Fixed SceNetAdhocctlParameter structure
* Added some more info in Debug Log to help debugging
* Added another HexData printing with offset and ASCII contents to help dumping some data in the logs
* Fixed an issue where the 1st line showing 17 bytes of data instead of 16 bytes like the rest of the lines
* Ignore SIGPIPE error on certain system (ie. Linux)
* An attempt to implement AdhocSocketAlert
* Oops forgot to replace these numbers with const on adhoc socket reindexing PR
* Imp sceKernelFindModuleByName
* Reindexing PDP and PTP socket using const/var instead of using confusing raw numbers
* Fix crash issue due to out of bound when indexing PDP socket
* Add draft sceKernelFindModuleByUID (#13380)
* Fix Phantasy Star Portable 2 Timeout issue
* Fix multiplayer on Valhalla Knights 2
* Fix AdhocMatching P2P Mode. This fix Bleach Heat the Soul 7
* Fix crash in Digimon Adventures.
* Minor changes to make sure the output struct/arg have similar value to the one from prx file (based on Kingdom Hearts BBS)
* Don't allocate PSP's Memory during DoState
* Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
* Fix possible stalled thread when PPSSPP closed down
* An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
* Increasing the shutdown delay so that there will be at least one "4=sceUtilityNetconfGetStatus()" after "0=sceUtilityNetconfShutdownStart()" instead of directly to "0=sceUtilityNetconfGetStatus()" (just like what happen when using utility.prx file with KHBBS on JPCSP)
* An attempt to differentiate adhoc connect, create, and join.
* Oops we already have local mac stored in context, no longer need to getLocalMac again
* Fix connection issue on games using AdhocMatching due to sometimes events are removed prematurely before being processed. This fix Gran Turismo where some peers could permanently be in "busy data" state.
* Fixed possible crash issue due to lingering leftover callback events from previous multiplayer session.
* Avoid using hleLog during a Shutdown
* An attempt to sort AdhocMatching Member List in order to make a consistent list on all players (based on Host). Also fixed some disconnection issue on other players when a player is leaving the room on Gran Turismo and Patapon 3.
* An attempt to make PDP and PTP ID to be unique so they can be polled properly together without getting conflicted ID. This fixes Gran Turismo.
* An attempt to fix sceNetAdhocPollSocket to works properly. This fixes one of the multiplayer mode on Bleach Heat the Soul 7
* Making sure the 1st 2-bits on the 1st byte of MAC address' OUI are zero to prevent issue with some games (ie. Gran Turismo)
* Default to P2P/Parent's MAC address if the target MAC on sceNetAdhocMatchingSendData is 00:00:00:00:00:00 (need to confirm whether this is correct or an error should be returned instead)
* Ignores the 1st byte of MAC address when comparing, since there might be games (ie. Gran Turismo) that tries to tamper/change the 1st byte during multiplayer upon use.
* Use >= 0x03080000 instead of 0x0307FFFF
* Add a check in sceKernelTerminateThread
* Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
* When going the other way, there can be multiple textures that need updating.
* Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
* Reschedule after resuming thread from suspend.
* Oops, crashfix for late change
* Add some ONCE-reporting of multiple candidate situations
* Forgot the if, oops.
* Shrink the "Cardboard VR Off" button.
* Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
* Apply the scoring model when creating/updating framebuffers too.
* Switch framebuffer matching to a scoring model.
* Extract AttachFramebufferToEntry function
* GE dump loading: Try to use the correct GameID so compat.ini flags apply.
* Add a check in sceKernelTerminateDeleteThread
* Remove wrong assert. Should fix #13354
* cmake: Remove outdated ARMV7 define.
* Global: Remove ARM64 define.
* GPU: Avoid compile error if ARM64=1 specified.
* TexCache: Try to avoid wrong texcache usage.
* TexCache: Improve quicktexhash by ~1-4% on NEON.
* Only clear when initializating kernelMemory and userMemory.
* Virtual framebuffer copies: Make a more informed guess on appropriate pixel format.
* Actually clear memory when initializating.
* Delete an unused buffer, saving 0.5MB of RAM.
* GPU: Remove ReliableHash aliases.
* GPU: Hash CLUT using XXH3 with replacements off.
* irjit: Switch to XXH3.
* GPU: Switch vertex/lookup hashes to XXH3.
* GPU: Remove neon xxhash implementation.
* Vulkan: Type comparison warning fix.
* unittest: Fix build on Android.
* Common: Update to latest xxhash.
* Net: Reduce PortManager log noise.
* Throw in a minor simplification in depal.
* Address feedback from #13341.
* Fix final subpass dependency for depth
* Correctly update image layout to the final one after a render pass.
* Log validation errors normally as well as using OutputDebugString.
* Improve LogSteps further. Break out PreprocessSteps.
* Naming fix, better names for temp fbos
* VulkanRenderManager: Improve logging. LogSteps output is much better.
* Fix longstanding depth/stencil view issue in Vulkan. Cleans up validation.
* Vulkan: Minor fix for depth/stencil pretransitions. Used DEPTH_ATTACHMENT_OPTIMAL by mistake in barrier.
* AspectMask fix
* Vulkan: Silly typo fix in barrier
* Exception: Don't trust sigaltstack().
* SavedataParam: Be careful with const char* to string. Might help #13187
* Update lang submodule
* http: Avoid logging errors for would block.
* TexCache: Force recreate texture on detach.
* Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
* Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
* Debugger: Check for no texture before debug bind.
* GPU: Properly detect clears.
* Quick Vulkan crashfix
* Some minor logging improvements that get to tag along the previous commit
* More explicit invalidation of any cached state in Thin3D. Fixes #13307
* UI: Use standard text wrapping for chat messages.
* UI: Allow text to use native fonts.
* UI: Split chat lines using Unicode.
* GPU: Fix some case warnings.
* Kernel: Avoid two different Heap structs.
* Avoid using getaddrinfo during initialization as it could blocked the thread if there is no network
* Audiocodec: Fix warning on older clang.
* native: Minor header cleanup.
* Windows: Show instance counter only with peers.
* Net: Use locking consistently for instance counter.
* Improve JPEG file detection (mainly for background image use)
* Small mistake in sceKernelExitDeleteThread
* Add a check in sceKernelExitDeleteThread
* GL: Re-enable mipmaps for thin3d textures.
* Windows: Make the instance counter go by 1, 2, 3.
* Windows: Auto-enable GL validation (debug messages) in debug builds
* More work on GL state leaks. Some things really need a redesign.
* Net: Simplify local IP lookup.
* Net: Cut down on local IP aliasing.
* Use ppsspp error name
* oop
* Fix sceKernelExitThread
* Add support for the 8Bitdo SF30/SN30 Pro controllers on SDL. See #13034
* Log the first 100 block transfers instead of just the first one. Should make it easier to spot interesting things without hacking the log code.
* Some logging improvements. Show more coordinates for block transfers, etc.
* Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
* Global: Unbreak build.
* Buildfix
* More Log.h cleanup.
* Move MsgHandler into Log.cpp/h
* More cleanup of Log.h, move AndroidAssert into MsgHandler.cpp/h.
* First step of cleaning up Log.h. Plus a few other bits and bobs.
* Fix undesired re-builds after runnning CMake
* Buildfixes
* Address feedback.
* Switch to PPSSPP's assert functions (don't use the system's)
* Fix newlines in logging before the manager is initialized.
* Buildfix
* Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats.
* Android.mk fix
* Update .editorconfig to match the encoding of the resource files.
* Move timeutil to Common. (Experiment to see how much work it is to move these).
* Address feedback
* UWP buildfix
* Vulkan: Fix tex upscaling 4444 swizzling.
* Debugger: Oops, fix comment typos.
* Finally delete base/logging.cpp/h. Carefully preserve behaviour on Android.
* Fix build of ZimTool/AtlasTool. Had to break the ugly backwards dependency from LogManager to g_Config.
* Getting really close to getting rid of base/logging.h now.
* Even more base/logging.h removal and fixes
* More base/logging.h cleanup
* Remove base/logging.h in a whole lot more places.
* Remove base/logging from a lot more files in native
* Remove base/logging.h from a whole bunch of files in native
* Remove base/logging from UI and more
* Remove most instances of base/logging.h from Common, Core, GPU, more
* Replace base/logging.h in VulkanContext and parts of native
* Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
* Recategorize some logging, in preparation for what's to come.
* Fix menu navigation from axis in linux
* Fix build with clang-cl
* Fix SSE detection with clang-cl
* Fix Windows/CMake build with Visual Studio
* Shows AdHoc and Access Point Connecting... Dialog
* Making sure std::min/max are not overridden by windows header's min/max
* Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
* An attempt to simulate a fake PSN authentication on Patapon 3
* Renaming sceNp* NIDs functions to their proper function names.
* Really no need to call clear() in the constructor for AudioChannel.
* Disable the instance counter in libretro builds.
* Fix some minor issues found by address-sanitizer on Linux
* UninstallExceptionHandler: Zero-initialize some structs. I've seen some weird crashes on the free() on Android.
* Minor logging improvements
* Global: Buildfix for parsers.
* Global: Move string number parse to text/parsers.
* Global: Reduce ini_file header complexity.
* Global: Make stringutil includes more explicit.
* Move Section out of IniFile so it can be forward declared. Unlocked further improvements to build speed.
* Can't avoid sstream in ini_file.h, it seems.
* Buildfix
* Remove sstream from stringutil.h. See #13267
* libretro: Buildfix.
* SaveState: Rename ChunkFile files to Serialize.
* Global: Remove some unused header code.
* SaveState: Split out Do types to reduce headers.
* Audio: Avoid exposing fixed size queue in header.
* SaveState: Add header to other makefiles.
* Global: Remove unnecessary includes.
* UI: Fix an override warning.
* Audiocodec: Silence a known warning.
* Global: Cut down on file/string includes.
* HLE: Fix some missing error logging.
* SaveState: Split Do() into a separate header.
* Address feedback
* Minor: Initialize a struct. Decrease logging in sceMt19937.
* Remove partial comment
* Vulkan: Implement depth texturing through depal.
* Some fixes
* Vulkan/generic: Initial prep for depth texturing
* Optimize value conversion in (unused) depth readback.
* These convenience overloads don't work in 32-bit builds, remove them.
* Set debug names for more framebuffers and textures
* Allow passing in an object name tag when creating framebuffers
* Vulkan: Start adding object names for easier validation debugging
* (Libretro) Buildfix for Windows
* Remove double disable function on frame duplication
* Enable pixel depth rounding for Nayuta no Kiseki. See issue #8744.
* Logging improvement
* Remove some unnecessary reporting.
* Fix issue where after a backend change restart, the new instance was considered secondary.
* Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
* Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
* Viewport state conversion: Move the pixel scaling to after the overage clipping.
* Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
* Also correct the allocated size.
* Correct the alignment size when allocate memory at a position.
* UI sound fix
* Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
* Texture from framebuffer: Logging improvements
* Clarify, but don't yet remove, a perf hack for ES devices. Remove a unused sync parameter from readbacks.
* Improve logging of unknown syscall imports.
* Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
* Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
* Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
* Move a line to a better place
* Expose SYSPROP_SYSTEMVERSION to Libretro Android core. This fixes crashes with targetSdk 29.
* Fix Android Libretro build issues.
* Fix texture upscaling and per game setting fix/cleanup
* Off by default
* Add a setting. Various tweaks to sound triggering.
* Add a couple of more sounds. Rename some vars.
* Hook up a couple more sounds. Unfortunately clickable back buttons now play both back and confirm sounds...
* Hook up the first UI sound, make it play.
* Read in WAV files for UI sounds
* Initial sound effects
* BackgroundAudio: Switch to a heap allocated buffer.
* Consolidate BackgroundAudio.cpp into a class
* libretro buildfix
* SaveState: On section version failure, log out the name of the bad section.
* Vulkan debug log: Remove some old exclusions, add a new one (for an old issue)
* Minor logging improvements
* Fix error in sceUsbMic savestate handling (need to accept old savestates without the section)
* Fix crashes issue due to 0 is a valid index to types_, using invalid index like -1 should give a better/clearer stack trace
* Save&Restore PSP Thread IDs to prevent using the wrong Thread ID after loading from save state, also making sure DoState have default value
* UI: Simplify on/off for hardware tex scaling.
* Vulkan: Allow custom texture upscaling shaders.
* UI: Add setting for texture upload shader.
* Lowering minVer of AfterAdhocMipsCall section.
* Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
* Update Vulkan headers to the latest, just to keep up.
* Add some comments and const-correctness, and a pointer type fix, to the "semaphore" crypto stuff.
* Reorganized Networking UI (#13232)
* Init parameters in __UsbMicInit to avoid incorrect initial state when you exit to menu from ingame.
* Patapon 3 Fix (#13231)
* Imp sceUtilsBufferCopyWithRange and sceUtilsBufferCopyByPollingWithRange (#13206)
* minor fix
* BuildFix
* Also partly implement in sceUsbCam.
* Flush audio buffer when a transmission is completed.
* Do state.
* Use UTF-8 code page to get the device names.
* Add basic Microphone support on Windows.
* Fix alpha channel handling in xBRZ texture filter shader
* Add two Kernel_Library's nids (#13218)
* Added a fake thread to process Apctl Request Events into Apctl State Changes
* Fix some lint warnings, and a "toast" on graphics init failure (instead of previous crashes)
* Android: Reduce asserts during startup.
* Some renaming and cleanup in the Android audio code
* Android: Can't call AlertDialog.Builder.setOnDismissListener before JELLYBEAN_MR1
* GL: Add some paranoid checks. Remove a useless option.
* Forgetting "return true" fooled the optimizer into crashing. Fixes #13215.
* oop
* Add two SysMemForKernel's nids
* Add two ThreadManForKernel 's nids
* Remove unnecessary vector from thin3d_gl texture handling.
* Remove wrong comment
* Don't trust the messy error checking in EmuScreen with figuring out what to do with zip files.
* Reduce use of multi-byte char switches.. saw this go wrong when stepping!?!
* ExceptionHandler uninstall: Don't crash if no exception handler already installed.
* Add some threadman's nids
* Added more stub for some unimplemented sceNetApctl* functions
* Add two ModuleMgrForKernel's nids
* Debugger: Add memory.read_*, memory write_*
* Attempt to fix an issue when the 3rd player joined causing problem to other players on Patapon 3 (this may also affects other games that use AdhocMatching)
* Added more info to AdhocMatching Logs to get a better insight
* UI: Fix consistency in vsync setting for iOS.
* Locking before changing peer linked list order, just to be safe.
* (Libretro Windows) Buildfix
* Added target/destination IP & port of sceNetAdhocPtpConnect in the log to get better insight
* Fix some logs text
* Fix an issue where a player got disconnected when another player tries to join. This should affects games that use AdhocMatching such as Patapon 3
* Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
* Libretro: Update minimum windows version to Vista. Committed on behalf of twinaphex
* D3D11 - don't forget to unbind secondary texture when we need to unbind.
* Just to be safe since SO_MAX_MSG_SIZE may not be available on all platform and forcing the definition to what windows use might be a bad idea.
* Making mac2str function easier/cleaner/safer to use for logging purpose
* Do UPnP stuff on it's own thread to prevent causing stutters/lags during multiplayer game due to blocking socket behavior on miniUPnP
* Provides quick IP fill on Adhoc Server IP address setting to makes player's life easier :)
* Need to make sure already connected to Adhoc Server before Creating/Joining a group. (Fix GTA VCS failed to join a group and unable to see any room)
* Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
* Fix issue when loading save state created from previous test version
* Correct a crash on a missing kernel object.
* Fix timeout comparison
* Minor fixes
* Fix possible crash issue during Networking Cleanup
* Fixed PortManager fallback Cleanup issue when exiting PPSSPP due to early WSACleanup
* Added an option to Disable Nagle Algorithm (Enable TCP No Delay)
* Fixed UPnP port opened by PPSSPP detection, and Updated PortManager to be compliant to general purpose usage
* Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators
* Further libretro buildfix
* Making sure there are no warnings on adhoc code when building on android studio
* Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
* libretro buildfix?
* Attempt to fix compilation error on Linux
* Fix Blinking game room issue on NFS Most Wanted, this will also fix lobby issue on Ridge Racer 2, Naruto Kizuna Drive, etc.
* Backport Mac/iOS buildfix from a later commit
* Use the alloc size from real PSP for FONT_OPEN_INTERNAL_STINGY mode. the
* Added UI to change WLAN Channel.
* An attempt to fix socket's behavior inconsistencies across platforms.
* Implement ANR2ME's solution for miniupnpcstring.h
* Oops
* Create an Android.mk for miniupnp
* Windows: Run the upnp string gen script regardless of architecture, and in UWP.
* Update the gradle version again.
* Add PortManager.cpp to Android.mk
* Switch to my miniupnpc fork with a UWP fix
* UWP: Unify linker options
* Set up Windows UWP project for miniupnpc.
* MiniUPNPC: Windows: Try to fix build on VS 2017, add more platforms.
* Fix UPnP error detection
* Added UPnP Support
* Windows: Add command to load up a new identical instance of PPSSPP.
* Temporary buildfix
* Warning fixes
* Backport a macOS buildfix from later
* Fix Local IP detection on non-Windows system
* Making sure Adhoc codes doesn't have compilation warnings
* Enabling KeepAlive on sockets
* Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner
* making sure there are no alignment warnings related to member of packed struct on android
* Improved multiplayer stability regardless of I/O Timing method
* Fix i18n type
* Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
* Another buildfix
* Buildfix
* Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
* Making sure adhoc callbacks runs on AdhocThread
* Silence secondary instances.
* PSP kernel: Improve logging when accessing bad kernel object handles.
* Make the instance counter global and initialized at startup.
* Remove some _XBOX stuff
* Apply a few lines from "Added UPnP support", removing extra WSA calls.
* Make PPSSPP_ID persistent every reset/changing game thus have persistent localhost IP
* Excluding Android from multiple-instance feature because i'm too lazy to learn ashmem :D
* Oops forgot to change this also for multiple-instance to work properly
* Support multiple instance of localhost Multiplayer on 1 PC
* Prevent reporting a bad memory access just because Tekken creates a mutex with a null name.
* sceMpegAvcCsc: added range validity tests.
* Buildfix
* Third part of getting rid of PanicAlert
* Step 2 of removing PanicAlert
* Step 1 of removing PanicAlert
* Remove category from _assert_msg_ functions. We don't filter these by category anyway.
* Fix a bug in crashhandler where we could end up disassembling far too much.
* EditorConfig: Separate indent style for libretro.
* Display: Allow unthrottle to skip only flipping.
* Support full VSync control in SDL OpenGL.
* Improve some logging, and print the line number from PanicAlerts.
* Update lang submodule
* Eliminate an unnecessary global g_Vulkan.
* Windows/Vulkan: Don't destroy the surface during resize, no need.
* More buildfixes
* Buildfix
* SDL: Avoid destroying the surface on resize.
* Cleanup log output on swapchain/surface recreation.
* Buildfix. Checking _POSIX_VERSION is not recommended anyway.
* Crash: Show disassembly of the instruction causing the crash, and the symbol name.
* Split the fault handling from MemMap.cpp to MemFault.cpp.
* Update README following unknows markup way
* Savedata: Correct AM/PM and time/date settings.
* Travis: Don't update python3.
* Fix
* (Libretro) Buildfix - add missing file x64Analyzer.cpp
* Windows ARM fix, cleanup
* Refactor MachineContext.h to reduce ifdefs elsewhere.
* There's no sigcontext on 64-bit iOS either, apparently.
* Yet another iOS buildfix attempt
* Another iOS buildfix attempt
* Various platform buildfixes
* Make fastmem memory exceptions report the exceptions to Core correctly.
* iOS buildfix attempt
* HandleFault: Add missing nullcheck
* Try USE_SIGACTION_ON_APPLE on IOS.
* MachineContext, Linux/Android: Try to support android-x86 (32-bit)
* Add x64Analyzer to Android.mk. Some minor cleanup
* More info on crash screen
* Exceptions: A bit more consistency in callback registeration.
* Mac/Linux buildfixes
* Draw a minimal crash dump on the emu screen after a crash (if bIgnoreBadMemAccess is false).
* ARM/ARM64 instruction analysis, hook up to handler
* Skip bad reads/writes by the guest executable.
* Simple exception handler so we can ignore accesses that happen within the PSP memory space.
* Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
* Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
* Osk: Draw shadows on all the letters.
* MsgDialog: Show better error messages.
* MsgDialog: Allow text to be wider.
* MsgDialog: Add scrollbar when message is long.
* PPGe: Draw nicer drop shadows.
* PPGe: Handle text shadows more consistently.
* Vulkan: Buildfix.
* Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
* Revert "Disable a new compiler warning that doesn't do us much good"
* (Libretro) Add MSVC 2019 target
* Change libretro.cpp to confirm to libretro code formatting conventions
* Disable a new compiler warning that doesn't do us much good
* (Libretro) Add optimal input read codepath - bitmasks
* Remove irrelevant comment
* Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
* GLES: Invalidate framebuffers bound DONT_CARE.
* Kernel: Check thread switch PC in release.
* jit: Add some basic checks in armjit/arm64jit.
* x86jit: Trigger exec exceptions.
* irjit: Add jump crash checks.
* UI: Allow non-ascii on crash dump screen.
* Core: Track exception on bad jumps.
* Core: Reset exception info on resume/reset.
* Kernel: Add a bit more thread info on crash.
* Add custom GLEW - interfaces with libretro get_proc_address - we need this for compatibility with DRM/KMS and Wayland contexts - otherwise we're limited to GLX context
* Travis: Use the default macOS image.
* Update v1.10.3 readme link
* Expose more information on the crash screen (current kernel thread)
* Address some feedback
* Draw a minimal crash dump on the emu screen after a caught crash.
* Formalize "core excpetions" as a concept
* Some code reformatting/renaming
* Centralize handling of memory exceptions a bit
* Split CORE_ERROR into CORE_BOOT_ERROR and CORE_RUNTIME_ERROR
* Update version for 1.10.3
* Update lang submodule
* Update README for 1.10.3
* Travis: Disable OSX/iOS until we can fix them
* Touch control layout screen: Make the expanded click zone around the controls symmetrical.
* Kernel: Add a little paranoia check on chained mipscalls.
* Fix decimal part
* Touch control layout: Make dragging a lot less "jumpy"
* TouchControlLayoutScreen: Reorder functions in the file to make more sense.
* Refactor TouchControlLayoutScreen - break out the actual editor into a separate view.
* (Libretro) Makefile build fixes
* (Libretro) Buildfixes
* Change wording of camera notch ignore setting
* Update version for 1.10.2
* Update README.md for 1.10.2
* Add some paranoid checks in AfterMatchingMipsCall::run().
* Add automated script for link on readme
* Android: Add option to ignore camera notches when sizing the display.
* Remove unnecessary logging of preview formats
* Link PR and issues in README
* Screen: Unlock the inputLock_ mutex slightly earlier in processFinishDialog
* Revert "Remove the I/O on Thread option - treat it as always on."
* http: Check cancel flag more often.
* Sneak in some paranoia in InstallZipScreen.cpp (another one from #13057)
* Check that we actually got a preview size.
* CameraHelper: Do a better job of choosing an appropriate preview size.
* Add a try/catch to Android camera device listing. Might help #13091 and the issue seen in #13057.
* Change default rendering resolution on Linux to auto
* Fix radio button in "Window size" menu
* Update submodule URL
* Fix reliability of the CMake generated version
* README.md update
* Update version to 1.10.1
* Update README, lang submodule for 1.10.1
* SaveState: Prevent edge case on old save state.
* SaveState: Make sure to default init net data.
* Add some excessive null checks to GameScreen::render(), might fix the crash seen in #13057
* Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
* Some paranoid checks in PPGeDraw. Might help the crash seen in #13047.
* Downloader: Join threads in CancelAll
* D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
* Different handling of Download lifetimes. Might help an issue from #13057 (1.10 crash mysteries)
* cmake: don't install bundled glslang
* Qt: unbreak build without SDL
* TextureDecoder: Fix misuse of NEON on all armv7
* Vulkan: Correct secondary texture binding in Draw.
* Draw: Allow 2 textures bound in Vulkan.
* GPU: Add sampler1 for postshader orig source.
* Draw: Fix textures and samplers at an offset.
* Draw: Use uniform locs for GLES, add samplers.
* GPU: Alternate FBOs for chained postshaders.
* GPU: Avoid immediate postshader FBO recreate.
* Android: Request stable layout and update on focus.
* GLES: Use debug groups for render steps.
* GLES: Avoid duplicate state resets.
* GLES: Delay buffer use in vertex cache.
* GLES: Fix disabled vertex cache code.
* GPU: Try a bit harder to determine safe size.
* Vulkan: Match safe size behavior on all backends.
* Io: Fix LBN timing for virtual discs.
* Io: Cleanup access bits for files.
* Headless: Handle umd mapping with block devices.
* Io: Open sce_lbn references and whole ISO faster.
* Io: Account for OpenAsync timing.
* Io: Fail without fd on bad device in OpenAsync.
* Io: Improve non-async open timing.
* Io: Track whether the game is on a UMD or storage.
* Io: Simulate VFAT bug only when simulating FAT32.
* Io: Improve timing of sceIoOpen().
* Io: Cleanup sceIoOpen errors and logging.
* Windows: Make init crash warnings more generic.
OBS-URL: https://build.opensuse.org/request/show/841874
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=268
2020-10-18 19:39:16 +02:00
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2022-11-23 21:31:47 +01:00
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Accepting request 564025 from home:xenonpk
- Update to version 1.5.4~git20180108:
* irjit: Skip preloading blocks with jump to 0.
* irjit: For debug, return the best block at addr.
* irjit: Allow precompiling funcs at start.
* jit: Add interface to precompile functions.
- Update to version 1.5.4~git20180105:
* irjit: Add a safety check for block num overflow.
* irjit: Enable more debug UI for block selection.
* irjit: Calculate bloat statistics.
* Cleanup GetBlockNumberFromStartAddress
* Fix that weird unordered compare mode, hopefully
* IR: More fixes. Still something wrong with VFPU compares (not caused by this PR).
* require iOS 8, add a launch screen
* On Linux, can't even include nmmintrin without explicitly enabling SSE 4.2 support.
* IR interpreter: Add some braces to allow variable declaration in the switch cases.
* Add some more SIMD support to IR interpreter. Mostly just because, but also serves as implementation reference for later code generation backends.
* IRInterpreter: Fix bugs in floating point truncation functions
* Fix running the CPU test from the UI.
* Show IR disassembly in JIT Compare screen
* IR Interpreter: Add missing break; to switch case IROp::FSign.
* irjit: Encode downcount directly as a constant.
* irjit: Embed constant inside IRInst.
* Minor fix for previous commit.
* irjit: Fix swr typo.
* VertexDecoderCommon: A few more cases.
* IR Interpreter: Add a comment, minor cleanup, minor SSE stuff.
* VertexDecoderCommon: Avoid reading the destination during vertex decode, might be some kind of memory that's not good to read from...
* Module: Avoid scanning stubs if possible.
* Module: Scan modules with no sections at all.
* Module: Correct detection of executable sections.
* UI: Fade in loading much slower to avoid flicker.
* UI: Actually offset text shadow.
* UI: Show PIC1 while loading.
* Core: Asynchronously load the main ELF.
* irjit: Properly account for delay slots in size.
* iOS: ViewController cleanups - delete unused code and properties
* iOS: call PROFILE_INIT so we don't crash with USE_PROFILER
* iOS: Nix iosCanUseJit and targetIsJailbroken. Move NativeInit call to main so it can take cmd line args.
* Remove references to AudioEngine, which isn't used anyway
* HLE: Reset latestSyscall on save state load.
* irjit: Implement lwl/lwr/swl/swr.
* irjit: Add options for compile/optimize steps.
* irjit: Add extra temps to make lwl/swl/etc. easier.
* irjit: Cleanup some invalid op handling.
* arm64jit: Avoid spilling an extra reg for lwl/lwr.
* jit: Report blocks with uneaten VFPU prefixes.
* Logging: Use AndroidLogger for all mobile devices.
* nil out sharedViewController in case bindDefaultFBO is called again
* iOS: convert all obj-c source code to ARC
* iOS: fix a reference counting bug that may have caused ViewController to never be deallocated
* Modernize property syntax and don't use viewDidUnload (deprecated in iOS 6)
* Create AppDelegate the standard way instead of in PPSSPPUIApplication init
* irjit: Speed up icache block invalidation.
* Change iOSCoreAudio from cpp to mm. Explicitly activate the audio session. Always set the same mDataByteSize.
* Add AVFoundation to linked frameworks on iOS
* Handle iOS audio session interruptions by reinitializing audio
* add an include for PPSSPP_PLATFORM
* fix cmake when building for iOS in a path with spaces
* Fix build on iOS (only iOS 9 and up support thread_local)
* Stencil copy: Avoid clearing the depth buffer.
* Remove outdated comment.
* Oops, forgot these.
* Complete the separation of depth and stencil renderpass flags
* Start separating depth and stencil renderpass actions, only internally in the Vulkan code so far.
* Vulkan: Create renderpass objects on demand. Just a refactoring to prepare for some later features/optimizations.
* Vulkan: Use VK_KHR_DEDICATED_ALLOCATION for frame buffers for minor speedup on some GPUs. Check for the debug report extension before enabling it.
* Typo fix
* Add a bit of logging to try to figure out #10477
* arm64jit: Negate in ADDI2R/SUBI2R as well.
* Debugger: Fix hang when viewing invalid RAM.
* arm64jit: Statically allocate ra as well.
* Profiler: Show the slowest thread's categories.
* Profiler: Fix cat display on small screens.
* Profiler: Separately track texture hashing.
* arm64jit: Free up W23 for static alloc.
* arm64jit: Cleanup method names, temp discard.
* UI: Fix dev menu scroll on small screens.
* UI: Only default focus visible things.
* arm64jit: Enable safe memory for lwl/lwr.
* arm64jit: Avoid arithmetic movs.
* arm64jit: Fix spilling for more than one temp reg.
* arm64jit: Use TBZ/TBNZ for vfpu branch as well.
* arm64jit: Use TBZ/TBNZ for fp branches.
* arm64jit: Use CBZ/CBNZ for zero compare branches.
* arm64jit: Handle more imm compare cases.
* arm64jit: Use CMN for CMPI2R if possible.
* arm64jit: Avoid temporary on variable shift.
* arm64jit: Reuse code in I2R funcs.
* Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly.
* arm64jit: Oops, properly init temp locked flag.
* UI: Check existance outside of game info lock.
* UI: Use atomic flags in game info cache.
* arm64jit: Remove unnecessary address masking.
* HLE: Replace starocean framebuf clear func.
* GPU: Track stats on uploads.
* arm64jit: Avoid flushing when mapping as pointer.
* arm64jit: Jit lwl/lwr with proper temp regs.
* arm64jit: Fix and enable imm lwl/lwr.
* arm64jit: Allow ANDI2R/etc. with zero.
* arm64jit: Attempt to reuse imms on sw/etc.
* x86jit: Fix safemem on WX exclusive.
* jit: Skip unlinking blocks on clear.
* arm64jit: Autodetect pointerify support.
* arm64jit: Allow reg ptr offsets when unaligned.
* arm64jit: Allow ARMREG_AS_PTR to be dirty.
* arm64jit: Use reg sum for LDR/STR.
* arm64jit: Fix an integer truncation warning.
* arm64jit: Reprotect fixed code after icache flush.
* arm64jit: Remove buggy icache invalidate.
* arm64jit: Avoid MOVK elsewhere without pointerify.
* arm64jit: Allow static alloc without pointerify.
* arm64jit: Skip storing spilled but not dirty.
* arm64jit: Only adjust pointers if pointerified.
* arm64jit: Allow disabling pointerification.
* Module: Reload imports later in save state load.
* Android cmake buildfix
* GPU: Reset context version on init.
* UI: Trigger view recreate on static sized screens.
* Display: Avoid limiting FPS without a clear.
* Debugger: Defer active symbol updates.
* Vulkan: Allow full depth range with depth clamp.
* Vulkan: Use depth clamping, where available.
* GPU: Match GE saved context better.
* Vulkan: Fix fragment depth rounding.
* Qt: Fix OpenGL init.
* GPU: Reset GPUBackend on graphics init.
* GPU: Remove duplicate BACKEND constants.
* Check for Wayland headers in CMake
* Remove VULKAN_STATIC
* Support Vulkan on any Unix
* Add support for Vulkan on Wayland
* GPU: Avoid memory corruption on bone matrix > 96.
* UI: Remove auto-download options.
* GPU: Remove FBO auto-download hack.
* irjit: Allow continuing from mips break.
* GPU: Add quick method for debugging.
* UI: Fix graphics API display on start.
* Windows: Track minimize as lost focus.
* GPU: Reduce depth blits when not updated.
* Software: Execute bounding box tests.
* Vulkan: Decimate the texture allocator.
* GLES: Allow dual src blend on newer Intel.
* GE Debugger: Allow enable/disable of prim preview.
* GE Debugger: Keep prim preview on pan/zoom.
* GE Debugger: Fix preview when zooming.
* GE Debugger: Fix some crashes while stepping.
* GE Debugger: Save with alpha for PNGs.
* GPU: Cleanup some feature flags usage.
* GLES: Improve HW tess requirements validation.
* Core: Allow more formats for screenshot.
* GE Debugger: Allow image export from previews.
* Core: Refactor screenshot saving.
* Android cmake fix
* SDL: unbreak on more non-Vulkan platforms
* GLES: Reduce conversion buf size if possible.
* GLES: Avoid buffer on GLES2 for h=1 / CLUT.
* Vulkan: Cleanup unused code.
* GLES: Pack without stride where possible.
* SDL: Fix OpenGL init again. Fixes #10424
* Build Vulkan on all platforms, won't be used if not supported.
* Get Vulkan going on Linux
* Statically link a vulkan loader on Linux. Use to to init vulkan on X11. Unfortunately, it's broken.
* Cleanups in PCMain.cpp
* WIP vulkan on linux stuff
* SDL: really try lower GL profiles & add GLES context support
* Vulkan: Fix bug where we'd do the initial layout transition for an image before binding memory to it. Should help the issue uncovered in #10413
* Add missing includes. Remove some more unnecessary #ifdef _DEBUG checks - the debugger is supposed to work in release mode too.
* CMakeLists: relocate EGL library name detection
* Move QtMain.cpp and PCMain.cpp to more sensible locations. Native isn't standalone anymore...
* Remove more obsolete ifdefs
* Some ifdef cleanup.
* Get rid of the old custom "Event" sync primitive.
* Win32: Use the standard thread APIs to manage the emu thread.
* Avoid including platform-specific headers in VulkanContext.h
* Implement warning when trying to play Ghost of Sparta with a modified CPU clock, as suggested by unknownbrackets in #7411
* Update vulkan headers, add linux .so loader lib for easy builds, like Sascha does.
* Fix annoying name clashes (Status is in X11 headers..)
* Just some log cleanup
* Fix typo causing #10408
* Another buildfix, sigh. Also extend the safe region a little bit to the thing from a couple commits ago.
* Add a tiny bit of safety margin to the RipAccessible check. Should be enough for 128-bit SSE data.
* Update lang submodule
* Oops, buildfix
* Move vulkan debug callback out from WindowsVulkanContext into a file that can be shared with other platforms later.
* UI: Properly center storage perm prompt.
* UI: Use less space with recent + need storage.
* UI: Allow skipping transitions on set current tab.
* UI: Fix AnchorLayout size when wrapping content.
* UI: Pass UNSPECIFIED through on scroll views.
* UI: Give ItemHeaders intrinsic size.
* UI: Add flex pressure to tab content.
* Update bounds in NativeResized as well to fix glitches on layout screens that use it.
* Improve very small display on very large surface, And change some variables to constants.
* Limit smallest zoom to match it's slider and well.
* Respect sticky edge by center option and make it stick from smaller range
* Stick display to edges of the screen/window size
* Improve display layout editor for zooming into corners, also limit the scale to 10 to match slider.
* GPU: Rename GPUBackend setting to apply default.
* GPU: Default to Vulkan if possible.
* http: Allow sharing automatically on PPSSPP start.
* UI: Always clip tab contents.
* UI: Clip scissor to screen.
* UI: Transition tab strips on select.
* UI: Allow negative left/right for anchor layouts.
* UI: Add tween for translating anchor offsets.
* Windows: Fix UI text measurements with &.
* UI: Reset transitions after too long a time.
* UI: Translate API on start screen.
* UI: Allow translating system info.
* Another driver version check change, should help Galaxy A5 2017 on issue #10361
* Force AccurateDepth on, on older Mali drivers which don't handle reverse Z viewports. Should help #10361
* Make a minor correction to Vulkan driver version display.
* Store: Maintain icon aspect ratio.
* Store: Highlight active item, reselect on resize.
* Store: Wrap item descriptions on small screens.
* UI: Transition button and item focus/presses.
* UI: Add an event for tween finish.
* UI: Add delay to tweens.
* UI: Show a few more flags in build config.
* UI: Show extensions at full width.
* And yet another case of the same problem as the previous commit.
* Fix another case where we trusted std::move to clear the origin, which is not guaranteed.
* Tweak logging and asserts in VulkanDeviceMemory::Destroy
* Don't hold the lock when processing messages, only when taking them off the queue. Fixes #10383
* Display: Only reapply state on load.
* Display: Reset cycle counter on load state.
* UI: Always apply tweens after restore.
* UI: Add threadsafety to cache item file loaders.
* Loaders: Depriorize disc streaming queue items.
* GLES device lost/store fixes
* Apply a fix to the ARM64 emitter ported over from Dolphin
* Add a comment, revert a reporting change.
* UI: Cancel loaders on shutdown.
* Loaders: Add cancelation to all file loaders.
* UI: Reset touch controls after config load.
* UI: Persist tween data on view recreate.
* Add missing IF statement for instance rendering check..
* Minor uniform cleanup
* Try to fix build with the old Android build system too...
* SPIRV-Cross should build on Android now, so remove another platform check.
* Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362
* Update travis config to use NDK 16b
* Also update Application.mk for the old build system.
* From NDK 16, libc++ is out of beta and gnustl will be deprecated soon, so switch.
* Fix another little inconsistency (two uniforms were merged for bad reasons)
* Clean up a small inconsistency
* Rework GL lost-device to work more like Vulkan. Gets rid of gl_lost manager etc.
* Recreate views after boot is done, to workaround #10360 . Not the best solution..
* Vulkan: Add facility to auto-generate mipmap levels. Not yet used.
* Vulkan: Show samplers in "shader debug"
* Avoid multiple flips per frame, fixes immediate flip for God of War
* Add mitigation for games like GTA that never call sceDisplaySetFramebuf
* Flip immediately if that's OK. This can save up to a frame of graphics latency, in games that display "immediately" instead of latched.
* UI: Show loading message while shaders preload.
* fixup! UI: Ensure tweens always complete.
* GLES: Avoid hanging while precompiling shaders.
* System: Allow GPU to have delayed loading.
* UI: Apply tweens on Update().
* UI: Reorganize EmuScreen so it renders on loading.
* UI: Ensure tweens always complete.
* UI: Add a simple tween class.
* UI: Add colorBlend() helper.
* Display: Correct max FPS limiting skew.
* Windows: Request a core profile by default.
* SDL: Use core profile, fixing old Mac GL issues.
* arm64: Use LDRUH instead of two LDRBs.
* Savedata: Show icon for new saves more often.
- Update to version 1.5.4~git20171205:
* v1.5.4
* Try to fix iOS builds on the Travis buildbot. #10254
* Replacement: Break the mip loading loop if a level is wrong. Also shrink the log output.
* Reject texture replacement mipmaps of the wrong size
* Just some debug output for future decisions
* Update submodule lang
* Also disable dualsrc blend on Tegra K1. Should help #10208
* Missing -lEGL when -DUSING_EGL=ON
* Android: Warn if PPSSPP fails to save the config file.
* RIFF: Add check for truncated files, cleanup a little more.
* Try to protect against bad data in RIFF files (used for menu background audio only)
* Even more cleanup of RIFFReader
* Kill off more unused code in RIFFReader
* Remove write support from chunk_file, rename to RIFFReader
* Reformat chunk_file. Don't usually reformat whole files, but this was too ugly to work on :P
* GE Record: After recording a frame, log the filename of the output file.
* Disable "Accurate Depth" in Burnout games, they have trouble with it on Mali (Z-fighting...)
* Vulkan: Allow shutdown with init commands.
* Android: Fix race condition on lock/unlock.
* Android: Reset immersive after native dialogs.
* Vulkan: Swap in more forceful asserts.
* Global: Silence some unused declaration warnings.
* UI: Fix some virtual override warnings.
* Windows: Stop input poll before emu shutdown.
* UI: When stepping, clear on initial load.
* Android: Fix crash on shutdown/restart.
* UI: Fix D3D9 half-pixel offset at 1x.
* Clip block transfer destinations. Should fix crash in #10011. Stats: Invent some sort of usage metric for device memory allocators.
* Revert "Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation."
* Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation.
* Shutdown fix.
* Fix bugs in VulkanImage allocator support
* Add another assert, which gets hit.. Hm. Something is wrong..
* Change some Crash() to asserts in VulkanDeviceAllocator
* Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that.
* Vulkan: Only call EndCreate on the texture if it actually exists.. Though not having one would be bad.
* UI: Send prompt results even on back/cancel.
* D3D11: Change state caches to DenseHashMaps.
* Hashmaps: Fix missing maintain calls in non-GLES.
* Fix a use-after-free in sceKernelTerminateDeleteThread
* Android: Render text with newlines properly.
* UI: Wrap text properly with explicit newlines.
* UI: Clean up some unused code and flags.
* Hashmaps: Another cleanup.
* UI: Avoid pushing a screen on top of itself.
* UI: Cleanup common message handling.
* UI: Avoid navigation with an active dialog.
* UI: Send messages to dialog parents by default.
* Hashmaps: Reset count on clear.
* GLES: Log shader cache filesize error better.
* GPU: Minor cleanup.
* Hashmaps: Reset state when growing.
* Hashmaps: Change some crashes to asserts.
* GLES: Validate shader cache filesize on preload.
* GPU: Use more typesafe shader IDs.
* GPU: Annotate free shader ID bits.
* Update AndroidManifest.xml to 1.5.3.0, just in case anyone is still using the old build system where this isn't automatic.
* Update lang
* Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
* Vulkan: Remove misguided assert about backbuffer clearing mode.
* Reporting: Oops, fix module load log line.
* Add hotkey to toggle audio and video dumping together in sync.
* Add a github issue template. Let's see if this works.
* Reporting: Use a different link message on preload.
* GPU: Add missing shader id to short desc.
* Improve reporting for imm buffer exceeded. Reset the immCount_ every frame to avoid getting "stuck" permanently in case some garbage is executed..
* Try a silly workaround for an otherwise unexplainable crash seen in Google Play Console
* Reporting: Don't report with locked CPU speed.
* Reporting: Improve bezier/spline morph/skin data.
* Try to help Mali 400 shader reg alloc by reusing variables. It's still commonly reported.
* Comment, minor cleanup
* Reporting: Improve no pos verts message.
* Reporting: Skip reporting reused depthbuffers.
* Module: Cleanup magic number.
* Reporting: Remove unused code.
* Reporting: Stop reporting module load versions.
* Adhoc: Remove incorrect thread create param.
* Reporting: Disallow feedback for fake game ids.
* Buildfix, oops
* Vulkan: Fix crash bug when post processing shaders failed to compile.
* Clean up all the FBOs in DestroyAllFBOs. Missing any can have bad consequences after app switching on Android/Vulkan where we recreate stuff.
* Checks and paranoia in response to a crash report..
* Check for HW-transform and through when loading GL shader cache.
* Minor cleanup. Add a debug assert in shader ID calculation
* Oops:]
* Despam a sceDmacMemcpy report. Happens in Naruto Shippuden: Ultimate Impact, accordint to reports.
- Update to version 1.5.2~git20171201:
* Clear postprocess confusion in d3d9 backend by hiding the option:]
* Vulkan: Report more info on texture from target.
* GPU: Try to avoid FB download without an FBO.
* GLES: Report shader errors with shader desc.
* Add some debug asserts, useful for debugging shader mismatches locally (though haven't found any..)
* Module: Stop reporting bad magic numbers.
* Memory::Memset: IsValidRange is a better solution.
* Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too.
* Avoid wrapping when shifting down the audio after scaling by a 20-bit value. Fixes #9967
* Add sanity check in Memory::Memset
* Still seeing asserts in this function, weakening remaining to debug-only.. but these really shouldn't trigger.
* DX9: Revert a bad optimization, hopefully fixing #10205. Vulkan: Add a missing check.
- Update to version 1.5.2~git20171130:
* Add some comments.
* Oops;p, I always mess this up.
* Change some other substr used with cheats and smuggle a fix for another problem
* Change str.substr(x, 1) == "y" to str[x] == 'y'
* Fix a cheat menu crash with invalid cheat name. Also stop #comments from being removed by cheat menu.
* VKRFramebufer: Just some checks to be slightly safer in case creation failed..
* Fix UI crash when keyboard navigating out of popup list.
* Can't call functions through known-nil pointers, even if they don't touch local data - LLVM's optimizer might have done something stupid.
* Fix a java exception around the GPS stuff
* Vulkan: Avoid duplicate image pre-transitions (actually eliminated later anyway, but a small saving)
* Vulkan transitions after render: Add a missing case that seems like it could be common?
* Avoid an assert in ARM64 emitter, seen in Google Play crash logs
* Move pushbuffer map/unmap to the .cpp file to avoid inlining (for stack traces)
* Crash in a more appropriate place if missing a drawcontext (happens on really weak devices only)
* Fix another possible Vulkan shutdown bug
* Loosen up some asserts that seem to trigger unexpectedly... need investigation.
* Crash reports from 5% rollout of 1.5: Make some asserts dbg_asserts for now, try to fix an issue with framebuffers when postproc is enabled.
* Try to get androidgitversion to behave. It thinks the build is dirty when it's not.
* Add privacy policy link to app, as required by Google Play since we use the CAMERA permission now.
* Update AndroidManifest.xml to 1.5.0
* Update lang submodule
- Update to version 1.4.2~git20171128:
* Readme for 1.5: Small rewording
* Coldbird's up and running again, restore the proAdhoc default. See issue #9984
* More README updates
* More 1.5 README fixes
* Update the README for 1.5.
* Fix a text overdraw problem on the title screen on very small displays.
* Fix the fix for Thrillville. See #7459
* Add ability to simulate a few kinds of Vulkan initialization failures, to test the GL fallback.
* Minor error checking improvement
* Android: Call setDisplayParameters early with the display w/h in pixels. Without this, was defaulting to 1x rendering on S8 which is silly.
* Windows: Avoid UWP for desktop api family.
* UI: Fix alphaMul clamping.
* Kernel: Fix delete thread null check.
* Global: Fix some warnings.
* Windows: Fix error formatting with % signs.
* GPU: Fix block transfer write breakpoint.
* Just reduce some log levels
* Unbreak save states, fix other minor issues from review
* Fix some comments
* Add safety check.
* Hack that converts immediate draws to through-mode draws. This won't work correctly in all cases - but it's enough for Thrillville which uses it to clear only. Works around #7459.
* Process immediate draw commands. Not yet sending to graphics backends.
* Fix D3D11 push buffer overflow
* Fix the prefix problems on ARM 32-bit as well.
* Core: report Debian GNU/kFreeBSD separately
* Common: implement GetExeDirectory on NetBSD
* ARM64 JIT: Fix additional VFPU prefix problems
* Fix JIT bug in ARM64. Fixes #10183
* Vulkan vertex cache: Fix memory leak
* Fix _assert_ on Android to assert properly
* Revert "Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit."
* Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit.
* UI: Minor pause screen cleanup.
* UI: Draw actual, not aligned, text width.
* UI: Clear font bitmap after aligning size.
* When drawing text using our truetype backends, round coordinates to pixels. Fixes #10180
* Fix text width measurement on Android when there are spaces at the start/end of the string (bounds doesn't handle that). Fixes 10174
* Get rid of collision-prone font cache keys. Stress the font cache a little less on slider dialogs.
* Yet another buildfix, sorry :/
* Oops, android buildfix
* ARM buildfix
* Allow loading graphics dumps (*.ppdmp) through the regular UI.
* Add a hidden debug option [Graphics]GfxDebugSplitSubmit to try to narrow down some Vulkan issues, see #10163. Also improve some asserts.
* Make our release mode asserts actually fire properly in release mode again...
* Android: Use __android_log_assert facility to get pretty message-asserts into crash dumps.
* Fix gl scissor rect issue. Fixes #10119
* Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
* Add a missing break that would explain the odd AUTO mipmap test results on D3D11 and Vulkan...
* Disable the DisableAccurateDepth compat flag on AMD/Vulkan, see #9545. Ugh.
* Android: Fix #9697 where we'd hang if we lacked permission and got a filename as a command.
* Android: Update to gradle 3.0.1
* Workarounds for issue with "accurate depth". See #9545, #10087
* Update armips to latest. See #10161
* The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working.
* Fix message asserts on Android. Add more of them to check things in Vulkan code.
* Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
* Vulkan: Break apart DecodeVerts
* GL: Compute "availableUniform" when generating shaders instead of by querying.
* GL: Compute the attrMask while generating the vshader instead of querying.
* Move aniso to the sampler cache key.
* Disable anisotropic filtering in headless, screws up mipmap test
* Cleanups
* Fix headless to work better in vulkan mode
* Make test.py python3-compatible, print out command lines better.
* Attempt to unbreak D3D9 mipmapping (still disabling SLOPE mode)
* Buildfix, update comments slightly
* Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan.
* Properly zero samplercache keys before filling them out.
* Mipmaps: Disable LOD bias in slope mode as that's not how it works.
OBS-URL: https://build.opensuse.org/request/show/564025
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=20
2018-01-24 10:18:56 +01:00
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-DCMAKE_SKIP_RPATH="YES" \
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-Wno-dev
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2018-04-25 17:28:16 +02:00
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%make_jobs
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2016-09-27 11:20:21 +02:00
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%install
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2017-05-08 16:05:15 +02:00
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mkdir -p %{buildroot}%{_bindir}
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mkdir -p %{buildroot}%{_libexecdir}/%{name}
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2018-08-18 18:02:36 +02:00
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mkdir -p %{buildroot}%{_sysconfdir}/%{name}
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2017-04-13 13:33:57 +02:00
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#setup wrapper(s)
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2018-08-18 18:02:36 +02:00
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2018-08-18 19:27:20 +02:00
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##----------------####----------------####----------------####----------------##
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2018-08-18 18:02:36 +02:00
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touch %{buildroot}%{_sysconfdir}/%{name}/%{name}-headless.env
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2018-08-07 15:18:42 +02:00
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cat > %{buildroot}%{_bindir}/%{name}-headless << 'EOF'
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#!/bin/sh
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2018-08-18 18:02:36 +02:00
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2018-08-18 19:27:20 +02:00
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#Mark all sourced variables for export
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set -a
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2018-08-18 18:02:36 +02:00
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#Do not edit this file!
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#Use %{_sysconfdir}/%{name}/%{name}-headless.env to set environment variables
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. %{_sysconfdir}/%{name}/%{name}-headless.env
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2018-08-07 15:18:42 +02:00
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exec %{_libexecdir}/%{name}/%{name}-headless "$@"
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EOF
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2017-04-13 13:33:57 +02:00
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2018-08-18 19:27:20 +02:00
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##----------------####----------------####----------------####----------------##
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2018-08-18 18:02:36 +02:00
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touch %{buildroot}%{_sysconfdir}/%{name}/%{name}-qt.env
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2017-04-13 13:33:57 +02:00
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cat > %{buildroot}%{_bindir}/%{name}-qt << 'EOF'
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#!/bin/sh
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2018-08-18 18:02:36 +02:00
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2018-08-18 19:27:20 +02:00
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#Mark all sourced variables for export
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set -a
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2018-08-18 18:02:36 +02:00
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#Do not edit this file!
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|
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#Use %{_sysconfdir}/%{name}/%{name}-qt.env to set environment variables
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. %{_sysconfdir}/%{name}/%{name}-qt.env
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2017-04-13 13:33:57 +02:00
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exec %{_libexecdir}/%{name}/%{name}-qt "$@"
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EOF
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2016-09-27 11:20:21 +02:00
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2018-08-18 19:27:20 +02:00
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##----------------####----------------####----------------####----------------##
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2018-08-18 18:02:36 +02:00
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touch %{buildroot}%{_sysconfdir}/%{name}/%{name}.env
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2017-04-13 13:33:57 +02:00
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cat > %{buildroot}%{_bindir}/%{name} << 'EOF'
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#!/bin/sh
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2018-08-18 18:02:36 +02:00
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2018-08-18 19:27:20 +02:00
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#Mark all sourced variables for export
|
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set -a
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|
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|
2018-08-18 18:02:36 +02:00
|
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#Do not edit this file!
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|
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#Use %{_sysconfdir}/%{name}/%{name}.env to set environment variables
|
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. %{_sysconfdir}/%{name}/%{name}.env
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|
2017-04-13 13:33:57 +02:00
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exec %{_libexecdir}/%{name}/%{name} "$@"
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2016-09-27 11:20:21 +02:00
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2017-04-13 13:33:57 +02:00
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EOF
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2018-08-18 19:27:20 +02:00
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##----------------####----------------####----------------####----------------##
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2017-04-13 13:33:57 +02:00
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#install files
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2018-08-07 15:18:42 +02:00
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install -m 755 -D build-headless/PPSSPPHeadless %{buildroot}%{_libexecdir}/%{name}/%{name}-headless
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2017-04-13 13:33:57 +02:00
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2017-05-08 16:05:15 +02:00
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install -m 755 -D build-qt/PPSSPPQt %{buildroot}%{_libexecdir}/%{name}/%{name}-qt
|
Accepting request 564025 from home:xenonpk
- Update to version 1.5.4~git20180108:
* irjit: Skip preloading blocks with jump to 0.
* irjit: For debug, return the best block at addr.
* irjit: Allow precompiling funcs at start.
* jit: Add interface to precompile functions.
- Update to version 1.5.4~git20180105:
* irjit: Add a safety check for block num overflow.
* irjit: Enable more debug UI for block selection.
* irjit: Calculate bloat statistics.
* Cleanup GetBlockNumberFromStartAddress
* Fix that weird unordered compare mode, hopefully
* IR: More fixes. Still something wrong with VFPU compares (not caused by this PR).
* require iOS 8, add a launch screen
* On Linux, can't even include nmmintrin without explicitly enabling SSE 4.2 support.
* IR interpreter: Add some braces to allow variable declaration in the switch cases.
* Add some more SIMD support to IR interpreter. Mostly just because, but also serves as implementation reference for later code generation backends.
* IRInterpreter: Fix bugs in floating point truncation functions
* Fix running the CPU test from the UI.
* Show IR disassembly in JIT Compare screen
* IR Interpreter: Add missing break; to switch case IROp::FSign.
* irjit: Encode downcount directly as a constant.
* irjit: Embed constant inside IRInst.
* Minor fix for previous commit.
* irjit: Fix swr typo.
* VertexDecoderCommon: A few more cases.
* IR Interpreter: Add a comment, minor cleanup, minor SSE stuff.
* VertexDecoderCommon: Avoid reading the destination during vertex decode, might be some kind of memory that's not good to read from...
* Module: Avoid scanning stubs if possible.
* Module: Scan modules with no sections at all.
* Module: Correct detection of executable sections.
* UI: Fade in loading much slower to avoid flicker.
* UI: Actually offset text shadow.
* UI: Show PIC1 while loading.
* Core: Asynchronously load the main ELF.
* irjit: Properly account for delay slots in size.
* iOS: ViewController cleanups - delete unused code and properties
* iOS: call PROFILE_INIT so we don't crash with USE_PROFILER
* iOS: Nix iosCanUseJit and targetIsJailbroken. Move NativeInit call to main so it can take cmd line args.
* Remove references to AudioEngine, which isn't used anyway
* HLE: Reset latestSyscall on save state load.
* irjit: Implement lwl/lwr/swl/swr.
* irjit: Add options for compile/optimize steps.
* irjit: Add extra temps to make lwl/swl/etc. easier.
* irjit: Cleanup some invalid op handling.
* arm64jit: Avoid spilling an extra reg for lwl/lwr.
* jit: Report blocks with uneaten VFPU prefixes.
* Logging: Use AndroidLogger for all mobile devices.
* nil out sharedViewController in case bindDefaultFBO is called again
* iOS: convert all obj-c source code to ARC
* iOS: fix a reference counting bug that may have caused ViewController to never be deallocated
* Modernize property syntax and don't use viewDidUnload (deprecated in iOS 6)
* Create AppDelegate the standard way instead of in PPSSPPUIApplication init
* irjit: Speed up icache block invalidation.
* Change iOSCoreAudio from cpp to mm. Explicitly activate the audio session. Always set the same mDataByteSize.
* Add AVFoundation to linked frameworks on iOS
* Handle iOS audio session interruptions by reinitializing audio
* add an include for PPSSPP_PLATFORM
* fix cmake when building for iOS in a path with spaces
* Fix build on iOS (only iOS 9 and up support thread_local)
* Stencil copy: Avoid clearing the depth buffer.
* Remove outdated comment.
* Oops, forgot these.
* Complete the separation of depth and stencil renderpass flags
* Start separating depth and stencil renderpass actions, only internally in the Vulkan code so far.
* Vulkan: Create renderpass objects on demand. Just a refactoring to prepare for some later features/optimizations.
* Vulkan: Use VK_KHR_DEDICATED_ALLOCATION for frame buffers for minor speedup on some GPUs. Check for the debug report extension before enabling it.
* Typo fix
* Add a bit of logging to try to figure out #10477
* arm64jit: Negate in ADDI2R/SUBI2R as well.
* Debugger: Fix hang when viewing invalid RAM.
* arm64jit: Statically allocate ra as well.
* Profiler: Show the slowest thread's categories.
* Profiler: Fix cat display on small screens.
* Profiler: Separately track texture hashing.
* arm64jit: Free up W23 for static alloc.
* arm64jit: Cleanup method names, temp discard.
* UI: Fix dev menu scroll on small screens.
* UI: Only default focus visible things.
* arm64jit: Enable safe memory for lwl/lwr.
* arm64jit: Avoid arithmetic movs.
* arm64jit: Fix spilling for more than one temp reg.
* arm64jit: Use TBZ/TBNZ for vfpu branch as well.
* arm64jit: Use TBZ/TBNZ for fp branches.
* arm64jit: Use CBZ/CBNZ for zero compare branches.
* arm64jit: Handle more imm compare cases.
* arm64jit: Use CMN for CMPI2R if possible.
* arm64jit: Avoid temporary on variable shift.
* arm64jit: Reuse code in I2R funcs.
* Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly.
* arm64jit: Oops, properly init temp locked flag.
* UI: Check existance outside of game info lock.
* UI: Use atomic flags in game info cache.
* arm64jit: Remove unnecessary address masking.
* HLE: Replace starocean framebuf clear func.
* GPU: Track stats on uploads.
* arm64jit: Avoid flushing when mapping as pointer.
* arm64jit: Jit lwl/lwr with proper temp regs.
* arm64jit: Fix and enable imm lwl/lwr.
* arm64jit: Allow ANDI2R/etc. with zero.
* arm64jit: Attempt to reuse imms on sw/etc.
* x86jit: Fix safemem on WX exclusive.
* jit: Skip unlinking blocks on clear.
* arm64jit: Autodetect pointerify support.
* arm64jit: Allow reg ptr offsets when unaligned.
* arm64jit: Allow ARMREG_AS_PTR to be dirty.
* arm64jit: Use reg sum for LDR/STR.
* arm64jit: Fix an integer truncation warning.
* arm64jit: Reprotect fixed code after icache flush.
* arm64jit: Remove buggy icache invalidate.
* arm64jit: Avoid MOVK elsewhere without pointerify.
* arm64jit: Allow static alloc without pointerify.
* arm64jit: Skip storing spilled but not dirty.
* arm64jit: Only adjust pointers if pointerified.
* arm64jit: Allow disabling pointerification.
* Module: Reload imports later in save state load.
* Android cmake buildfix
* GPU: Reset context version on init.
* UI: Trigger view recreate on static sized screens.
* Display: Avoid limiting FPS without a clear.
* Debugger: Defer active symbol updates.
* Vulkan: Allow full depth range with depth clamp.
* Vulkan: Use depth clamping, where available.
* GPU: Match GE saved context better.
* Vulkan: Fix fragment depth rounding.
* Qt: Fix OpenGL init.
* GPU: Reset GPUBackend on graphics init.
* GPU: Remove duplicate BACKEND constants.
* Check for Wayland headers in CMake
* Remove VULKAN_STATIC
* Support Vulkan on any Unix
* Add support for Vulkan on Wayland
* GPU: Avoid memory corruption on bone matrix > 96.
* UI: Remove auto-download options.
* GPU: Remove FBO auto-download hack.
* irjit: Allow continuing from mips break.
* GPU: Add quick method for debugging.
* UI: Fix graphics API display on start.
* Windows: Track minimize as lost focus.
* GPU: Reduce depth blits when not updated.
* Software: Execute bounding box tests.
* Vulkan: Decimate the texture allocator.
* GLES: Allow dual src blend on newer Intel.
* GE Debugger: Allow enable/disable of prim preview.
* GE Debugger: Keep prim preview on pan/zoom.
* GE Debugger: Fix preview when zooming.
* GE Debugger: Fix some crashes while stepping.
* GE Debugger: Save with alpha for PNGs.
* GPU: Cleanup some feature flags usage.
* GLES: Improve HW tess requirements validation.
* Core: Allow more formats for screenshot.
* GE Debugger: Allow image export from previews.
* Core: Refactor screenshot saving.
* Android cmake fix
* SDL: unbreak on more non-Vulkan platforms
* GLES: Reduce conversion buf size if possible.
* GLES: Avoid buffer on GLES2 for h=1 / CLUT.
* Vulkan: Cleanup unused code.
* GLES: Pack without stride where possible.
* SDL: Fix OpenGL init again. Fixes #10424
* Build Vulkan on all platforms, won't be used if not supported.
* Get Vulkan going on Linux
* Statically link a vulkan loader on Linux. Use to to init vulkan on X11. Unfortunately, it's broken.
* Cleanups in PCMain.cpp
* WIP vulkan on linux stuff
* SDL: really try lower GL profiles & add GLES context support
* Vulkan: Fix bug where we'd do the initial layout transition for an image before binding memory to it. Should help the issue uncovered in #10413
* Add missing includes. Remove some more unnecessary #ifdef _DEBUG checks - the debugger is supposed to work in release mode too.
* CMakeLists: relocate EGL library name detection
* Move QtMain.cpp and PCMain.cpp to more sensible locations. Native isn't standalone anymore...
* Remove more obsolete ifdefs
* Some ifdef cleanup.
* Get rid of the old custom "Event" sync primitive.
* Win32: Use the standard thread APIs to manage the emu thread.
* Avoid including platform-specific headers in VulkanContext.h
* Implement warning when trying to play Ghost of Sparta with a modified CPU clock, as suggested by unknownbrackets in #7411
* Update vulkan headers, add linux .so loader lib for easy builds, like Sascha does.
* Fix annoying name clashes (Status is in X11 headers..)
* Just some log cleanup
* Fix typo causing #10408
* Another buildfix, sigh. Also extend the safe region a little bit to the thing from a couple commits ago.
* Add a tiny bit of safety margin to the RipAccessible check. Should be enough for 128-bit SSE data.
* Update lang submodule
* Oops, buildfix
* Move vulkan debug callback out from WindowsVulkanContext into a file that can be shared with other platforms later.
* UI: Properly center storage perm prompt.
* UI: Use less space with recent + need storage.
* UI: Allow skipping transitions on set current tab.
* UI: Fix AnchorLayout size when wrapping content.
* UI: Pass UNSPECIFIED through on scroll views.
* UI: Give ItemHeaders intrinsic size.
* UI: Add flex pressure to tab content.
* Update bounds in NativeResized as well to fix glitches on layout screens that use it.
* Improve very small display on very large surface, And change some variables to constants.
* Limit smallest zoom to match it's slider and well.
* Respect sticky edge by center option and make it stick from smaller range
* Stick display to edges of the screen/window size
* Improve display layout editor for zooming into corners, also limit the scale to 10 to match slider.
* GPU: Rename GPUBackend setting to apply default.
* GPU: Default to Vulkan if possible.
* http: Allow sharing automatically on PPSSPP start.
* UI: Always clip tab contents.
* UI: Clip scissor to screen.
* UI: Transition tab strips on select.
* UI: Allow negative left/right for anchor layouts.
* UI: Add tween for translating anchor offsets.
* Windows: Fix UI text measurements with &.
* UI: Reset transitions after too long a time.
* UI: Translate API on start screen.
* UI: Allow translating system info.
* Another driver version check change, should help Galaxy A5 2017 on issue #10361
* Force AccurateDepth on, on older Mali drivers which don't handle reverse Z viewports. Should help #10361
* Make a minor correction to Vulkan driver version display.
* Store: Maintain icon aspect ratio.
* Store: Highlight active item, reselect on resize.
* Store: Wrap item descriptions on small screens.
* UI: Transition button and item focus/presses.
* UI: Add an event for tween finish.
* UI: Add delay to tweens.
* UI: Show a few more flags in build config.
* UI: Show extensions at full width.
* And yet another case of the same problem as the previous commit.
* Fix another case where we trusted std::move to clear the origin, which is not guaranteed.
* Tweak logging and asserts in VulkanDeviceMemory::Destroy
* Don't hold the lock when processing messages, only when taking them off the queue. Fixes #10383
* Display: Only reapply state on load.
* Display: Reset cycle counter on load state.
* UI: Always apply tweens after restore.
* UI: Add threadsafety to cache item file loaders.
* Loaders: Depriorize disc streaming queue items.
* GLES device lost/store fixes
* Apply a fix to the ARM64 emitter ported over from Dolphin
* Add a comment, revert a reporting change.
* UI: Cancel loaders on shutdown.
* Loaders: Add cancelation to all file loaders.
* UI: Reset touch controls after config load.
* UI: Persist tween data on view recreate.
* Add missing IF statement for instance rendering check..
* Minor uniform cleanup
* Try to fix build with the old Android build system too...
* SPIRV-Cross should build on Android now, so remove another platform check.
* Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362
* Update travis config to use NDK 16b
* Also update Application.mk for the old build system.
* From NDK 16, libc++ is out of beta and gnustl will be deprecated soon, so switch.
* Fix another little inconsistency (two uniforms were merged for bad reasons)
* Clean up a small inconsistency
* Rework GL lost-device to work more like Vulkan. Gets rid of gl_lost manager etc.
* Recreate views after boot is done, to workaround #10360 . Not the best solution..
* Vulkan: Add facility to auto-generate mipmap levels. Not yet used.
* Vulkan: Show samplers in "shader debug"
* Avoid multiple flips per frame, fixes immediate flip for God of War
* Add mitigation for games like GTA that never call sceDisplaySetFramebuf
* Flip immediately if that's OK. This can save up to a frame of graphics latency, in games that display "immediately" instead of latched.
* UI: Show loading message while shaders preload.
* fixup! UI: Ensure tweens always complete.
* GLES: Avoid hanging while precompiling shaders.
* System: Allow GPU to have delayed loading.
* UI: Apply tweens on Update().
* UI: Reorganize EmuScreen so it renders on loading.
* UI: Ensure tweens always complete.
* UI: Add a simple tween class.
* UI: Add colorBlend() helper.
* Display: Correct max FPS limiting skew.
* Windows: Request a core profile by default.
* SDL: Use core profile, fixing old Mac GL issues.
* arm64: Use LDRUH instead of two LDRBs.
* Savedata: Show icon for new saves more often.
- Update to version 1.5.4~git20171205:
* v1.5.4
* Try to fix iOS builds on the Travis buildbot. #10254
* Replacement: Break the mip loading loop if a level is wrong. Also shrink the log output.
* Reject texture replacement mipmaps of the wrong size
* Just some debug output for future decisions
* Update submodule lang
* Also disable dualsrc blend on Tegra K1. Should help #10208
* Missing -lEGL when -DUSING_EGL=ON
* Android: Warn if PPSSPP fails to save the config file.
* RIFF: Add check for truncated files, cleanup a little more.
* Try to protect against bad data in RIFF files (used for menu background audio only)
* Even more cleanup of RIFFReader
* Kill off more unused code in RIFFReader
* Remove write support from chunk_file, rename to RIFFReader
* Reformat chunk_file. Don't usually reformat whole files, but this was too ugly to work on :P
* GE Record: After recording a frame, log the filename of the output file.
* Disable "Accurate Depth" in Burnout games, they have trouble with it on Mali (Z-fighting...)
* Vulkan: Allow shutdown with init commands.
* Android: Fix race condition on lock/unlock.
* Android: Reset immersive after native dialogs.
* Vulkan: Swap in more forceful asserts.
* Global: Silence some unused declaration warnings.
* UI: Fix some virtual override warnings.
* Windows: Stop input poll before emu shutdown.
* UI: When stepping, clear on initial load.
* Android: Fix crash on shutdown/restart.
* UI: Fix D3D9 half-pixel offset at 1x.
* Clip block transfer destinations. Should fix crash in #10011. Stats: Invent some sort of usage metric for device memory allocators.
* Revert "Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation."
* Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation.
* Shutdown fix.
* Fix bugs in VulkanImage allocator support
* Add another assert, which gets hit.. Hm. Something is wrong..
* Change some Crash() to asserts in VulkanDeviceAllocator
* Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that.
* Vulkan: Only call EndCreate on the texture if it actually exists.. Though not having one would be bad.
* UI: Send prompt results even on back/cancel.
* D3D11: Change state caches to DenseHashMaps.
* Hashmaps: Fix missing maintain calls in non-GLES.
* Fix a use-after-free in sceKernelTerminateDeleteThread
* Android: Render text with newlines properly.
* UI: Wrap text properly with explicit newlines.
* UI: Clean up some unused code and flags.
* Hashmaps: Another cleanup.
* UI: Avoid pushing a screen on top of itself.
* UI: Cleanup common message handling.
* UI: Avoid navigation with an active dialog.
* UI: Send messages to dialog parents by default.
* Hashmaps: Reset count on clear.
* GLES: Log shader cache filesize error better.
* GPU: Minor cleanup.
* Hashmaps: Reset state when growing.
* Hashmaps: Change some crashes to asserts.
* GLES: Validate shader cache filesize on preload.
* GPU: Use more typesafe shader IDs.
* GPU: Annotate free shader ID bits.
* Update AndroidManifest.xml to 1.5.3.0, just in case anyone is still using the old build system where this isn't automatic.
* Update lang
* Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
* Vulkan: Remove misguided assert about backbuffer clearing mode.
* Reporting: Oops, fix module load log line.
* Add hotkey to toggle audio and video dumping together in sync.
* Add a github issue template. Let's see if this works.
* Reporting: Use a different link message on preload.
* GPU: Add missing shader id to short desc.
* Improve reporting for imm buffer exceeded. Reset the immCount_ every frame to avoid getting "stuck" permanently in case some garbage is executed..
* Try a silly workaround for an otherwise unexplainable crash seen in Google Play Console
* Reporting: Don't report with locked CPU speed.
* Reporting: Improve bezier/spline morph/skin data.
* Try to help Mali 400 shader reg alloc by reusing variables. It's still commonly reported.
* Comment, minor cleanup
* Reporting: Improve no pos verts message.
* Reporting: Skip reporting reused depthbuffers.
* Module: Cleanup magic number.
* Reporting: Remove unused code.
* Reporting: Stop reporting module load versions.
* Adhoc: Remove incorrect thread create param.
* Reporting: Disallow feedback for fake game ids.
* Buildfix, oops
* Vulkan: Fix crash bug when post processing shaders failed to compile.
* Clean up all the FBOs in DestroyAllFBOs. Missing any can have bad consequences after app switching on Android/Vulkan where we recreate stuff.
* Checks and paranoia in response to a crash report..
* Check for HW-transform and through when loading GL shader cache.
* Minor cleanup. Add a debug assert in shader ID calculation
* Oops:]
* Despam a sceDmacMemcpy report. Happens in Naruto Shippuden: Ultimate Impact, accordint to reports.
- Update to version 1.5.2~git20171201:
* Clear postprocess confusion in d3d9 backend by hiding the option:]
* Vulkan: Report more info on texture from target.
* GPU: Try to avoid FB download without an FBO.
* GLES: Report shader errors with shader desc.
* Add some debug asserts, useful for debugging shader mismatches locally (though haven't found any..)
* Module: Stop reporting bad magic numbers.
* Memory::Memset: IsValidRange is a better solution.
* Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too.
* Avoid wrapping when shifting down the audio after scaling by a 20-bit value. Fixes #9967
* Add sanity check in Memory::Memset
* Still seeing asserts in this function, weakening remaining to debug-only.. but these really shouldn't trigger.
* DX9: Revert a bad optimization, hopefully fixing #10205. Vulkan: Add a missing check.
- Update to version 1.5.2~git20171130:
* Add some comments.
* Oops;p, I always mess this up.
* Change some other substr used with cheats and smuggle a fix for another problem
* Change str.substr(x, 1) == "y" to str[x] == 'y'
* Fix a cheat menu crash with invalid cheat name. Also stop #comments from being removed by cheat menu.
* VKRFramebufer: Just some checks to be slightly safer in case creation failed..
* Fix UI crash when keyboard navigating out of popup list.
* Can't call functions through known-nil pointers, even if they don't touch local data - LLVM's optimizer might have done something stupid.
* Fix a java exception around the GPS stuff
* Vulkan: Avoid duplicate image pre-transitions (actually eliminated later anyway, but a small saving)
* Vulkan transitions after render: Add a missing case that seems like it could be common?
* Avoid an assert in ARM64 emitter, seen in Google Play crash logs
* Move pushbuffer map/unmap to the .cpp file to avoid inlining (for stack traces)
* Crash in a more appropriate place if missing a drawcontext (happens on really weak devices only)
* Fix another possible Vulkan shutdown bug
* Loosen up some asserts that seem to trigger unexpectedly... need investigation.
* Crash reports from 5% rollout of 1.5: Make some asserts dbg_asserts for now, try to fix an issue with framebuffers when postproc is enabled.
* Try to get androidgitversion to behave. It thinks the build is dirty when it's not.
* Add privacy policy link to app, as required by Google Play since we use the CAMERA permission now.
* Update AndroidManifest.xml to 1.5.0
* Update lang submodule
- Update to version 1.4.2~git20171128:
* Readme for 1.5: Small rewording
* Coldbird's up and running again, restore the proAdhoc default. See issue #9984
* More README updates
* More 1.5 README fixes
* Update the README for 1.5.
* Fix a text overdraw problem on the title screen on very small displays.
* Fix the fix for Thrillville. See #7459
* Add ability to simulate a few kinds of Vulkan initialization failures, to test the GL fallback.
* Minor error checking improvement
* Android: Call setDisplayParameters early with the display w/h in pixels. Without this, was defaulting to 1x rendering on S8 which is silly.
* Windows: Avoid UWP for desktop api family.
* UI: Fix alphaMul clamping.
* Kernel: Fix delete thread null check.
* Global: Fix some warnings.
* Windows: Fix error formatting with % signs.
* GPU: Fix block transfer write breakpoint.
* Just reduce some log levels
* Unbreak save states, fix other minor issues from review
* Fix some comments
* Add safety check.
* Hack that converts immediate draws to through-mode draws. This won't work correctly in all cases - but it's enough for Thrillville which uses it to clear only. Works around #7459.
* Process immediate draw commands. Not yet sending to graphics backends.
* Fix D3D11 push buffer overflow
* Fix the prefix problems on ARM 32-bit as well.
* Core: report Debian GNU/kFreeBSD separately
* Common: implement GetExeDirectory on NetBSD
* ARM64 JIT: Fix additional VFPU prefix problems
* Fix JIT bug in ARM64. Fixes #10183
* Vulkan vertex cache: Fix memory leak
* Fix _assert_ on Android to assert properly
* Revert "Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit."
* Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit.
* UI: Minor pause screen cleanup.
* UI: Draw actual, not aligned, text width.
* UI: Clear font bitmap after aligning size.
* When drawing text using our truetype backends, round coordinates to pixels. Fixes #10180
* Fix text width measurement on Android when there are spaces at the start/end of the string (bounds doesn't handle that). Fixes 10174
* Get rid of collision-prone font cache keys. Stress the font cache a little less on slider dialogs.
* Yet another buildfix, sorry :/
* Oops, android buildfix
* ARM buildfix
* Allow loading graphics dumps (*.ppdmp) through the regular UI.
* Add a hidden debug option [Graphics]GfxDebugSplitSubmit to try to narrow down some Vulkan issues, see #10163. Also improve some asserts.
* Make our release mode asserts actually fire properly in release mode again...
* Android: Use __android_log_assert facility to get pretty message-asserts into crash dumps.
* Fix gl scissor rect issue. Fixes #10119
* Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
* Add a missing break that would explain the odd AUTO mipmap test results on D3D11 and Vulkan...
* Disable the DisableAccurateDepth compat flag on AMD/Vulkan, see #9545. Ugh.
* Android: Fix #9697 where we'd hang if we lacked permission and got a filename as a command.
* Android: Update to gradle 3.0.1
* Workarounds for issue with "accurate depth". See #9545, #10087
* Update armips to latest. See #10161
* The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working.
* Fix message asserts on Android. Add more of them to check things in Vulkan code.
* Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
* Vulkan: Break apart DecodeVerts
* GL: Compute "availableUniform" when generating shaders instead of by querying.
* GL: Compute the attrMask while generating the vshader instead of querying.
* Move aniso to the sampler cache key.
* Disable anisotropic filtering in headless, screws up mipmap test
* Cleanups
* Fix headless to work better in vulkan mode
* Make test.py python3-compatible, print out command lines better.
* Attempt to unbreak D3D9 mipmapping (still disabling SLOPE mode)
* Buildfix, update comments slightly
* Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan.
* Properly zero samplercache keys before filling them out.
* Mipmaps: Disable LOD bias in slope mode as that's not how it works.
OBS-URL: https://build.opensuse.org/request/show/564025
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=20
2018-01-24 10:18:56 +01:00
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2018-04-25 18:41:55 +02:00
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install -m 755 -D build/PPSSPPSDL %{buildroot}%{_libexecdir}/%{name}/%{name}
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2017-04-13 13:33:57 +02:00
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2017-05-08 16:05:15 +02:00
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mv assets %{buildroot}%{_libexecdir}/%{name}/
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mkdir -p %{buildroot}%{_datadir}/pixmaps
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install -m 444 -D icons/icon.svg %{buildroot}%{_datadir}/pixmaps/%{name}.svg
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2016-09-27 11:20:21 +02:00
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%suse_update_desktop_file -c %{name} PPSSPP 'PSP Emulator' %{name} %{name} System Emulator
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2017-04-13 13:33:57 +02:00
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%suse_update_desktop_file -c %{name}-qt PPSSPPQt 'PSP Emulator' %{name}-qt %{name} System Emulator
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%fdupes %{buildroot}
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2016-09-27 11:20:21 +02:00
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%post
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%desktop_database_post
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%icon_theme_cache_post
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%postun
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%desktop_database_postun
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%icon_theme_cache_postun
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2018-08-07 15:18:42 +02:00
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%files headless
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2022-11-23 21:31:47 +01:00
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%license LICENSE.TXT
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2018-08-07 15:18:42 +02:00
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%attr(755,root,root) %{_bindir}/%{name}-headless
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%attr(755,root,root) %{_libexecdir}/%{name}/%{name}-headless
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2017-04-13 13:33:57 +02:00
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%files qt
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2022-11-23 21:31:47 +01:00
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%license LICENSE.TXT
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2017-04-13 13:33:57 +02:00
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%attr(755, root, root) %{_bindir}/%{name}-qt
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2018-08-07 15:18:42 +02:00
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%attr(755, root, root) %{_libexecdir}/%{name}/%{name}-qt
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2017-04-13 13:33:57 +02:00
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%{_datadir}/applications/%{name}-qt.desktop
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%files common
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%doc README.md
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%license LICENSE.TXT
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%{_libexecdir}/%{name}/assets
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%{_datadir}/pixmaps/%{name}.svg
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2018-08-18 18:02:36 +02:00
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%config(noreplace) %{_sysconfdir}/%{name}
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2017-04-13 13:33:57 +02:00
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%files
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2022-11-23 21:31:47 +01:00
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%license LICENSE.TXT
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2017-04-13 13:33:57 +02:00
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%dir %{_libexecdir}/%{name}
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%attr(755, root, root) %{_bindir}/%{name}
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2018-08-07 15:18:42 +02:00
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%attr(755, root, root) %{_libexecdir}/%{name}/%{name}
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2016-09-27 11:20:21 +02:00
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%{_datadir}/applications/%{name}.desktop
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%changelog
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