Accepting request 538670 from home:xenonpk
- Update to version 1.4.2~git20171101: * Small fix for a bad block transfer in Soul Calibur * Fix bug in Vulkan's vertex shader generator, causing stretched characters in Jeanne D'arc. * DenseHashMap: Speed up clearing. Became more important since I had to disable keeping descriptor sets around between frames. * Complete a comment. * Vulkan: Fix colors for low-bpp depal (actually fixing the shadows of ff-type0) * Make VulkanTexture "immutable". * Add some disabled code to submit "init" command buffers separately to the queue for debugging. * Always recreate DrawPixelsTex to avoid inter-frame races. * Use the global curFrame counter. No need for a vector for pushing cmdbufs. * Add a QueueRunner logging facility. Set up a subpass dependency for the backbuffer pass. * Add and update some comments. * Vulkan: Make backbuffer transitions part of backbuffer render pass. Optimize depth buffer memory operations. * Decimate descriptors every frame until I find a better solution. Fixes flicker in videos in several games. * Remove disabling of validation warning. It works. * Vulkan: Fix depal and shader blending. * Vulkan depal code now passes validation, but produces black. * Implement the rest of Vulkan framebuffer depal. Not yet working though. * Some reorganization. Start implementing framebuffer depal for Vulkan. * Delete superfluous bind of temporary render target on creation. * Implement GetFramebufferAPITexture for Vulkan - Update to version 1.4.2~git20171029: * Share the conversion code between vulkan and D3D, fixing the missing format thing. * Color-convert directly during the readback, saves a copy. Like we already do in D3D11. * Revert most of the last commit - will do it differently. * Use the CPU color conversion from GLES for readbacks in Vulkan (and D3D11). Fix bug. * Fix Vulkan framebuffer readbacks, as long as they're in R8G8B8A8. * Vulkan: Rough untested implementation of synchronous readbacks. * VulkanRenderManager: Split out BeginFrame and EndFrame from Run * Comment cleanup * Refactor: Split out VulkanQueueRunner from VulkanRenderManager * Forgot to update the Android target version here to 26. * Another buildfix * Fix integer overflow affecting very large draw calls * More buildfixes, warning fix, memory leak fix * 32-bit android buildfix attempt * Bump descriptor set limits, which became insufficient with the addition of tesselation (should really use separate big desc layouts for them) * Remove misguided hack. * Warning fixes * Remove a bad check making us use the wrong way to copy depth buffers. Add a cap so we can try to unify BlitFramebufferDepth later. * Assorted fixes * Fix (some) crashes on blits. Validation issues remain. * Forgot to add the CMakeLists.txt change to the last commit. * Warning fixes, CMakeLists.txt/Android.mk fixes * Fix some resource leaks and excessive logging in VulkanRenderManager * Clean out some obsolete code * VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions. * Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it? * Avoid re-binding pipelines. * Let's try a mutex. Doesn't completely solve the problem though.. * Make sure not to begin and end the init command buffer on different threads. * Vulkan: Don't forget to specify stencil load op in render passes * This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar) * Synchronization is HARD. need a rethink, methinks. * Move the VulkanRenderManager stuff to thin3d, fits in better there. * Rendering basics now works. * A multitude of fixes. The UI now works correctly, though of course ingame still broken. * It builds! With some shortcuts, of course. * Use RenderManager for thin3d stuff * Initial work on render queue manager - Update to version 1.4.2~git20171026: * Update gradle files to Android Studio 3.0 defaults. - Update to version 1.4.2~git20171024: * Automatically scroll textboxes when the caret ends up outside. Fixes #10026 . * Fix issue with caret position in text boxes caused by a bad hash function. Fletcher is 2-bytes-at-a-time and thus very inappropriate for short strings. * Can't use the camera stuff on Android versions before 11. Fixes #10029. - Update to version 1.4.2~git20171023: * Separate -Bsymbolic Shared linker flag * Ops typo * Better path fix x86_64 android - Update to version 1.4.2~git20171022: * Comment and typo fixes. * Vulkan: Fix silly mistake in blend constant checks, thanks Unknown. - Update to version 1.4.2~git20171021: * Bit more Vulkan barrier cleanup. * Various Vulkan image transition fixes and related * More work towards passing 1.61 Vulkan validation layers * Initial work on passing the latest Vulkan validation checks. * Don't call functions in asserts, they get compiled out in release... * Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed). * Have GetFramebufferDimensions return the backbuffer size for null in all backends. * Another minor cleanup (DescribeCodePtr) * Unify and move around code to cleanup some debug accessors * Unify GetFramebufferList() (trivial) * Unify DownloadFramebufferForClut * Remove more dummy code from Vulkan backend. * Unify FlushBeforeCopy. Remove old dummy methods from Vulkan framebuffer manager. * Add some safety checks. Fix some inadvertent Y-flips (bit hacky). * Unify some more framebuffer functions. Leave the GL stuff alone for now due to async. * Unify (well, almost) GetOutputFramebuffer (D3D11/GL) * Unify GetDepthBuffer/GetStencilBuffer in GL/D3D11 - Update to version 1.4.2~git20171017: * Minor refactoring of framebuffer readbacks. * Start moving PACK_ALIGNMENT into SafeGLReadPixels * Minor OpenGL refactor. * More format support in thin3d GL * Move GL readback to a Thin3D abstraction * Get rid of BindFramebufferForRead * D3D11: Move to CopyFramebufferToSync where easily possible. * Unify GetFramebuffer in GLES and D3D11. * D3D11: Fix a bug, add depth/stencil support to CopyFramebufferToMemorySync * Will fix Android-x86_64 cmake * restructure some flags x86_64 android * Re-enable gradle x86_64 android build * Address review comments. * Buildfix * Remove comment, add check. * RPI: use new vendor graphics library names * Add a controller profile for X360 controllers on RPI, fixes issue #10019 * Update lang submodule OBS-URL: https://build.opensuse.org/request/show/538670 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=18
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ppsspp.changes
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-------------------------------------------------------------------
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Wed Nov 01 14:46:49 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20171101:
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* Small fix for a bad block transfer in Soul Calibur
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* Fix bug in Vulkan's vertex shader generator, causing stretched characters in Jeanne D'arc.
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* DenseHashMap: Speed up clearing. Became more important since I had to disable keeping descriptor sets around between frames.
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* Complete a comment.
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* Vulkan: Fix colors for low-bpp depal (actually fixing the shadows of ff-type0)
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* Make VulkanTexture "immutable".
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* Add some disabled code to submit "init" command buffers separately to the queue for debugging.
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* Always recreate DrawPixelsTex to avoid inter-frame races.
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* Use the global curFrame counter. No need for a vector for pushing cmdbufs.
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* Add a QueueRunner logging facility. Set up a subpass dependency for the backbuffer pass.
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* Add and update some comments.
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* Vulkan: Make backbuffer transitions part of backbuffer render pass. Optimize depth buffer memory operations.
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* Decimate descriptors every frame until I find a better solution. Fixes flicker in videos in several games.
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* Remove disabling of validation warning. It works.
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* Vulkan: Fix depal and shader blending.
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* Vulkan depal code now passes validation, but produces black.
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* Implement the rest of Vulkan framebuffer depal. Not yet working though.
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* Some reorganization. Start implementing framebuffer depal for Vulkan.
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* Delete superfluous bind of temporary render target on creation.
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* Implement GetFramebufferAPITexture for Vulkan
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-------------------------------------------------------------------
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Sun Oct 29 19:28:27 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20171029:
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* Share the conversion code between vulkan and D3D, fixing the missing format thing.
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* Color-convert directly during the readback, saves a copy. Like we already do in D3D11.
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* Revert most of the last commit - will do it differently.
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* Use the CPU color conversion from GLES for readbacks in Vulkan (and D3D11). Fix bug.
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* Fix Vulkan framebuffer readbacks, as long as they're in R8G8B8A8.
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* Vulkan: Rough untested implementation of synchronous readbacks.
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* VulkanRenderManager: Split out BeginFrame and EndFrame from Run
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* Comment cleanup
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* Refactor: Split out VulkanQueueRunner from VulkanRenderManager
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* Forgot to update the Android target version here to 26.
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* Another buildfix
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* Fix integer overflow affecting very large draw calls
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* More buildfixes, warning fix, memory leak fix
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* 32-bit android buildfix attempt
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* Bump descriptor set limits, which became insufficient with the addition of tesselation (should really use separate big desc layouts for them)
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* Remove misguided hack.
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* Warning fixes
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* Remove a bad check making us use the wrong way to copy depth buffers. Add a cap so we can try to unify BlitFramebufferDepth later.
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* Assorted fixes
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* Fix (some) crashes on blits. Validation issues remain.
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* Forgot to add the CMakeLists.txt change to the last commit.
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* Warning fixes, CMakeLists.txt/Android.mk fixes
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* Fix some resource leaks and excessive logging in VulkanRenderManager
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* Clean out some obsolete code
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* VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions.
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* Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it?
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* Avoid re-binding pipelines.
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* Let's try a mutex. Doesn't completely solve the problem though..
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* Make sure not to begin and end the init command buffer on different threads.
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* Vulkan: Don't forget to specify stencil load op in render passes
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* This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar)
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* Synchronization is HARD. need a rethink, methinks.
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* Move the VulkanRenderManager stuff to thin3d, fits in better there.
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* Rendering basics now works.
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* A multitude of fixes. The UI now works correctly, though of course ingame still broken.
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* It builds! With some shortcuts, of course.
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* Use RenderManager for thin3d stuff
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* Initial work on render queue manager
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-------------------------------------------------------------------
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Thu Oct 26 11:00:35 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20171026:
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* Update gradle files to Android Studio 3.0 defaults.
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-------------------------------------------------------------------
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Tue Oct 24 22:15:17 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20171024:
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* Automatically scroll textboxes when the caret ends up outside. Fixes #10026 .
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* Fix issue with caret position in text boxes caused by a bad hash function. Fletcher is 2-bytes-at-a-time and thus very inappropriate for short strings.
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* Can't use the camera stuff on Android versions before 11. Fixes #10029.
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-------------------------------------------------------------------
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Mon Oct 23 15:37:55 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20171023:
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* Separate -Bsymbolic Shared linker flag
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* Ops typo
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* Better path fix x86_64 android
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-------------------------------------------------------------------
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Sun Oct 22 20:02:03 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20171022:
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* Comment and typo fixes.
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* Vulkan: Fix silly mistake in blend constant checks, thanks Unknown.
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-------------------------------------------------------------------
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Sat Oct 21 14:09:54 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20171021:
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* Bit more Vulkan barrier cleanup.
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* Various Vulkan image transition fixes and related
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* More work towards passing 1.61 Vulkan validation layers
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* Initial work on passing the latest Vulkan validation checks.
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* Don't call functions in asserts, they get compiled out in release...
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* Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed).
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* Have GetFramebufferDimensions return the backbuffer size for null in all backends.
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* Another minor cleanup (DescribeCodePtr)
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* Unify and move around code to cleanup some debug accessors
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* Unify GetFramebufferList() (trivial)
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* Unify DownloadFramebufferForClut
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* Remove more dummy code from Vulkan backend.
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* Unify FlushBeforeCopy. Remove old dummy methods from Vulkan framebuffer manager.
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* Add some safety checks. Fix some inadvertent Y-flips (bit hacky).
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* Unify some more framebuffer functions. Leave the GL stuff alone for now due to async.
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* Unify (well, almost) GetOutputFramebuffer (D3D11/GL)
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* Unify GetDepthBuffer/GetStencilBuffer in GL/D3D11
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-------------------------------------------------------------------
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Wed Oct 18 17:42:02 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20171017:
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* Minor refactoring of framebuffer readbacks.
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* Start moving PACK_ALIGNMENT into SafeGLReadPixels
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* Minor OpenGL refactor.
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* More format support in thin3d GL
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* Move GL readback to a Thin3D abstraction
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* Get rid of BindFramebufferForRead
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* D3D11: Move to CopyFramebufferToSync where easily possible.
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* Unify GetFramebuffer in GLES and D3D11.
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* D3D11: Fix a bug, add depth/stencil support to CopyFramebufferToMemorySync
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* Will fix Android-x86_64 cmake
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* restructure some flags x86_64 android
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* Re-enable gradle x86_64 android build
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* Address review comments.
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* Buildfix
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* Remove comment, add check.
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* RPI: use new vendor graphics library names
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* Add a controller profile for X360 controllers on RPI, fixes issue #10019
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* Update lang submodule
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-------------------------------------------------------------------
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Sun Oct 15 11:11:45 UTC 2017 - pousaduarte@gmail.com
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@ -17,7 +17,7 @@
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Name: ppsspp
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Version: 1.4.2~git20171015
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Version: 1.4.2~git20171101
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Release: 0
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Summary: PlayStation Portable Emulator
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License: GPL-2.0+
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