Accepting request 542857 from home:xenonpk
- Update to version 1.4.2~git20171118: * Remove trailing whitespace from CMakeLists.txt * Vulkan: Fix stencil clears to a specific value. Should help #10150 * Silence travis gcc version errors. - Update to version 1.4.2~git20171117: * Remove wrong comments * GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554, finally! * Win32: Improvements to vulkan init error handling * Temporarily turn off Vulkan threading on AMD, see issue #10097. * Vulkan: Forgot to enable our various depth rounding features. * Vulkan: Flush at display list waits. Fixes #10095 * Minor cleanup, and more terrifying orientation hackery * Android: When creating shortcuts, put the file path in data, not in Extras. * Fix the "vulkan not found" message on android. Fixes #10034 * Make remoteiso_subdir and server editable on Android. Fixes #10142. Really need a better mechanism for these fields. * Workaround orientation bug in Android when unlocking the screen. * Unify RebindFramebuffer, mostly. * Vulkan: Fix bug where shader blend texture overwrote normal texture binding. Fixes #10135 * Update .gitignore for libretro builds. * Fix headless to work better in vulkan mode * Make test.py python3-compatible, print out command lines better. * Vulkan screenshots: Fix R/G swap bug. Thanks unknown. * Make sure the device supports transfers from swapchain images when taking screenshots. * Windows/Vulkan: implement screenshots. Something is iffy with the red/blue swap though... * Vulkan: Dual Src blending strikes again! Disable it on nVidia X1 (Shield TV) due to driver bugs, sigh. * Vulkan: Show the preferred depth-stencil format in the feature list. * Just more accurate feature flags for Vulkan. * Headless: Prevent segfaults with Vulkan. * Headless: Fix crash with null GPU. * Links from the UI: Change from http:// to https:// wherever possible. * Add missing ID for CTTR compat hack. * Fix Memory Leak :D * spaces->underscores:) * Fixes problem switching between non-through triangles and rects. Helps a small part of #6554 * More duplicate code removal * Small changes. Thx [Unknown] * Change KernelTimeNow to KernelTimeNowFormatted and return nice timestamp. * Requested changes. * Blah;p. Buildfix. * Fix linux build. * Add an option to allow resetting video/audio dump on save/load state. * Use gameID and emulated timestamp for Avi/Wav dump filenames. * Fix texture conversion. * Vulkan: Use optimal alignment for texture uploads. May help stutter in #10105 ? * Kill off more unused duplicate code * Oops * Delete unused duplicate functions * Fix annoying little flicker when starting a game. * Vulkan shader view (debug): Add a simple textural representation (incomplete) of pipelines * Vulkan: Make sure to clear the pipeline key to avoid padding bytes causing us to allocate duplicate pipelines. * D3D11: Similarly to the last vulkan commit, don't create lots of dupe vertex input layouts * Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats. * DevScreens: In shader viewer tabs, show the number of each shader type. * Unify Execute_Bezier and Execute_Spline * Minor cleanup, fix a comment. * Vulkan: Minor validation error fix * Nitpicking! Correct minor version for non Nvidia. * Win32: Add (debug) to window title in debug builds * Fix driver version display on Vulkan. Enable dualsrc blend on newer AMD drivers. Fixes #10109 * SoftGPU: Oops, fix silly typo. * Vulkan: Remove experimental warning. * Vulkan: Cut down on asserts during init. * TexCache: Add NEON alpha checks for Vulkan. * TexCache: Simplify CheckAlpha funcs and SIMD. * TexCache: Check alpha before scaling. * TexCache: Remove simple 0/1 alpha check. * Vulkan: Avoid checking texture alpha after scale. * Fix bug where readback buffers would be created too small sometimes. Should help #10098 * Vulkan: Tweak stencil value from clears. * Vulkan: When deriving stencilref from color, don't forget to update the value. - Update to version 1.4.2~git20171112: * UI: Typo fix. * Buildfixes for Android * Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P * Vulkan: Speed up and simplify hardware tesselation by using storage buffers. * hwtess: Shrink Vulkan UV textures * Make the interface to hw tess slightly more flexible. * Vulkan: Use a device allocator for tesselation data textures. Add comment about better solutions. * Vulkan: Support wide lines if available on the GPU. * Vulkan readback: Resize the readback buffer dynamically as necessary. * SoftGPU: Add a clear mode fast path. * Debugger: Prevent clear while stepping. * SoftGPU: Thread by width for wide polygons. * SoftGPU: Fix crash when stride is 0. * Vulkan hw tess: Assorted minor fixes. Works on Mali now. * Vulkan hw tess: Use pushbuffers instead of temp images to upload data. * Vulkan hw tess: Don't reuse the same dynamic texture for multiple draws, not safe. * Remove unused pointer. * Vulkan: Noticed a framebuffer refcount leak, and changed my mind regarding those :) Let's do it this way instead. * Reduce a ERROR_LOG_REPORT to a warning (vfpu branches in delay slots) * SaveState: Avoid clearing shaders in all backends. * D3D11: Clear input layouts on shader clear. * D3D11: Avoid clearing shaders on load state. * SaveState: Fix use-after-resize iterator. * Vulkan: Enable the "accurate depth" codepath, using the same formula as D3D9. * Android: Cleaner way to avoid double-resizing the backbuffer. * Fix blackscreen when resolution is set to auto. Fixes #10081 * Experimenally disable dual source blending on AMD too for Vulkan, see #10065 * MotoGP: Compat hack to disable framebuffer readbacks. * Buildfix 32-bit * Ditch a silly vertex count limit that only makes sense for GLES, so move it there. * Fix race condition. * Fix a few more device-loss bugs. * Avoid double-initializing the Vulkan backbuffer on startup. * Logging improvements, avoid resetting the Android text drawer unnecessarily * More minor vulkan fixes and cleanups. Don't actually call "Resized" if the size stays the same. * Change Android logging ID from "NativeApp" to "PPSSPP" * More logging and tweaking * Vulkan: Remove duplicate depalShaderCache, fix a number of instances where we didn't use the deleter properly. * Keep the draw context up to date in a bunch of places. More logging. * Vulkan: Improve init/shutdown logging on Android. Fix a bug where we'd not run InitDeviceObjects on GPU_Vulkan sometimes. * Fix some ports * Upgrade glslang to a fresh version (used to compile Vulkan shaders). Might help #10065 ?) * Ooops * Vulkan: Disable dual source blending on Intel GPUs, fixes #10074. * Show textual names of Vulkan GPU vendors * Improve Vulkan device selection mechanism to prefer discrete GPUs * Cleanup gradle output. * Cheats: Fix pointer command count offset. * Cheats: Clamp pointer command data to avail. * Fix 0x6 code types * Vulkan: Apply simple workaround for Mali driver bug (see #10070), and minor cleanup. * Fix some minor things found by running Sizer on PPSSPP * Cheats: Enable for any non-zero number. * Disable lwl/lwr on ARM64 JIT again. Seems b9b2656e9313 broke things, see #10020 * Count readbacks in a frame and show in GPU debug stats. * Cheats: Split parsing and execution. * Try harder to free up memory from the Android native font rendering system. Might help #10069 * Vulkan: If acquiring a frame fails (happens sometimes during window resize), skip swapping the frame. Should help #10063 * Vulkan: Wait for orderly thread stop on resize. * Vulkan: Fix deadlock on resize. * Vulkan: Some error handling improvement. Might get us a clue for #10065 * Vulkan: The validation layers don't like zero-size blits. * Vulkan: Better way to make sure we bind the backbuffer at some point. * Vulkan: Convert depth format on readback. * Vulkan: Show textures in GE debugger. * Vulkan: Add texture image readback. * Vulkan: Fix non-16 bit indexed drawing. * Vulkan: Allow clearing the backbuffer to any color. * D3D11: Show FBO-as-texture in GE debugger. * TexCache: Warning fix. * Use W^X on OpenBSD. * Don't use "threadsafe events" for Ge stuff. * Vulkan: Fix leak in WipeQueue(). * Turn on multithreaded vulkan * Remove/deprecate GPU tick sync * Get rid of GPUCommon's "Internal" functions. * Delete ProcessEvent and the GPUEvent enum * Delete GPUCommon::ScheduleEvent * Get rid of a bunch of sync stuff that's no longer needed. * Get rid of the sync around curTickEst * Delete the mutex in GPUCommon. * Vulkan: Fix framebuffer leak. * Remove the setting to run the display list interpreter on a separate thread. * Vulkan: Correct logicop dirtying. * Vulkan multithread: Fix race condition. * TexCache: Detect textures in FBO gutters. * GPU: Properly Release() FBOs. * SaveState: Correct free on error and uncomp format. * SaveState: Use malloc to avoid Android OOM crash. * Vulkan: Make sure backbuffer is bound for UI. * Vulkan: Resignal unexecuted fences on thread stop. * Vulkan: Wait for queue idle in DestroyBackbuffers. * GPU: Restore initial readback on output. * Vulkan: Refcount framebuffer deletes. * Vulkan: Account inside frame from push side. * Add missing Google Maven repository * Buildfix again. Should fix #10046 this time. * Unify a little bit of depal code. * Vulkan: Fix bug in depal causing Sonic Rivals to be grayscale. * Minor depal state dirtying fix * Add <cmath> include. Will hopefully help #10046 * Cleanups and fixes around Vulkan stencil upload. thx unknown * Should be bufferWidth here, not width. Thanks unknown. * Vulkan: Fix a comment. * Vulkan: Allow sync when using threading. * Vulkan: Fix out-of-sync frames on threading. * Vulkan: Trigger condvar only at frame end. * Vulkan: Fix segfault on swapchain fail. * Fix issue in framebuffer size calculation when viewport is bogus in through mode. Fixes #10043. * Tiny cleanups. * Vulkan: Minor fixes. * Stop leaking framebuffers on shutdown. Fix other shutdown issues. * Minor optimization. * Remove some code duplication * Vulkan: Implement stencil upload (for Star Ocean). OBS-URL: https://build.opensuse.org/request/show/542857 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=19
This commit is contained in:
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18bcc25d28
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ppsspp.changes
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ppsspp.changes
@ -1,3 +1,201 @@
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-------------------------------------------------------------------
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Sat Nov 18 20:08:27 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20171118:
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* Remove trailing whitespace from CMakeLists.txt
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* Vulkan: Fix stencil clears to a specific value. Should help #10150
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* Silence travis gcc version errors.
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-------------------------------------------------------------------
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Fri Nov 17 19:49:33 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20171117:
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* Remove wrong comments
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* GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554, finally!
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* Win32: Improvements to vulkan init error handling
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* Temporarily turn off Vulkan threading on AMD, see issue #10097.
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* Vulkan: Forgot to enable our various depth rounding features.
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* Vulkan: Flush at display list waits. Fixes #10095
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* Minor cleanup, and more terrifying orientation hackery
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* Android: When creating shortcuts, put the file path in data, not in Extras.
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* Fix the "vulkan not found" message on android. Fixes #10034
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* Make remoteiso_subdir and server editable on Android. Fixes #10142. Really need a better mechanism for these fields.
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* Workaround orientation bug in Android when unlocking the screen.
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* Unify RebindFramebuffer, mostly.
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* Vulkan: Fix bug where shader blend texture overwrote normal texture binding. Fixes #10135
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* Update .gitignore for libretro builds.
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* Fix headless to work better in vulkan mode
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* Make test.py python3-compatible, print out command lines better.
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* Vulkan screenshots: Fix R/G swap bug. Thanks unknown.
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* Make sure the device supports transfers from swapchain images when taking screenshots.
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* Windows/Vulkan: implement screenshots. Something is iffy with the red/blue swap though...
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* Vulkan: Dual Src blending strikes again! Disable it on nVidia X1 (Shield TV) due to driver bugs, sigh.
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* Vulkan: Show the preferred depth-stencil format in the feature list.
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* Just more accurate feature flags for Vulkan.
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* Headless: Prevent segfaults with Vulkan.
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* Headless: Fix crash with null GPU.
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* Links from the UI: Change from http:// to https:// wherever possible.
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* Add missing ID for CTTR compat hack.
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* Fix Memory Leak :D
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* spaces->underscores:)
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* Fixes problem switching between non-through triangles and rects. Helps a small part of #6554
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* More duplicate code removal
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* Small changes. Thx [Unknown]
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* Change KernelTimeNow to KernelTimeNowFormatted and return nice timestamp.
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* Requested changes.
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* Blah;p. Buildfix.
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* Fix linux build.
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* Add an option to allow resetting video/audio dump on save/load state.
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* Use gameID and emulated timestamp for Avi/Wav dump filenames.
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* Fix texture conversion.
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* Vulkan: Use optimal alignment for texture uploads. May help stutter in #10105 ?
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* Kill off more unused duplicate code
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* Oops
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* Delete unused duplicate functions
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* Fix annoying little flicker when starting a game.
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* Vulkan shader view (debug): Add a simple textural representation (incomplete) of pipelines
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* Vulkan: Make sure to clear the pipeline key to avoid padding bytes causing us to allocate duplicate pipelines.
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* D3D11: Similarly to the last vulkan commit, don't create lots of dupe vertex input layouts
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* Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats.
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* DevScreens: In shader viewer tabs, show the number of each shader type.
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* Unify Execute_Bezier and Execute_Spline
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* Minor cleanup, fix a comment.
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* Vulkan: Minor validation error fix
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* Nitpicking! Correct minor version for non Nvidia.
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* Win32: Add (debug) to window title in debug builds
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* Fix driver version display on Vulkan. Enable dualsrc blend on newer AMD drivers. Fixes #10109
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* SoftGPU: Oops, fix silly typo.
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* Vulkan: Remove experimental warning.
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* Vulkan: Cut down on asserts during init.
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* TexCache: Add NEON alpha checks for Vulkan.
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* TexCache: Simplify CheckAlpha funcs and SIMD.
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* TexCache: Check alpha before scaling.
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* TexCache: Remove simple 0/1 alpha check.
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* Vulkan: Avoid checking texture alpha after scale.
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* Fix bug where readback buffers would be created too small sometimes. Should help #10098
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* Vulkan: Tweak stencil value from clears.
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* Vulkan: When deriving stencilref from color, don't forget to update the value.
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-------------------------------------------------------------------
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Sun Nov 12 18:31:34 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20171112:
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* UI: Typo fix.
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* Buildfixes for Android
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* Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P
|
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* Vulkan: Speed up and simplify hardware tesselation by using storage buffers.
|
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* hwtess: Shrink Vulkan UV textures
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* Make the interface to hw tess slightly more flexible.
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* Vulkan: Use a device allocator for tesselation data textures. Add comment about better solutions.
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* Vulkan: Support wide lines if available on the GPU.
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* Vulkan readback: Resize the readback buffer dynamically as necessary.
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* SoftGPU: Add a clear mode fast path.
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* Debugger: Prevent clear while stepping.
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* SoftGPU: Thread by width for wide polygons.
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* SoftGPU: Fix crash when stride is 0.
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* Vulkan hw tess: Assorted minor fixes. Works on Mali now.
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* Vulkan hw tess: Use pushbuffers instead of temp images to upload data.
|
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* Vulkan hw tess: Don't reuse the same dynamic texture for multiple draws, not safe.
|
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* Remove unused pointer.
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* Vulkan: Noticed a framebuffer refcount leak, and changed my mind regarding those :) Let's do it this way instead.
|
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* Reduce a ERROR_LOG_REPORT to a warning (vfpu branches in delay slots)
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* SaveState: Avoid clearing shaders in all backends.
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* D3D11: Clear input layouts on shader clear.
|
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* D3D11: Avoid clearing shaders on load state.
|
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* SaveState: Fix use-after-resize iterator.
|
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* Vulkan: Enable the "accurate depth" codepath, using the same formula as D3D9.
|
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* Android: Cleaner way to avoid double-resizing the backbuffer.
|
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* Fix blackscreen when resolution is set to auto. Fixes #10081
|
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* Experimenally disable dual source blending on AMD too for Vulkan, see #10065
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* MotoGP: Compat hack to disable framebuffer readbacks.
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* Buildfix 32-bit
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* Ditch a silly vertex count limit that only makes sense for GLES, so move it there.
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* Fix race condition.
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* Fix a few more device-loss bugs.
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* Avoid double-initializing the Vulkan backbuffer on startup.
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* Logging improvements, avoid resetting the Android text drawer unnecessarily
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* More minor vulkan fixes and cleanups. Don't actually call "Resized" if the size stays the same.
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* Change Android logging ID from "NativeApp" to "PPSSPP"
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* More logging and tweaking
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* Vulkan: Remove duplicate depalShaderCache, fix a number of instances where we didn't use the deleter properly.
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* Keep the draw context up to date in a bunch of places. More logging.
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* Vulkan: Improve init/shutdown logging on Android. Fix a bug where we'd not run InitDeviceObjects on GPU_Vulkan sometimes.
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* Fix some ports
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* Upgrade glslang to a fresh version (used to compile Vulkan shaders). Might help #10065 ?)
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* Ooops
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* Vulkan: Disable dual source blending on Intel GPUs, fixes #10074.
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* Show textual names of Vulkan GPU vendors
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* Improve Vulkan device selection mechanism to prefer discrete GPUs
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* Cleanup gradle output.
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* Cheats: Fix pointer command count offset.
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* Cheats: Clamp pointer command data to avail.
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* Fix 0x6 code types
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* Vulkan: Apply simple workaround for Mali driver bug (see #10070), and minor cleanup.
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* Fix some minor things found by running Sizer on PPSSPP
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* Cheats: Enable for any non-zero number.
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* Disable lwl/lwr on ARM64 JIT again. Seems b9b2656e9313 broke things, see #10020
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* Count readbacks in a frame and show in GPU debug stats.
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* Cheats: Split parsing and execution.
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* Try harder to free up memory from the Android native font rendering system. Might help #10069
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* Vulkan: If acquiring a frame fails (happens sometimes during window resize), skip swapping the frame. Should help #10063
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* Vulkan: Wait for orderly thread stop on resize.
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* Vulkan: Fix deadlock on resize.
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* Vulkan: Some error handling improvement. Might get us a clue for #10065
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* Vulkan: The validation layers don't like zero-size blits.
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* Vulkan: Better way to make sure we bind the backbuffer at some point.
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* Vulkan: Convert depth format on readback.
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* Vulkan: Show textures in GE debugger.
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* Vulkan: Add texture image readback.
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* Vulkan: Fix non-16 bit indexed drawing.
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* Vulkan: Allow clearing the backbuffer to any color.
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* D3D11: Show FBO-as-texture in GE debugger.
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* TexCache: Warning fix.
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* Use W^X on OpenBSD.
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* Don't use "threadsafe events" for Ge stuff.
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* Vulkan: Fix leak in WipeQueue().
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* Turn on multithreaded vulkan
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* Remove/deprecate GPU tick sync
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* Get rid of GPUCommon's "Internal" functions.
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* Delete ProcessEvent and the GPUEvent enum
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* Delete GPUCommon::ScheduleEvent
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* Get rid of a bunch of sync stuff that's no longer needed.
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* Get rid of the sync around curTickEst
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* Delete the mutex in GPUCommon.
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* Vulkan: Fix framebuffer leak.
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* Remove the setting to run the display list interpreter on a separate thread.
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* Vulkan: Correct logicop dirtying.
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* Vulkan multithread: Fix race condition.
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* TexCache: Detect textures in FBO gutters.
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* GPU: Properly Release() FBOs.
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* SaveState: Correct free on error and uncomp format.
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* SaveState: Use malloc to avoid Android OOM crash.
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* Vulkan: Make sure backbuffer is bound for UI.
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* Vulkan: Resignal unexecuted fences on thread stop.
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* Vulkan: Wait for queue idle in DestroyBackbuffers.
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* GPU: Restore initial readback on output.
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* Vulkan: Refcount framebuffer deletes.
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* Vulkan: Account inside frame from push side.
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* Add missing Google Maven repository
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* Buildfix again. Should fix #10046 this time.
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* Unify a little bit of depal code.
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* Vulkan: Fix bug in depal causing Sonic Rivals to be grayscale.
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* Minor depal state dirtying fix
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* Add <cmath> include. Will hopefully help #10046
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* Cleanups and fixes around Vulkan stencil upload. thx unknown
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* Should be bufferWidth here, not width. Thanks unknown.
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* Vulkan: Fix a comment.
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* Vulkan: Allow sync when using threading.
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* Vulkan: Fix out-of-sync frames on threading.
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* Vulkan: Trigger condvar only at frame end.
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* Vulkan: Fix segfault on swapchain fail.
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* Fix issue in framebuffer size calculation when viewport is bogus in through mode. Fixes #10043.
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* Tiny cleanups.
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* Vulkan: Minor fixes.
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* Stop leaking framebuffers on shutdown. Fix other shutdown issues.
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* Minor optimization.
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* Remove some code duplication
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* Vulkan: Implement stencil upload (for Star Ocean).
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-------------------------------------------------------------------
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Wed Nov 01 14:46:49 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~git20171101
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Version: 1.4.2~git20171118
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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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|
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Block a user