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:
Klaus Kämpf 2017-11-24 09:03:20 +00:00 committed by Git OBS Bridge
parent 18bcc25d28
commit 4f85031f62
5 changed files with 203 additions and 5 deletions

View File

@ -1,4 +1,4 @@
<servicedata>
<service name="tar_scm">
<param name="url">https://github.com/hrydgard/ppsspp.git</param>
<param name="changesrevision">41089ca2841d76554599c71dd4eab21f7d2f4a30</param></service></servicedata>
<param name="changesrevision">f428f6f85d26a0aed97926c4d506d5f7d1df8630</param></service></servicedata>

View File

@ -1,3 +0,0 @@
version https://git-lfs.github.com/spec/v1
oid sha256:074fea672bea21f9ede1a42aebbe3fcf25f9074cb88934f3095a5fd2d669eb14
size 159794276

View File

@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:02c222bd424027aa49bef7dacb846ffdec7de4dbcdc503a018b4c6bd9945a373
size 159940900

View File

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

View File

@ -17,7 +17,7 @@
Name: ppsspp
Version: 1.4.2~git20171101
Version: 1.4.2~git20171118
Release: 0
Summary: PlayStation Portable Emulator
License: GPL-2.0+