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
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-------------------------------------------------------------------
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Tue Jan 09 00:29:43 UTC 2018 - pousaduarte@gmail.com
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- Update to version 1.5.4~git20180108:
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* irjit: Skip preloading blocks with jump to 0.
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* irjit: For debug, return the best block at addr.
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* irjit: Allow precompiling funcs at start.
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* jit: Add interface to precompile functions.
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-------------------------------------------------------------------
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Fri Jan 05 16:17:02 UTC 2018 - pousaduarte@gmail.com
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- Update to version 1.5.4~git20180105:
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* irjit: Add a safety check for block num overflow.
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* irjit: Enable more debug UI for block selection.
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* irjit: Calculate bloat statistics.
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* Cleanup GetBlockNumberFromStartAddress
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* Fix that weird unordered compare mode, hopefully
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* IR: More fixes. Still something wrong with VFPU compares (not caused by this PR).
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* require iOS 8, add a launch screen
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* On Linux, can't even include nmmintrin without explicitly enabling SSE 4.2 support.
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* IR interpreter: Add some braces to allow variable declaration in the switch cases.
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* Add some more SIMD support to IR interpreter. Mostly just because, but also serves as implementation reference for later code generation backends.
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* IRInterpreter: Fix bugs in floating point truncation functions
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* Fix running the CPU test from the UI.
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* Show IR disassembly in JIT Compare screen
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* IR Interpreter: Add missing break; to switch case IROp::FSign.
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* irjit: Encode downcount directly as a constant.
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* irjit: Embed constant inside IRInst.
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* Minor fix for previous commit.
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* irjit: Fix swr typo.
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* VertexDecoderCommon: A few more cases.
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* IR Interpreter: Add a comment, minor cleanup, minor SSE stuff.
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* VertexDecoderCommon: Avoid reading the destination during vertex decode, might be some kind of memory that's not good to read from...
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* Module: Avoid scanning stubs if possible.
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* Module: Scan modules with no sections at all.
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* Module: Correct detection of executable sections.
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* UI: Fade in loading much slower to avoid flicker.
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* UI: Actually offset text shadow.
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* UI: Show PIC1 while loading.
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* Core: Asynchronously load the main ELF.
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* irjit: Properly account for delay slots in size.
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* iOS: ViewController cleanups - delete unused code and properties
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* iOS: call PROFILE_INIT so we don't crash with USE_PROFILER
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* iOS: Nix iosCanUseJit and targetIsJailbroken. Move NativeInit call to main so it can take cmd line args.
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* 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.
|
||||
|
||||
-------------------------------------------------------------------
|
||||
Tue Dec 05 18:26:05 UTC 2017 - pousaduarte@gmail.com
|
||||
|
||||
- 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.
|
||||
|
||||
-------------------------------------------------------------------
|
||||
Fri Dec 01 09:47:28 UTC 2017 - pousaduarte@gmail.com
|
||||
|
||||
- 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.
|
||||
|
||||
-------------------------------------------------------------------
|
||||
Thu Nov 30 10:42:23 UTC 2017 - pousaduarte@gmail.com
|
||||
|
||||
- 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
|
||||
|
||||
-------------------------------------------------------------------
|
||||
Tue Nov 28 19:09:54 UTC 2017 - pousaduarte@gmail.com
|
||||
|
||||
- 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.
|
||||
|
||||
-------------------------------------------------------------------
|
||||
Sat Nov 18 20:08:27 UTC 2017 - pousaduarte@gmail.com
|
||||
|
||||
|
33
ppsspp.spec
33
ppsspp.spec
@ -17,7 +17,7 @@
|
||||
|
||||
|
||||
Name: ppsspp
|
||||
Version: 1.4.2~git20171118
|
||||
Version: 1.5.4~git20180108
|
||||
Release: 0
|
||||
Summary: PlayStation Portable Emulator
|
||||
License: GPL-2.0+
|
||||
@ -26,17 +26,19 @@ Url: http://www.ppsspp.org
|
||||
Source: %{name}-%{version}.tar.xz
|
||||
|
||||
BuildRequires: gcc-c++
|
||||
BuildRequires: cmake >= 3.3.2
|
||||
BuildRequires: cmake >= 3.6
|
||||
BuildRequires: Mesa-devel
|
||||
BuildRequires: libzip-devel
|
||||
BuildRequires: snappy-devel
|
||||
BuildRequires: unzip
|
||||
BuildRequires: fdupes
|
||||
BuildRequires: pkgconfig(gl)
|
||||
BuildRequires: pkgconfig(vulkan)
|
||||
BuildRequires: pkgconfig(glew)
|
||||
BuildRequires: pkgconfig(sdl2)
|
||||
BuildRequires: pkgconfig(zlib)
|
||||
BuildRequires: pkgconfig(libpng)
|
||||
BuildRequires: wayland-devel
|
||||
|
||||
#Qt deps:
|
||||
BuildRequires: pkgconfig(Qt5Core)
|
||||
@ -80,7 +82,7 @@ Required assets for PPSSPP GUI
|
||||
%prep
|
||||
%setup -q
|
||||
|
||||
sed -i 's|cmake_minimum_required(VERSION 3.6)|cmake_minimum_required(VERSION 3.3.2)|g' CMakeLists.txt
|
||||
sed -i -e 's|png17|png16|g' CMakeLists.txt
|
||||
|
||||
echo "// This is a generated file.
|
||||
|
||||
@ -92,7 +94,9 @@ const char *PPSSPP_GIT_VERSION = \"%{version}\";
|
||||
|
||||
%build
|
||||
#Restore -DUSE_SYSTEM_FFMPEG="ON" \ once ffmpeg bug is fixed upstream
|
||||
mkdir build-qt
|
||||
|
||||
mkdir build-qt build
|
||||
|
||||
cd build-qt
|
||||
cmake .. \
|
||||
-DUSE_FFMPEG="ON" \
|
||||
@ -100,19 +104,20 @@ cmake .. \
|
||||
-DCMAKE_C_FLAGS="%optflags" \
|
||||
-DCMAKE_CXX_FLAGS="%optflags" \
|
||||
-DCMAKE_BUILD_TYPE="Release|RelWithDebugInfo" \
|
||||
-DCMAKE_SKIP_RPATH="YES"
|
||||
-DCMAKE_SKIP_RPATH="YES" \
|
||||
-Wno-dev
|
||||
%make_jobs
|
||||
|
||||
mkdir ../build
|
||||
cd ../build
|
||||
|
||||
cmake .. \
|
||||
-DUSE_FFMPEG="ON" \
|
||||
-DCMAKE_C_FLAGS="%optflags" \
|
||||
-DCMAKE_CXX_FLAGS="%optflags" \
|
||||
-DCMAKE_BUILD_TYPE="Release|RelWithDebugInfo" \
|
||||
-DCMAKE_SKIP_RPATH="YES"
|
||||
%make_jobs
|
||||
-DCMAKE_SKIP_RPATH="YES" \
|
||||
-Wno-dev
|
||||
|
||||
#%%make_jobs
|
||||
|
||||
%install
|
||||
mkdir -p %{buildroot}%{_bindir}
|
||||
@ -135,7 +140,10 @@ EOF
|
||||
#install files
|
||||
|
||||
install -m 755 -D build-qt/PPSSPPQt %{buildroot}%{_libexecdir}/%{name}/%{name}-qt
|
||||
install -m 755 -D build/PPSSPPSDL %{buildroot}%{_libexecdir}/%{name}/%{name}
|
||||
ln %{buildroot}%{_libexecdir}/%{name}/%{name}-qt %{buildroot}%{_libexecdir}/%{name}/%{name}
|
||||
|
||||
#Failing sdl2 build
|
||||
#install -m 755 -D build/PPSSPPSDL %%{buildroot}%%{_libexecdir}/%%{name}/%%{name}
|
||||
|
||||
mv assets %{buildroot}%{_libexecdir}/%{name}/
|
||||
mkdir -p %{buildroot}%{_datadir}/pixmaps
|
||||
@ -164,13 +172,8 @@ install -m 444 -D icons/icon.svg %{buildroot}%{_datadir}/pixmaps/%{name}.svg
|
||||
|
||||
%files common
|
||||
%defattr(-,root,root)
|
||||
#Fix SLE_12_SP2 and LEAP 42.1 builds
|
||||
%if 0%{?sle_version} <= 120200 && 0%{?suse_version} <= 1320
|
||||
%doc README.md LICENSE.TXT
|
||||
%else
|
||||
%doc README.md
|
||||
%license LICENSE.TXT
|
||||
%endif
|
||||
%{_libexecdir}/%{name}/assets
|
||||
%{_datadir}/pixmaps/%{name}.svg
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user