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
This commit is contained in:
Klaus Kämpf 2018-01-24 09:18:56 +00:00 committed by Git OBS Bridge
parent 4f85031f62
commit 962c957af4
5 changed files with 505 additions and 19 deletions

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-------------------------------------------------------------------
Tue Jan 09 00:29:43 UTC 2018 - pousaduarte@gmail.com
- 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.
-------------------------------------------------------------------
Fri Jan 05 16:17:02 UTC 2018 - pousaduarte@gmail.com
- 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.
-------------------------------------------------------------------
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

View File

@ -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