Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=258
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ppsspp.changes
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ppsspp.changes
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-------------------------------------------------------------------
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Tue May 19 09:13:42 UTC 2020 - pousaduarte@gmail.com
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- Update to version 1.9.3~git20200519:
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* Vulkan: Fix leak and remove extra allocator.
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* Vulkan: Create FB compatible pipelines in Draw.
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* Vulkan: Expand logging of render steps a bit.
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* D3D9: Avoid clearing color on stencil upload.
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* GPU: Avoid unnecessary clear on stencil upload.
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* Revert "Experimental commit that effectively reverts the Vulkan part of #12882."
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* Experimental commit that effectively reverts the Vulkan part of #12882.
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* Fix the Windows 32-bit build.
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* Track scissors like we track viewports (bugfix?).
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* Show "debug build" on the splash screen, in debug builds.
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* Vulkan: Switch the framebuffer-rebind-to-clear on reformat to, well, a normal clear instead.
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* Vulkan: Verify scissor as well.
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* Vulkan: Add asserts to catch no viewport render.
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* UI: Take reporting screenshot at frame end.
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* Vulkan validation: Switch to the new Khronos validation layer shipping with recent SDKs.
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* Vulkan: Stop merge at clear/touched read only.
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* Vulkan: Make merge pass a bit easier to read.
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* GLES: Fix invalidation of backbuffer.
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* Vulkan: Generalize dependency tracking.
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* GLES: Add dependency tracking for render passes.
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* GPU: Centralize framebuffer download.
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* Buildfix
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* Remove the Audio Resampling setting (now always on). Having it off is not useful because it'll never sync up perfectly over time.
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* Revert the loop check in StereoResampler, new one could accidentally keep looping when underrun severely (like if emulation stopped).
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* Add more debug info in scePsmfPlayerStart
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* Make the IsValidPBP DISC_ID check a bit more lenient. Fixes an issue where some homebrew would no longer show in the list.
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* Fix homebrew store button to work even after changing grid layouts (it lost its click handler)
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* Fix a crash bug in homebrew store
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* Remove our custom atomics code entirely.
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* Convert atomic code in core and ConsoleListener to use C++ atomics
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* Reduce the SDL audio buffer size, 2048 is a bit excessive. Port the changes to the Qt SDL code.
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* StereoResampler: Make sure the target buffer size is large enough, taking SYSPROP_AUDIO_FRAMES_PER_BUFFER into account.
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* Rename things to make more sense.
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* StereoResampler: Use C++ atomics
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* Add some vaguely interesting stats
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* SDL: If we get an audio device with a different freq than 44100, that's actually OK.
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* arm64jit: Track writable and non-writable pointers.
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* Mp4: Cleanup some parameters.
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* cmake: Fix rpi4 build on newer gcc.
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* GPU: Fix an overflow loading old save states.
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* GLES: Specify buffer type just to be safe.
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* arm64jit: Minor cleanup.
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* GPU: Allow each shader in chain to have settings.
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* UI: Translate shader setting names.
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* GPU: Keep last output size in chained postshaders.
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* GPU: Prevent infinite loops in postshader chains.
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* GPU: Force nearest only for the upscaling filter.
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* GPU: Move calculating render res to presentation.
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* GPU: Allow postshaders to have parents.
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* GPU: Update postshader uniforms for each.
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* GPU: Process all postshader pipelines.
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* GPU: Cleanup a comment, we use shorts now.
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* GPU: Move things around to be per postshader.
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* Simplify how to get the debug stats from StereoResampler
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* Fix comment
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* Qt fix
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* Only show frames per buffer if the number is available through sysinfo
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* Oops, need to pass an (invalid) slot number in headless too.
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* SDL: Show the actually used sample rate in system info.
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* oop
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* Fix "Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256"
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* Display the savestate slot number when saving and loading state through shortcuts.
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* Very minor optimization in PresentationCommon (don't upload the indices every frame).
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* Fix per game setting and pack setting in vec4
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* Use map for settings
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* Post shader setting uniform
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* Thin3D: use 16-bit indices. Fixes #12898.
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* GPU: Oops, don't skip copy if stride different.
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* Fix DarkStalkers after the just-merged refactoring.
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* Draw: Small optimization to callback.
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* Libretro: Add libpng17 to include flags.
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* GPU: Take A off RGB565 conversion funcs.
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* GPU: Use texclamp for postshader/present draw.
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* GPU: Centralize DestroyAllFBOs().
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* GPU: Cleanup presentation flipping a bit.
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* D3D11: Allow pixel shader uniforms in Draw.
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* GPU: Cleanup skip buffer texture draws.
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* GPU: Simplify direct render when skipping buffers.
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* softgpu: Fix postshader on 5551.
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* D3D9: Attempt PS/VS 3.0 if it doesn't work with 2.
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* GPU: Use postshader for direct VRAM draws again.
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* GPU: Use a texture directly for MakePixelTexture.
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* softgpu: Avoid RB swizzle when using a postshader.
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* Vulkan: Allow frag shader UBO reads.
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* Vulkan: Correct missing offsets in Draw.
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* Vulkan: Correct postshader sampler binding.
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* Draw: Actually use the index offset parameter.
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* softgpu: Enable postshader support.
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* GLES: Fix reuse of vertex data buffer.
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* GPU: Cleanup leftover postshader stuff.
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* UI: Allow postshaders on D3D9.
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* GPU: Move post shader handling to new class.
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* D3D9: Enable postprocessing of post shaders.
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* Draw: Enable backwards compat on D3D11 shaders.
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* Draw: Add more uniform types.
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* Draw: Allow specifying a tag on shaders.
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* GPU: Move a bit more to new display approach.
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* softgpu: Allow display rotation.
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* softgpu: Allow configuring Google Cardboard.
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* GPU: Move cardboard/etc. to PresentationCommon.
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* Vulkan: Fix Draw usage of framebuffers.
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* GPU: Split FramebufferCommon into two classes.
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* softgpu: Fix texture overlap.
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* GPU: Handle buffer overhead in postshader uniforms.
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* Android: Oops, fix start with space in filename.
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* Global: Add some defs for MSVC highlighting.
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* Temporarily disable YuGiOh save fix (experiment in issue #7914)
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* Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256
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* D3D11: Better set current texture to null first, otherwise we can run into another issue.
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* Fix a comment
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* D3D11: Fix a bind ordering issue in depal (only a problem with debug layer enabled)
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* ColorConv: Fix a few conversions that missed the lower bits of each component.
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* Vulkan: Don't merge render passes where the second one begins with a clear.
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* Android: Avoid multiple resizes in a row.
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* UI: Add more options to touch test screen.
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* UI: Return to game settings after restart.
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* Windows: Fix GL reinit on backend switch.
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* Android: Move a bit more size handling.
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* Android: Reassert sustained perf when going ingame.
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* Android: Refactor size maintenance to own class.
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* GPU: Minor lighting cleanup in software transform.
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* GPU: Split up software transform into phases.
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* Windows: Add safety checks to WASAPI code.
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* GLES: Add safety handling for offset depal.
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* GPU: Calc framebuf offset with right params.
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* GPU: Avoid a texture offset change in sw transform.
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* GLES: Simplify the framebuf offset detection.
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* Vulkan: Framebuffer manager: Use an allocator for "MakePixelTexture" images.
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* compat.ini: Turn on ForceUMDDelay for Innocent Life. See issue #2830.
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* iOS/macOS : set bundle version
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* iOS : File association
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* compat.ini: Set ForceMax60FPS for Super Monkey Ball Adventures. See #7674.
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* Make PPSSPP visible in OUYA launcher
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* Fix: touchscreen evens on upcomming SDL2 versions which includes the same functionality but inside the library
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* And another mumbo jumbo game (#12857)
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* Enable ForceMax60FPS for games published by MumboJumbo. See issue #12857
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* Vulkan: Discard negative width/height framebuffer blits. Will likely help #12531.
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* Address additional feedback from Unknown, finally
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* Assorted fixes (build and crash)
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* Use PPSSPP's kernel interface to retrieve Heap objects
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* Address Unknown's feedback
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* Change to info log
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* Attempt to make save status
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* Fix crash in sceKernelDeleteHeap
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* Attempt to build fix non-windows
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* remove comment
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* Try to Implement SysMemForKernel
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* Move SysMemForKernel to sceKernelMemory
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* oop
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* Wrap some SysMemForKernel's nids
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* Update <Share> dialog on Android 10
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* iOS Share PPSSPP
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* Travis: Handle new package versions better.
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* PPGe: Remove half-pixel offset.
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* http: Fix thread join on enable/disable.
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* "Unify" the credits screen. Fixes #12844.
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* Android: Don't cache env in text drawer.
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* Update gradle again
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* GLES: Disable range culling on old Tegras, they seem to misbehave (see issue #12838).
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* update VS projects
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* D3D11: Always use accurate depth.
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* Windows: Send resize when adjusting render mode.
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* Add "Switch UMD" menu point to Linux version
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* Improve code readability
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* Implement PPSSPP specific cheats:
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* Update more Linux version menu points to correspond to Windows ones
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* Remove leftovers
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* Add "Record" menu group to Linux version
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* TextureReplacer: Generate a default value in the ini files for ignoreMipmap.
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* Add "Enable chat" menu point to Linux version
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* Auto rotate over a square
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* Fixes (stage 3)
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* Update TextureReplacer.h
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* Update TextureReplacer.cpp
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* Fixes (stage 2)
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* #8714 Unified resolution scaling for all platforms.
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* Add option to prevent Mipmaps from being dumped
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* Fixes (stage 1)
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* Turn on [ForceMax60FPS] for "Fat Princess: Fistful of Cake". Benefits loading times etc.
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* Update "File" menu to match Windows version
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* Update "Emulation" menu to match Windows version
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* Update "Debug" menu to match Windows version
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* Update "Options" menu to match Windows version
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* Update "Help" menu to match Windows version
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* UI: Respect insets with on-device debug stats.
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* GE Debugger: Prevent crash when stopping execution.
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* GLES: Update shader uniforms after apply state.
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* Cheats: Fix use in homebrew on start.
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* Cheats: Cleanup global usage.
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* UI: Cleanup old specialized checkbox.
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* UI: Monitor cheat file changes on cheat editor.
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* UI: Update cheat file more safely.
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* UI: Use standard back and checkbox in cheats UI.
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* UI: Prevent changing memstick path in game.
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* u8_clamp clean up
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* Squash commit
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-------------------------------------------------------------------
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Thu Apr 09 17:23:54 UTC 2020 - pousaduarte@gmail.com
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@ -17,7 +17,7 @@
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Name: ppsspp
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Version: 1.9.3~git20200409
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Version: 1.9.3~git20200519
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Release: 0
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Summary: PlayStation Portable Emulator
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License: GPL-2.0-or-later
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