Scheduled source refresh

OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=258
This commit is contained in:
Duarte Pousa 2020-05-19 09:47:48 +00:00 committed by Git OBS Bridge
parent 1fdf937ca7
commit a74feb3b2b
5 changed files with 206 additions and 5 deletions

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

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Name: ppsspp
Version: 1.9.3~git20200409
Version: 1.9.3~git20200519
Release: 0
Summary: PlayStation Portable Emulator
License: GPL-2.0-or-later