Accepting request 579959 from home:xenonpk

- Update to version 1.5.4~git20180225:
  * Buildfixes
  * Separate T3DCreate* into its own header to avoid including Windows.h etc in some cases.
- Update to version 1.5.4~git20180224:
  * Vulkan: Need to count allocated descsets per frame separately from the map, since tess isn't even in-frame cached.
  * Vulkan: Dynamically grow descriptor pools as needed. Should help #10641 and similar issues.
  * GLES: Fix texture scaling.
- Update to version 1.5.4~git20180222:
  * iOS: fix hang on exit
- Update to version 1.5.4~git20180219:
  * Qt: Remove old texture debug API.
  * GLES: Fix unpack misalignment, Qt debugger freeing.
  * GLES: Properly free when upscaling textures.
- Update to version 1.5.4~git20180218:
  * TexCache: Decimate aggressively with many variants.
  * TexCache: Decimate CLUT variants more often.
- Update to version 1.5.4~git20180213:
  * Fix issue with Vulkan task switching and resolution changes on Android.
- Update to version 1.5.4~git20180212:
  * Postprocessing: Fix bug where scissor cut off the image if render resolution > display resolution
  * GL: Need to recompile postshaders on Resized() (which is a bit of a misnomer)
  * Oops, didn't mean to update the submodules backwards (remains from a bisect)
  * Whitelist mapbuffer usage to NVIDIA only (should maybe add Qualcomm too), it's murder on Mali
  * GLES: Fix shutdown while stepping.
  * GLES: iOS buildfix.
  * GLES: Android buildfix.
  * GLES: Use buffer storage and explicit flush.
  * GLES: Free localMemory later.
  * GLES: Use buffer range mapping where appropriate.
  * GLES: Use mapped device memory when possible.
  * Cheats: Fix a debug assertion.
  * iOS: Attempt to fix shutdown race condition.
  * GLES: Prevent race condition on shutdown.
  * GLES: Wait for queue idle properly.
- Update to version 1.5.4~git20180211:
  * GLES: Use aligned memory for textures.
  * Global: Fix some type comparison/shadow warnings.
  * Tiny change to work around internal compiler error (!) in 32-bit builds with latest MSVC update
  * GLES: Prevent crash on screenshot without buffers.
  * Windows: Allow GL thread on graphics restart.
  * Windows: Prevent shutdown lag for non-GL.
  * SDL: Apply shutdown race condition fix.
  * Android: Fix race condition on shutdown.
  * Windows: Trigger StopThread() on shutdown.
  * GL: Fix clearing alpha on stencil uploads.
  * SDL: Fix issue with vulkan-to-opengl fallback
  * Windows: Consistently shutdown the main thread after exiting the message loop.
  * Improve assert messages in VulkanRenderManager (minor)
  * For some reason we use DrawActiveTexture in the GL stencil stuff, don't want to disable stencil unconditionally..
  * Fix another way the scissor test could accidentally get disabled
  * Remove the confusing "DisableState" across the codebase
  * GL: Set a plain render state in DrawActiveTexture, without relying on the caller having called DisableState
  * Add a simple spinner to the game load screen to not look frozen.
  * Minor Qt cleanup, force OpenGL since we don't yet support Vulkan in Qt
  * Buildfix
  * gl-render-manager: Oops, fix scissor tests after clears
  * Avoid causing a gl error on startup on core contexts.
  * Another go at the deleter problem. Still not feeling 100% good about how this works.. but it does seem to work fine.
  * Get rid of an unused codepath (gl rendering is now always threaded)
  * GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583
  * GLES: Fix minor memory leak
  * Qt: Fix emuthread management to exit cleanly without hanging
  * Cleanup the Windows thread stuff to work like the other platforms. Not quite perfect yet.
  * Android: Fix emuthread management to exit cleanly without hanging. Helps with task switching on Android.
  * SDL: Fix emuthread management to exit cleanly without hanging.
  * Add an option to use the system libzip, to please grumpy package maintainers.
  * Always use the bundled libzip to avoid compatibility issues. Should fix #10575
  * Noticed that the UWP build has been broken for some time, fix it.
  * Fix another Qt memory leak
  * Qt: Prevent some race conditions on shutdown by deleting emugl.
  * Fix further memory leaks
  * Move SDLGLGraphicsContext.h to the correct location. Minor cleanup
  * Minor cleanups
  * Split the SDL graphics contexts into their own files.
  * SDL: NativeInitGraphics/NativeShutdownGraphics should run on the emu thread.
  * Qt: Some cleanup and fixes. Still not working correctly with gl-render-manager.
  * Temporarily disable symbols on Qt, crashes strangely.
  * Warning fixes
  * Fix some memory leaks
  * Revert "Simpler way to deal with the GL deleter"
  * gl-render-manager: Use properly scaled scissor rectangle, oops. Fixes higher resolutions.
  * gl-render-manager: Fix postprocessing shaders. Fixes #10566. Live switching is broken though for some reason.
  * gl-render-manager: Support scissored clears, as used by the GL backend.  Fixes GT.
  * b.sh: Add a build option for address sanitizer. When enabled, we turn on some compatibility options to make it work right.
- Update to version 1.5.4~git20180131:
  * Rough fix for threaded GL for Qt.
  * Simpler way to deal with the GL deleter
  * Minor: Make the Vulkan allocator debug visualizer slightly better looking by adding a border.
  * Buildfixes
  * Avoid linking error on MacOSX.
  * Include order fix. Darn X11 headers.
  * Debug visualization for the Vulkan memory allocator. Shows some interesting behaviour.
  * Fix readback color conversion
  * Fix some accidental extra-indentation
  * Don't crash on missing readback formats.
  * Enough JNI/threading hackery to get it to run on Android! Broken readbacks make it crash alot though.
  * Work towards threaded GL on Android. Now TextDrawer barfs on wrong JNI context.
  * another whitespace fix
  * one more whitespace fix
  * whitespace cleanup
  * disable the iOS thread before shutting down
  * use GLRenderManager on iOS
  * SDL: Oops, only start the emu thread for GLES.
  * Core: Set thread names when possible.
  * GLES: Fix segfault on GL 2.x.
  * SDL: Allow running GL on thread.
  * GLES: Handle glGetString() on GL thread.
  * GPU: Fix shader blending recopying.
  * GLES: Correct shader blending.
  * GLES: Run ThreadFrame until frame complete.
  * GLES: Fix race crash on shutdown.
  * GLES: Reintroduce out of memory checks.
  * GLES: Re-enable texture scaling.
  * GLES: Add TODO note for shader blend texture.
  * GLES: Use linear for high-res FBO tex copies.
  * GLES: Report errors for link failures.
  * GLES: Keep the GLRShader desc around.
  * GLES: Avoid using failed depal shaders if possible.
  * D3D11: Remove potentially misleading rebind func.
  * GLES: Skip blend reset after stencil upload.
  * GLES: Reset blend state on clear.
  * Reintroduce check for GE_LOGIC_COPY
  * ES2 buildfix - glGetTexImage is not available
  * gl-render-manager: Fix updating sampler modes when texturing from framebuffer
  * gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit.
  * GLES: Avoid a shutdown race condition.
  * Debugger: Fix texture preview in GLES.
  * GLES: Actually stop the thread on shutdown.
  * Vulkan: Fix alpha clear on stencil upload.
  * GLES: Consistently reset state on new steps.
  * GLES: Fix intra-buffer block transfers.
  * gl-render-manager: Implement logic ops
  * GLES: Accept a color mask for clears.
  * GLES: Prevent writing to gutter in readback.
  * Vulkan: Correct zero stencil upload fast path.
  * Vulkan: Fix stencil-only clear for stencil upload.
  * GLES: Document stencil clearing bug.
  * GLES: Move stencil upload state into render pass.
  * GLES: Ensure stencil upload clear in render pass.
  * GLES: Bind texture on MakePixelTexture().
  * More work on shutdown, still hanging though.
  * Fix for deletes, add some debugging stuff
  * gl-render-manager: Now threaded mode seems to work fine (and fast!). Shutdown doesn't, though, and there are stability issues.
  * OpenGL: Now run GL on a secondary thread. Sync issues remain.
  * Fix use-after-free in shader error reporting
  * TODOs and indentations
  * StencilBufferGLES: Move SetNoBlendAndMask to the right places.
  * Fix goof with the stencil buffer drawing
  * GL render manager: Improve shader error reporting.
  * Minor fixes, indentation and comments
  * Vulkan: Use push_back instead of resize(+1)
  * Truncate the '\n' from GL debug strings before logging them.
  * iOS buildfix
  * Move GL sampler state tracking into GLRenderManager/QueueRunner.
  * More state dirtying, a comment
  * Fix terrible drawing glitches when we do sync readbacks.
  * Assorted cleanup
  * Rip out async readbacks from FramebufferManagerGLES. They should be implemented in GLQueueRunner, differently.
  * Remove the old CPU threading remains, start redesigning interfaces.
  * GL render manager: Simple implementation of synchronous framebuffer readbacks.
  * Remove viewport flipping where it's not needed
  * GL render manager: Add some more dirty tracking.
  * GL render manager: Merge BindInputLayout into BindVertexBuffer.
  * Fix bug, works on Android now. Don't reuse textures.
  * Run the depal stuff, seems a bit broken. Add some state filtering.
  * Scissor fix
  * Fix showing savestate screenshots (needed mips)
  * Make sure we set GL_TEXTURE_MAX_LEVEL somewhere.
  * Fix some texture memory bugs (yeah need to make copies..)
  * gl-render-manager: Need to actually bind newly created textures.
  * GL render manager: Various fixes and cleanup including a buffered rendering fix, rect primitive fix
  * Start moving the framebuffer stuff over to the render manager
  * Fix more gl-render-manager problems
  * Kill off the GL state cache
  * Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes.
  * Initial texture work. Bugfix indexed drawing
  * More GLRenderManager
  * Start messing with the draw engine...
  * Finish the shader manager (almost)
  * PushBuffer added. Thin3d works now on top of GLRenderManager, except framebuffers.
  * Fix clears and textures. Things still broken due to memory overwrites.
  * First garbage graphics output!
  * Even more gl-render-manager
  * More gl-render-manager
  * More work on gl-render-manager
  * Begin implementing GLQueueRunner and GLRenderManager
  * Additional header cleanup
  * Split Android graphics context implementations into their own files.
  * Windows: Fix loading files with a long path.
  * Revert "EditorConfig: Workaround MSVC2017 bug."
  * Windows: Use sufficient buffer for config file paths.
  * Windows: Fix a small memory leak.
  * Experimenally try a new gamecontrollerdb.txt line for 360 wireless receiver on linux. See #10181
  * Allow up to 10x window size on Windows.
  * Windows: Fix extracting UMD block data.
  * Add taptic feedback on virtual buttons
  * Don't prevent use of make's long options
  * Update Inno installer
  * Check for Vulkan Xlib/Wayland surface support before enabling
  * Update lang submodule
  * IR: This optimization is safe when all three regs are consecutive, so avoid disabling it unnecessarily.
  * Minor cleanup
  * Use more accurate words
  * irjit: Remove Comp_ITypeMemLR.
  * Use more specific words when applicable
  * GPU: Improve some bezier logging.
  * irjit: Improve multiple lwr in a row.
  * irjit: Swap moves when it may allow clobbering.
  * irjit: Convert lwr and friends to easier code.
  * irjit: Combine lwl/lwr and swl/swr, like before.
  * irjit: Handle Left/Right ops in passes.
  * irjit: Add dedicated ops for lwl/swl and friends.
  * irjit: Optimize out temp lhs copies.

OBS-URL: https://build.opensuse.org/request/show/579959
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=21
This commit is contained in:
Marcus Meissner 2018-02-26 14:05:07 +00:00 committed by Git OBS Bridge
parent 962c957af4
commit bb570e99f5
5 changed files with 254 additions and 5 deletions

View File

@ -1,4 +1,4 @@
<servicedata>
<service name="tar_scm">
<param name="url">https://github.com/hrydgard/ppsspp.git</param>
<param name="changesrevision">62242601ef28afee1eb489e6ca8725dc03cdc142</param></service></servicedata>
<param name="changesrevision">4b4a2a4096cc342723b46f37b3ae5eae96fea7d9</param></service></servicedata>

View File

@ -1,3 +0,0 @@
version https://git-lfs.github.com/spec/v1
oid sha256:4f112f2c5edf5e2571911480d758e70bc553db8bd3c0e7ef748fc4f64624475d
size 160014764

View File

@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:bd9a773970da2d07161cdf86cc003f33aa99a1a346d62fb5440e3f7208e379c7
size 160017296

View File

@ -1,3 +1,252 @@
-------------------------------------------------------------------
Sun Feb 25 15:31:07 UTC 2018 - opensuse-packaging@opensuse.org
- Update to version 1.5.4~git20180225:
* Buildfixes
* Separate T3DCreate* into its own header to avoid including Windows.h etc in some cases.
-------------------------------------------------------------------
Sat Feb 24 22:51:09 UTC 2018 - opensuse-packaging@opensuse.org
- Update to version 1.5.4~git20180224:
* Vulkan: Need to count allocated descsets per frame separately from the map, since tess isn't even in-frame cached.
* Vulkan: Dynamically grow descriptor pools as needed. Should help #10641 and similar issues.
* GLES: Fix texture scaling.
-------------------------------------------------------------------
Thu Feb 22 18:27:47 UTC 2018 - opensuse-packaging@opensuse.org
- Update to version 1.5.4~git20180222:
* iOS: fix hang on exit
-------------------------------------------------------------------
Tue Feb 20 11:58:27 UTC 2018 - opensuse-packaging@opensuse.org
- Update to version 1.5.4~git20180219:
* Qt: Remove old texture debug API.
* GLES: Fix unpack misalignment, Qt debugger freeing.
* GLES: Properly free when upscaling textures.
-------------------------------------------------------------------
Sun Feb 18 23:11:41 UTC 2018 - opensuse-packaging@opensuse.org
- Update to version 1.5.4~git20180218:
* TexCache: Decimate aggressively with many variants.
* TexCache: Decimate CLUT variants more often.
-------------------------------------------------------------------
Tue Feb 13 13:22:57 UTC 2018 - opensuse-packaging@opensuse.org
- Update to version 1.5.4~git20180213:
* Fix issue with Vulkan task switching and resolution changes on Android.
-------------------------------------------------------------------
Mon Feb 12 21:40:06 UTC 2018 - opensuse-packaging@opensuse.org
- Update to version 1.5.4~git20180212:
* Postprocessing: Fix bug where scissor cut off the image if render resolution > display resolution
* GL: Need to recompile postshaders on Resized() (which is a bit of a misnomer)
* Oops, didn't mean to update the submodules backwards (remains from a bisect)
* Whitelist mapbuffer usage to NVIDIA only (should maybe add Qualcomm too), it's murder on Mali
* GLES: Fix shutdown while stepping.
* GLES: iOS buildfix.
* GLES: Android buildfix.
* GLES: Use buffer storage and explicit flush.
* GLES: Free localMemory later.
* GLES: Use buffer range mapping where appropriate.
* GLES: Use mapped device memory when possible.
* Cheats: Fix a debug assertion.
* iOS: Attempt to fix shutdown race condition.
* GLES: Prevent race condition on shutdown.
* GLES: Wait for queue idle properly.
-------------------------------------------------------------------
Sun Feb 11 18:13:30 UTC 2018 - opensuse-packaging@opensuse.org
- Update to version 1.5.4~git20180211:
* GLES: Use aligned memory for textures.
* Global: Fix some type comparison/shadow warnings.
* Tiny change to work around internal compiler error (!) in 32-bit builds with latest MSVC update
* GLES: Prevent crash on screenshot without buffers.
* Windows: Allow GL thread on graphics restart.
* Windows: Prevent shutdown lag for non-GL.
* SDL: Apply shutdown race condition fix.
* Android: Fix race condition on shutdown.
* Windows: Trigger StopThread() on shutdown.
* GL: Fix clearing alpha on stencil uploads.
* SDL: Fix issue with vulkan-to-opengl fallback
* Windows: Consistently shutdown the main thread after exiting the message loop.
* Improve assert messages in VulkanRenderManager (minor)
* For some reason we use DrawActiveTexture in the GL stencil stuff, don't want to disable stencil unconditionally..
* Fix another way the scissor test could accidentally get disabled
* Remove the confusing "DisableState" across the codebase
* GL: Set a plain render state in DrawActiveTexture, without relying on the caller having called DisableState
* Add a simple spinner to the game load screen to not look frozen.
* Minor Qt cleanup, force OpenGL since we don't yet support Vulkan in Qt
* Buildfix
* gl-render-manager: Oops, fix scissor tests after clears
* Avoid causing a gl error on startup on core contexts.
* Another go at the deleter problem. Still not feeling 100% good about how this works.. but it does seem to work fine.
* Get rid of an unused codepath (gl rendering is now always threaded)
* GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583
* GLES: Fix minor memory leak
* Qt: Fix emuthread management to exit cleanly without hanging
* Cleanup the Windows thread stuff to work like the other platforms. Not quite perfect yet.
* Android: Fix emuthread management to exit cleanly without hanging. Helps with task switching on Android.
* SDL: Fix emuthread management to exit cleanly without hanging.
* Add an option to use the system libzip, to please grumpy package maintainers.
* Always use the bundled libzip to avoid compatibility issues. Should fix #10575
* Noticed that the UWP build has been broken for some time, fix it.
* Fix another Qt memory leak
* Qt: Prevent some race conditions on shutdown by deleting emugl.
* Fix further memory leaks
* Move SDLGLGraphicsContext.h to the correct location. Minor cleanup
* Minor cleanups
* Split the SDL graphics contexts into their own files.
* SDL: NativeInitGraphics/NativeShutdownGraphics should run on the emu thread.
* Qt: Some cleanup and fixes. Still not working correctly with gl-render-manager.
* Temporarily disable symbols on Qt, crashes strangely.
* Warning fixes
* Fix some memory leaks
* Revert "Simpler way to deal with the GL deleter"
* gl-render-manager: Use properly scaled scissor rectangle, oops. Fixes higher resolutions.
* gl-render-manager: Fix postprocessing shaders. Fixes #10566. Live switching is broken though for some reason.
* gl-render-manager: Support scissored clears, as used by the GL backend. Fixes GT.
* b.sh: Add a build option for address sanitizer. When enabled, we turn on some compatibility options to make it work right.
-------------------------------------------------------------------
Wed Jan 31 13:03:51 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180131:
* Rough fix for threaded GL for Qt.
* Simpler way to deal with the GL deleter
* Minor: Make the Vulkan allocator debug visualizer slightly better looking by adding a border.
* Buildfixes
* Avoid linking error on MacOSX.
* Include order fix. Darn X11 headers.
* Debug visualization for the Vulkan memory allocator. Shows some interesting behaviour.
* Fix readback color conversion
* Fix some accidental extra-indentation
* Don't crash on missing readback formats.
* Enough JNI/threading hackery to get it to run on Android! Broken readbacks make it crash alot though.
* Work towards threaded GL on Android. Now TextDrawer barfs on wrong JNI context.
* another whitespace fix
* one more whitespace fix
* whitespace cleanup
* disable the iOS thread before shutting down
* use GLRenderManager on iOS
* SDL: Oops, only start the emu thread for GLES.
* Core: Set thread names when possible.
* GLES: Fix segfault on GL 2.x.
* SDL: Allow running GL on thread.
* GLES: Handle glGetString() on GL thread.
* GPU: Fix shader blending recopying.
* GLES: Correct shader blending.
* GLES: Run ThreadFrame until frame complete.
* GLES: Fix race crash on shutdown.
* GLES: Reintroduce out of memory checks.
* GLES: Re-enable texture scaling.
* GLES: Add TODO note for shader blend texture.
* GLES: Use linear for high-res FBO tex copies.
* GLES: Report errors for link failures.
* GLES: Keep the GLRShader desc around.
* GLES: Avoid using failed depal shaders if possible.
* D3D11: Remove potentially misleading rebind func.
* GLES: Skip blend reset after stencil upload.
* GLES: Reset blend state on clear.
* Reintroduce check for GE_LOGIC_COPY
* ES2 buildfix - glGetTexImage is not available
* gl-render-manager: Fix updating sampler modes when texturing from framebuffer
* gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit.
* GLES: Avoid a shutdown race condition.
* Debugger: Fix texture preview in GLES.
* GLES: Actually stop the thread on shutdown.
* Vulkan: Fix alpha clear on stencil upload.
* GLES: Consistently reset state on new steps.
* GLES: Fix intra-buffer block transfers.
* gl-render-manager: Implement logic ops
* GLES: Accept a color mask for clears.
* GLES: Prevent writing to gutter in readback.
* Vulkan: Correct zero stencil upload fast path.
* Vulkan: Fix stencil-only clear for stencil upload.
* GLES: Document stencil clearing bug.
* GLES: Move stencil upload state into render pass.
* GLES: Ensure stencil upload clear in render pass.
* GLES: Bind texture on MakePixelTexture().
* More work on shutdown, still hanging though.
* Fix for deletes, add some debugging stuff
* gl-render-manager: Now threaded mode seems to work fine (and fast!). Shutdown doesn't, though, and there are stability issues.
* OpenGL: Now run GL on a secondary thread. Sync issues remain.
* Fix use-after-free in shader error reporting
* TODOs and indentations
* StencilBufferGLES: Move SetNoBlendAndMask to the right places.
* Fix goof with the stencil buffer drawing
* GL render manager: Improve shader error reporting.
* Minor fixes, indentation and comments
* Vulkan: Use push_back instead of resize(+1)
* Truncate the '\n' from GL debug strings before logging them.
* iOS buildfix
* Move GL sampler state tracking into GLRenderManager/QueueRunner.
* More state dirtying, a comment
* Fix terrible drawing glitches when we do sync readbacks.
* Assorted cleanup
* Rip out async readbacks from FramebufferManagerGLES. They should be implemented in GLQueueRunner, differently.
* Remove the old CPU threading remains, start redesigning interfaces.
* GL render manager: Simple implementation of synchronous framebuffer readbacks.
* Remove viewport flipping where it's not needed
* GL render manager: Add some more dirty tracking.
* GL render manager: Merge BindInputLayout into BindVertexBuffer.
* Fix bug, works on Android now. Don't reuse textures.
* Run the depal stuff, seems a bit broken. Add some state filtering.
* Scissor fix
* Fix showing savestate screenshots (needed mips)
* Make sure we set GL_TEXTURE_MAX_LEVEL somewhere.
* Fix some texture memory bugs (yeah need to make copies..)
* gl-render-manager: Need to actually bind newly created textures.
* GL render manager: Various fixes and cleanup including a buffered rendering fix, rect primitive fix
* Start moving the framebuffer stuff over to the render manager
* Fix more gl-render-manager problems
* Kill off the GL state cache
* Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes.
* Initial texture work. Bugfix indexed drawing
* More GLRenderManager
* Start messing with the draw engine...
* Finish the shader manager (almost)
* PushBuffer added. Thin3d works now on top of GLRenderManager, except framebuffers.
* Fix clears and textures. Things still broken due to memory overwrites.
* First garbage graphics output!
* Even more gl-render-manager
* More gl-render-manager
* More work on gl-render-manager
* Begin implementing GLQueueRunner and GLRenderManager
* Additional header cleanup
* Split Android graphics context implementations into their own files.
* Windows: Fix loading files with a long path.
* Revert "EditorConfig: Workaround MSVC2017 bug."
* Windows: Use sufficient buffer for config file paths.
* Windows: Fix a small memory leak.
* Experimenally try a new gamecontrollerdb.txt line for 360 wireless receiver on linux. See #10181
* Allow up to 10x window size on Windows.
* Windows: Fix extracting UMD block data.
* Add taptic feedback on virtual buttons
* Don't prevent use of make's long options
* Update Inno installer
* Check for Vulkan Xlib/Wayland surface support before enabling
* Update lang submodule
* IR: This optimization is safe when all three regs are consecutive, so avoid disabling it unnecessarily.
* Minor cleanup
* Use more accurate words
* irjit: Remove Comp_ITypeMemLR.
* Use more specific words when applicable
* GPU: Improve some bezier logging.
* irjit: Improve multiple lwr in a row.
* irjit: Swap moves when it may allow clobbering.
* irjit: Convert lwr and friends to easier code.
* irjit: Combine lwl/lwr and swl/swr, like before.
* irjit: Handle Left/Right ops in passes.
* irjit: Add dedicated ops for lwl/swl and friends.
* irjit: Optimize out temp lhs copies.
-------------------------------------------------------------------
Tue Jan 09 00:29:43 UTC 2018 - pousaduarte@gmail.com

View File

@ -17,7 +17,7 @@
Name: ppsspp
Version: 1.5.4~git20180108
Version: 1.5.4~git20180225
Release: 0
Summary: PlayStation Portable Emulator
License: GPL-2.0+