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
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-------------------------------------------------------------------
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||||
Sun Feb 25 15:31:07 UTC 2018 - opensuse-packaging@opensuse.org
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- Update to version 1.5.4~git20180225:
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* Buildfixes
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||||
* Separate T3DCreate* into its own header to avoid including Windows.h etc in some cases.
|
||||
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||||
-------------------------------------------------------------------
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Sat Feb 24 22:51:09 UTC 2018 - opensuse-packaging@opensuse.org
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||||
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- Update to version 1.5.4~git20180224:
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||||
* 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.
|
||||
|
||||
-------------------------------------------------------------------
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||||
Thu Feb 22 18:27:47 UTC 2018 - opensuse-packaging@opensuse.org
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||||
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- Update to version 1.5.4~git20180222:
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||||
* iOS: fix hang on exit
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||||
|
||||
-------------------------------------------------------------------
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||||
Tue Feb 20 11:58:27 UTC 2018 - opensuse-packaging@opensuse.org
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||||
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- Update to version 1.5.4~git20180219:
|
||||
* Qt: Remove old texture debug API.
|
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* GLES: Fix unpack misalignment, Qt debugger freeing.
|
||||
* GLES: Properly free when upscaling textures.
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||||
|
||||
-------------------------------------------------------------------
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||||
Sun Feb 18 23:11:41 UTC 2018 - opensuse-packaging@opensuse.org
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- Update to version 1.5.4~git20180218:
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||||
* TexCache: Decimate aggressively with many variants.
|
||||
* TexCache: Decimate CLUT variants more often.
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||||
|
||||
-------------------------------------------------------------------
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Tue Feb 13 13:22:57 UTC 2018 - opensuse-packaging@opensuse.org
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- Update to version 1.5.4~git20180213:
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* Fix issue with Vulkan task switching and resolution changes on Android.
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||||
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||||
-------------------------------------------------------------------
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Mon Feb 12 21:40:06 UTC 2018 - opensuse-packaging@opensuse.org
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||||
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- 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)
|
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* PushBuffer added. Thin3d works now on top of GLRenderManager, except framebuffers.
|
||||
* Fix clears and textures. Things still broken due to memory overwrites.
|
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* First garbage graphics output!
|
||||
* Even more gl-render-manager
|
||||
* More gl-render-manager
|
||||
* More work on gl-render-manager
|
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* 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
|
||||
|
||||
|
@ -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+
|
||||
|
Loading…
Reference in New Issue
Block a user