From bb570e99f5db09b6803eb9fb2ba9db2e18525846d05651785e6ea535108fb6e5 Mon Sep 17 00:00:00 2001 From: Marcus Meissner Date: Mon, 26 Feb 2018 14:05:07 +0000 Subject: [PATCH] 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 --- _servicedata | 2 +- ppsspp-1.5.4~git20180108.tar.xz | 3 - ppsspp-1.5.4~git20180225.tar.xz | 3 + ppsspp.changes | 249 ++++++++++++++++++++++++++++++++ ppsspp.spec | 2 +- 5 files changed, 254 insertions(+), 5 deletions(-) delete mode 100644 ppsspp-1.5.4~git20180108.tar.xz create mode 100644 ppsspp-1.5.4~git20180225.tar.xz diff --git a/_servicedata b/_servicedata index 4f5c29e..4efa4c8 100644 --- a/_servicedata +++ b/_servicedata @@ -1,4 +1,4 @@ https://github.com/hrydgard/ppsspp.git - 62242601ef28afee1eb489e6ca8725dc03cdc142 \ No newline at end of file + 4b4a2a4096cc342723b46f37b3ae5eae96fea7d9 \ No newline at end of file diff --git a/ppsspp-1.5.4~git20180108.tar.xz b/ppsspp-1.5.4~git20180108.tar.xz deleted file mode 100644 index 974b09c..0000000 --- a/ppsspp-1.5.4~git20180108.tar.xz +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:4f112f2c5edf5e2571911480d758e70bc553db8bd3c0e7ef748fc4f64624475d -size 160014764 diff --git a/ppsspp-1.5.4~git20180225.tar.xz b/ppsspp-1.5.4~git20180225.tar.xz new file mode 100644 index 0000000..67d78d0 --- /dev/null +++ b/ppsspp-1.5.4~git20180225.tar.xz @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bd9a773970da2d07161cdf86cc003f33aa99a1a346d62fb5440e3f7208e379c7 +size 160017296 diff --git a/ppsspp.changes b/ppsspp.changes index b92232b..70fb5a8 100644 --- a/ppsspp.changes +++ b/ppsspp.changes @@ -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 diff --git a/ppsspp.spec b/ppsspp.spec index 462f28c..f0cb07a 100644 --- a/ppsspp.spec +++ b/ppsspp.spec @@ -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+