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336 Commits
Author | SHA256 | Message | Date | |
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Duarte Pousa
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290ffd080a |
Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=36 |
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Duarte Pousa
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1403bc6ac8 |
Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=35 |
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Duarte Pousa
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a4e34c754e |
Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=34 |
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Duarte Pousa
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f6158e1624 |
Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=33 |
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Duarte Pousa
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143882a3e8 |
Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=32 |
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Duarte Pousa
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c2f9f10590 |
Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=31 |
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Duarte Pousa
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0313a52c93 |
Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=30 |
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Duarte Pousa
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8e29a8d322 |
Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=29 |
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Duarte Pousa
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3609c604ea | OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=28 | ||
Duarte Pousa
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340491e6c5 |
Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=27 |
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Duarte Pousa
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d215effa27 | OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=26 | ||
Duarte Pousa
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76f6d47690 | OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=25 | ||
Duarte Pousa
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71272ceba0 |
Accepting request 601031 from home:xenonpk
- Restore SDL build - Update to version 1.5.4~git20180422: * Depal: Reapply texture when bounds change. - Update to version 1.5.4~git20180422: * README: Add more to the issue template. * README: Cleanup and move some out to history. * Android: Add missing graphics shutdown calls. - Update to version 1.5.4~git20180421: * Fix build with ffmpeg 4.0 - Update to version 1.5.4~git20180421: * Update UWP.vcxproj * Fixed Certification and img issues - Update to version 1.5.4~git20180420: * Oops, meant to commit this. * Disable the loading state string display, creates too much translation work for 1.6 * Android: Buildfix. - Update to version 1.5.4~git20180418: * Conditionally revert "Remove the bad orientation hack. Seems the Nexus 5X bug is fixed." - Update to version 1.5.4~git20180417: * Replay: Skip recording virtual disc reads. - Update to version 1.5.4~git20180415: * add support for File app on iOS 11 - Update to version 1.5.4~git20180414: * Vulkan: Fix shutdown crash when device lost called. * Android: Avoid overload shadowing. * GLES: GlPushBuffer was a little too friendly. * Vulkan: Fix cache file error handling warnings. * Vulkan: Fix a log formatting issue. - Update to version 1.5.4~git20180414: * Fix glitch in MGS: Acid perf hack. yeah, slippery slope.. * Shader depal: fix bilinear filter coord * Implement shader depal for GL as well, but disabled by default. * Let's try it on SR2 as well. * Add a queue processing hack for Sonic Rivals too. Now it's fast. * Vulkan: Semi-gross hack that massively improves the perf of MGS2:Acid. * Fix various bugs. * Shader depal: Implement bilinear filtering. * Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented. - Update to version 1.5.4~git20180413: * Just add some constants for the GL texture slots. * Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable. OBS-URL: https://build.opensuse.org/request/show/601031 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=24 |
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Ryan Bach
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dd8559dccf |
Accepting request 596042 from home:xenonpk
- Update to version 1.5.4~git20180412: * Avoid some GL errors on older devices * GL: Add a lot of conditional error checks (normally not enabled) * Some comment fixes and cleanup. * Don't forget to dirty some state after depal. May help #10906 ? * Replay: Fix a silly typo applying analog. * Android: Do the same file_offset_bits checks for pread64 as before. Should help #10901 * Temporary workaround for another IR interpreter crash. See #10897 * IR Interpreter: Add some missing instruction metadata. May help part of #10897 - Update to version 1.5.4~git20180410: * Update lang submodule (restore software skinning option) * Buildfix. - Update to version 1.5.4~git20180410: * Inner interpreter safety check - in hw skinning mode, we need to flush if any part of the vertex format changes. * Remove some obsolete checks - software skinning is now supported even if morphcount isn't 1. * Revert "Start removing support for hardware skinning." * Revert "VertexLoader: Remove now-unused weights translation code" * Revert "Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number)" * Revert "Remove further remains of hardware skinning." * Revert "Remove gstate_c.deferredVertTypeDirty" * Revert "Comment fixes, reindentation." * Fix DecFmt bug * Revert "Further cleanup after the removal of hardware skinning." * Revert "Remove some remains of software skinning" * Module: Fix function hashing typo. * UI: Assert on invalid permission status. * Android: End GLES renderer after emu thread join. * GLES: Defrag using deleter off render thread. * Use tabs for indentation * fix “crash on exit” * allow padding specification, remove NSLog * add updated Obj-C version of SubtleVolume * Android: Avoid pread64 for > 2GB offsets. * Replay: Handle long button presses correctly. * Replay: Initial file handling and control funcs. * Replay: Track replay of file operations. * Replay: Prep side data structure. * Replay: Initial structure for replay functionality. - Update to version 1.5.4~git20180407: * UWP: Fix (or patch up...) a race condition in StorageFileLoader. Might help #10882, fixes some other freezes. * UWP: Remove the rendering backend picker. Fixes #10883, sort of. * UWP buildfix * Update lang submodule * Vulkan: Ease off on the allocator "slab pressure" if texture scaling is enabled.` - Update to version 1.5.4~git20180407: * Vulkan: Increase base slab allocation size. * Vulkan: Report old allocations when enabled. * Vulkan: Add tags to UI textures too. * Vulkan: Track tags on emu textures. * Vulkan: Allow reusing memory more aggressively. * Vulkan: Decimate when there are many slabs. * Vulkan: Add code to track allocator usage info. * Assorted cleanups. Don't assert on no clear mask. - Update to version 1.5.4~git20180405: * Vulkan: Remove the wrapper struct around VulkanTexture - Update to version 1.5.4~git20180405: * Fixes to in-game GPU shutdown/switching. Fixes #10860 * Fix issue in TextureCacheGLES::DeviceRestore * Auto unregister push buffer on deletion. * Auto register new push buffers on creation * Move pushbuffer deletion to the render manager. * Also take control over Begin/End * Minor refactoring moving creation/deletion of GLPushBuffer to GLRenderManager * OpenGL debug log: Filter out some buffer mapping info from the NV driver * More GL shutdown fixes. Partially fixes #10868 - Update to version 1.5.4~git20180404: * arm64jit: Fix reg size in jr delay slot path. * Change to int to allow higher supersampling scale. * Add SSAA flag for post process shaders, enforces 2x auto resolution, to be used with blurry effects Also includes a perf. friendly example using simplified gauss filter - Update to version 1.5.4~git20180403: * GPU: Fix s8 norm with skin and morph. * Add "--pause-menu-exit" option. - Update to version 1.5.4~git20180402: * Android: Fix initial start from shortcut. * GLES: Show post-shader compile errors to user. * Vulkan: Show post-shader compile errors to user. * GLES: Show post-shader translate errors to user. * jit: Apply hasSetRounding at compile time. * arm64jit: Update rounding mode on thread switch. - Update to version 1.5.4~git20180401: * arm64jit: Fix a case of R() on unmapped. * arm64jit: Update some comments. - Update to version 1.5.4~git20180329: * Oops, fix mistake in #10834 - Update to version 1.5.4~git20180329: * Include renderpass definition in Vulkan shader cache entries, should make it more effective again. * When binding a framebuffer to a texcache entry, delete its texture. Should help #10823 - Update to version 1.5.4~git20180329: * Libretro needs core staticly linked even on Android * Fix libretro compile for gles platforms * OpenGL: Fix texture wrapping of render targets. - Update to version 1.5.4~git20180327: * Android: Properly restore screenshots on the Pause screen on task switching away and back. * GCC buildfix (can't use things without definitions in templates). * Make sure the renderpass cache hashmap is never accessed from the main thread at runtime. Should help #10811 - Update to version 1.5.4~git20180327: * Fixed the new shader error on OpenGL ES (#10799) * Libretro: update Makefiles. * Libretro: style nits. * Libretro: set cache_context to true, fixes GL and D3D11 context reset. * Libretro: msvc build fix. * TexCache: unit test the quick tex hash. * Libretro: add experimental D3D11 support. * Libretro: update libretro.h * Headless: Quick update to use render thread. * SDL: Fix shutdown ordering. * SDL: Use wstrings in Windows API calls. * Libretro: Declare TARGET_ARCH for ARM before the include flags * libretro: msvc build fix. - Update to version 1.5.4~git20180326: * Don't leave "reduceHash_" uninitialized. Probably won't help #10796 though.. * Don't forget to initialize.. fixes #10802 - Update to version 1.5.4~git20180325: * Headless: Add simple GL thread handling. * Quick try on fixing new shader for mobiles that are less forgiving. * PPSSPPSDL: Throttle refresh rate when in menu. Fixes #10445 * Remove the bad orientation hack. Seems the Nexus 5X bug is fixed. * Show chosen postshader display name properly, plus some additional bugfixes. Fixes #10790 * Android: Have haptic feedback ignore the global setting, but default to off. * Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow. - Update to version 1.5.4~git20180325: * When listing post-shaders, use the "name" specified in the ini as default, when looking up translations. * Redirect the user to download the D3D9 runtime if D3D9 is not available and they don't want to switch to OpenGL. * Fix updating light constants when light type changes (we handle dir/pos lights differently). Fixes #10132 * Added new Natural Colors PP shader (removed blur) (#10782) * GPU: Count clears during frameskip. - Update to version 1.5.4~git20180324: * Remove "experimental" tag from Hardware Tessellation - Update to version 1.5.4~git20180324: * Remove some unnecessary logging. Fixes #10753 * nits. * Android: Reload the config after getting storage permission, and ask immediately. Should help #10670 * remove all usage of __LIBRETRO__ * Libretro port. * add missing include. * Windows/Vulkan: use the width and height arguments in ReinitSurface when provided. - Update to version 1.5.4~git20180324: * set _WIN32_WINNT to 0x0601 in stdafx.h * Android: Prevent a text bitmap size from becoming 0 on '\r\n'. Fixes #10764 (unless there are more platforms where it's broken...) * Win32 textdrawer: Fix rare crash affecting Patapon 2 in savedata manager. See 10764. * fix most write-strings warning. * remove unnecessary NULL assignment. * fix mingw and msvc cmake builds. * prevent reads of uninitialized memory. * vulkan: perform delete callbacks first since they can also queue deletes. * add missing inclues. * fix return value / plug leak. * prevent use-after-free. * fix va_list reuse without a va_copy. * SaveState: Default undo slots off on mobile. * SaveState: Show undos in save data manager. * SaveState: Keep an undo for each slot by default. - Update to version 1.5.4~git20180321: * Revert "Update glslang to the latest version" to fix #10748 * Enable FlushInstructionCache on UWP, it's been allowed finally. * Landscape Auto for Android * Map SDL controller's `back` button to Sony DualShock 4 V2's share button - Update to version 1.5.4~git20180319: * Android: Restore auto screen orientation. * Buildfix * Vulkan: Improve handling of shader compile failures (don't crash) * Vulkan: Workaround for bug in Adreno shader compiler affecting color tests. - Update to version 1.5.4~git20180319: * Delete some mistaken logging code * Minor improvement in pipeline-to-string (debug) * Vulkan: De-duplicate pipelines when storing cache * Vulkan: Minor logic fixes in the transition elimination * Vulkan: Use finalLayout to optimize away barriers before framebuffer copies. * Vulkan: Get rid of more explicit barriers by merging the finalLayout color transitions into renderpasses. * Add a super focused workaround for the Mali bug, see #10723 * Vulkan: Fix a barrier to be more permissive, there's no outstanding writes from the GPU to wait for. * Merge framebuffer layout pre-transitions into render pass subpass dependencies. * Vulkan Clear-renderpass merging: If a copy step is found that reads from the affected buffer, don't merge the clear into the later renderpass. * Shrink the vertexCount field in DeferredDrawCall to the 16 bits required. * Inner interpreter: Add support for the Gran Turismo hack. * Add another SDL game controller config, fixing #10724 * Pass new vulkan validation layers. Fix math in FindTransferFramebuffers. * Module: Clarify insertSymbols usage. * Module: Hash functions only once during loading. * Maybe slightly safer vulkan detection code. Might help #10732 * Vulkan: Load shaders/pipelines on thread. * OpenGL task switching fix * Do more detailed checks for Vulkan availability. Should hopefully solve #10729. * Remove some unused tracking of whether lighting is used by a shader * Update Vulkan headers to 1.1. Might as well keep up. * Bump GL shader cache version * Don't allow wrapping on framebuffer textures. Fixes GTA on old NV Shield * Update glslang to the latest version * Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs. * Remove some remains of software skinning * Vulkan pipeline: Merge a few property fields to a flags field. * Update lang submodule * Vulkan: Fix bug where we didn't always reset dynamic state after readbacks. * Oops, remove logging * Vulkan: Also check for empty clearing renderpasses later in the frame. * If the first renderpass is an empty clear, merge it into the next one that touches the same framebuffer. Works around #10723 in Wipeout. - Update to version 1.5.4~git20180315: * Vulkan: Add a (disabled) facility to force image layouts to GENERAL, for debugging barrier issues - Update to version 1.5.4~git20180314: * GL: Fix bug where we could crash if a readback happened at the same time as a buffer expansion. * Fix a typo extra " in some header - Update to version 1.5.4~git20180313: * Tiny unification of code. Save the GL shader cache a bit less often. * Fix the loading status. Prettify the loading screen by putting the status and spinner along the bottom edge. * UI: Show more detailed loading status. * Fix crash happening with glGetFloatv on GPDXD devices * Fix VSync on Windows. Should fix #10711 * Sort Vulkan function pointers by use. Might save us a cacheline or two during command submission.. - Update to version 1.5.4~git20180312: * Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512. - Update to version 1.5.4~git20180311: * Let's not do immediate flips in non-buffered. Should help #10395 * Fixes to vulkan restart logic on Android. Should help #10696 OBS-URL: https://build.opensuse.org/request/show/596042 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=23 |
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Ryan Bach
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8417635b4d |
Accepting request 585458 from home:xenonpk
- Update to version 1.5.4~git20180308: * Fix #10692 (crash when starting games from command line). Throw in some minor Vulkan fixes as well. - Update to version 1.5.4~git20180305: * MOVUPS to be safe. * Minor simplification in X86/X64 vertex decoder jit * Optimize the "inner interpreter" for God of War character drawing. Speeds the games up by 4% or so. * Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible. - Update to version 1.5.4~git20180305: * Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number) * Fix indentation mistake, minor cleanup. * Further cleanup after the removal of hardware skinning. * Comment fixes, reindentation. * Remove gstate_c.deferredVertTypeDirty * Remove further remains of hardware skinning. Fixes #10661 * VertexLoader: Remove now-unused weights translation code * Start removing support for hardware skinning. * Remove checks that disabled software skinning if there was morph. * Add necessary decode functions to support morph+skin * Small refactoring in VertexDecoderCommon * Minor cleanup * GLES: Support more buffer mapping strategies. * GLES: Fix force alignment on buffer map. * GL: Use AllocateAlignedMemory to make sure localMemory is always aligned. Fixes #10666 * GLES: Buffer handling cleanup. OBS-URL: https://build.opensuse.org/request/show/585458 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=22 |
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bb570e99f5 |
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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Klaus Kämpf
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962c957af4 |
Accepting request 564025 from home:xenonpk
- Update to version 1.5.4~git20180108: * irjit: Skip preloading blocks with jump to 0. * irjit: For debug, return the best block at addr. * irjit: Allow precompiling funcs at start. * jit: Add interface to precompile functions. - Update to version 1.5.4~git20180105: * irjit: Add a safety check for block num overflow. * irjit: Enable more debug UI for block selection. * irjit: Calculate bloat statistics. * Cleanup GetBlockNumberFromStartAddress * Fix that weird unordered compare mode, hopefully * IR: More fixes. Still something wrong with VFPU compares (not caused by this PR). * require iOS 8, add a launch screen * On Linux, can't even include nmmintrin without explicitly enabling SSE 4.2 support. * IR interpreter: Add some braces to allow variable declaration in the switch cases. * Add some more SIMD support to IR interpreter. Mostly just because, but also serves as implementation reference for later code generation backends. * IRInterpreter: Fix bugs in floating point truncation functions * Fix running the CPU test from the UI. * Show IR disassembly in JIT Compare screen * IR Interpreter: Add missing break; to switch case IROp::FSign. * irjit: Encode downcount directly as a constant. * irjit: Embed constant inside IRInst. * Minor fix for previous commit. * irjit: Fix swr typo. * VertexDecoderCommon: A few more cases. * IR Interpreter: Add a comment, minor cleanup, minor SSE stuff. * VertexDecoderCommon: Avoid reading the destination during vertex decode, might be some kind of memory that's not good to read from... * Module: Avoid scanning stubs if possible. * Module: Scan modules with no sections at all. * Module: Correct detection of executable sections. * UI: Fade in loading much slower to avoid flicker. * UI: Actually offset text shadow. * UI: Show PIC1 while loading. * Core: Asynchronously load the main ELF. * irjit: Properly account for delay slots in size. * iOS: ViewController cleanups - delete unused code and properties * iOS: call PROFILE_INIT so we don't crash with USE_PROFILER * iOS: Nix iosCanUseJit and targetIsJailbroken. Move NativeInit call to main so it can take cmd line args. * Remove references to AudioEngine, which isn't used anyway * HLE: Reset latestSyscall on save state load. * irjit: Implement lwl/lwr/swl/swr. * irjit: Add options for compile/optimize steps. * irjit: Add extra temps to make lwl/swl/etc. easier. * irjit: Cleanup some invalid op handling. * arm64jit: Avoid spilling an extra reg for lwl/lwr. * jit: Report blocks with uneaten VFPU prefixes. * Logging: Use AndroidLogger for all mobile devices. * nil out sharedViewController in case bindDefaultFBO is called again * iOS: convert all obj-c source code to ARC * iOS: fix a reference counting bug that may have caused ViewController to never be deallocated * Modernize property syntax and don't use viewDidUnload (deprecated in iOS 6) * Create AppDelegate the standard way instead of in PPSSPPUIApplication init * irjit: Speed up icache block invalidation. * Change iOSCoreAudio from cpp to mm. Explicitly activate the audio session. Always set the same mDataByteSize. * Add AVFoundation to linked frameworks on iOS * Handle iOS audio session interruptions by reinitializing audio * add an include for PPSSPP_PLATFORM * fix cmake when building for iOS in a path with spaces * Fix build on iOS (only iOS 9 and up support thread_local) * Stencil copy: Avoid clearing the depth buffer. * Remove outdated comment. * Oops, forgot these. * Complete the separation of depth and stencil renderpass flags * Start separating depth and stencil renderpass actions, only internally in the Vulkan code so far. * Vulkan: Create renderpass objects on demand. Just a refactoring to prepare for some later features/optimizations. * Vulkan: Use VK_KHR_DEDICATED_ALLOCATION for frame buffers for minor speedup on some GPUs. Check for the debug report extension before enabling it. * Typo fix * Add a bit of logging to try to figure out #10477 * arm64jit: Negate in ADDI2R/SUBI2R as well. * Debugger: Fix hang when viewing invalid RAM. * arm64jit: Statically allocate ra as well. * Profiler: Show the slowest thread's categories. * Profiler: Fix cat display on small screens. * Profiler: Separately track texture hashing. * arm64jit: Free up W23 for static alloc. * arm64jit: Cleanup method names, temp discard. * UI: Fix dev menu scroll on small screens. * UI: Only default focus visible things. * arm64jit: Enable safe memory for lwl/lwr. * arm64jit: Avoid arithmetic movs. * arm64jit: Fix spilling for more than one temp reg. * arm64jit: Use TBZ/TBNZ for vfpu branch as well. * arm64jit: Use TBZ/TBNZ for fp branches. * arm64jit: Use CBZ/CBNZ for zero compare branches. * arm64jit: Handle more imm compare cases. * arm64jit: Use CMN for CMPI2R if possible. * arm64jit: Avoid temporary on variable shift. * arm64jit: Reuse code in I2R funcs. * Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly. * arm64jit: Oops, properly init temp locked flag. * UI: Check existance outside of game info lock. * UI: Use atomic flags in game info cache. * arm64jit: Remove unnecessary address masking. * HLE: Replace starocean framebuf clear func. * GPU: Track stats on uploads. * arm64jit: Avoid flushing when mapping as pointer. * arm64jit: Jit lwl/lwr with proper temp regs. * arm64jit: Fix and enable imm lwl/lwr. * arm64jit: Allow ANDI2R/etc. with zero. * arm64jit: Attempt to reuse imms on sw/etc. * x86jit: Fix safemem on WX exclusive. * jit: Skip unlinking blocks on clear. * arm64jit: Autodetect pointerify support. * arm64jit: Allow reg ptr offsets when unaligned. * arm64jit: Allow ARMREG_AS_PTR to be dirty. * arm64jit: Use reg sum for LDR/STR. * arm64jit: Fix an integer truncation warning. * arm64jit: Reprotect fixed code after icache flush. * arm64jit: Remove buggy icache invalidate. * arm64jit: Avoid MOVK elsewhere without pointerify. * arm64jit: Allow static alloc without pointerify. * arm64jit: Skip storing spilled but not dirty. * arm64jit: Only adjust pointers if pointerified. * arm64jit: Allow disabling pointerification. * Module: Reload imports later in save state load. * Android cmake buildfix * GPU: Reset context version on init. * UI: Trigger view recreate on static sized screens. * Display: Avoid limiting FPS without a clear. * Debugger: Defer active symbol updates. * Vulkan: Allow full depth range with depth clamp. * Vulkan: Use depth clamping, where available. * GPU: Match GE saved context better. * Vulkan: Fix fragment depth rounding. * Qt: Fix OpenGL init. * GPU: Reset GPUBackend on graphics init. * GPU: Remove duplicate BACKEND constants. * Check for Wayland headers in CMake * Remove VULKAN_STATIC * Support Vulkan on any Unix * Add support for Vulkan on Wayland * GPU: Avoid memory corruption on bone matrix > 96. * UI: Remove auto-download options. * GPU: Remove FBO auto-download hack. * irjit: Allow continuing from mips break. * GPU: Add quick method for debugging. * UI: Fix graphics API display on start. * Windows: Track minimize as lost focus. * GPU: Reduce depth blits when not updated. * Software: Execute bounding box tests. * Vulkan: Decimate the texture allocator. * GLES: Allow dual src blend on newer Intel. * GE Debugger: Allow enable/disable of prim preview. * GE Debugger: Keep prim preview on pan/zoom. * GE Debugger: Fix preview when zooming. * GE Debugger: Fix some crashes while stepping. * GE Debugger: Save with alpha for PNGs. * GPU: Cleanup some feature flags usage. * GLES: Improve HW tess requirements validation. * Core: Allow more formats for screenshot. * GE Debugger: Allow image export from previews. * Core: Refactor screenshot saving. * Android cmake fix * SDL: unbreak on more non-Vulkan platforms * GLES: Reduce conversion buf size if possible. * GLES: Avoid buffer on GLES2 for h=1 / CLUT. * Vulkan: Cleanup unused code. * GLES: Pack without stride where possible. * SDL: Fix OpenGL init again. Fixes #10424 * Build Vulkan on all platforms, won't be used if not supported. * Get Vulkan going on Linux * Statically link a vulkan loader on Linux. Use to to init vulkan on X11. Unfortunately, it's broken. * Cleanups in PCMain.cpp * WIP vulkan on linux stuff * SDL: really try lower GL profiles & add GLES context support * Vulkan: Fix bug where we'd do the initial layout transition for an image before binding memory to it. Should help the issue uncovered in #10413 * Add missing includes. Remove some more unnecessary #ifdef _DEBUG checks - the debugger is supposed to work in release mode too. * CMakeLists: relocate EGL library name detection * Move QtMain.cpp and PCMain.cpp to more sensible locations. Native isn't standalone anymore... * Remove more obsolete ifdefs * Some ifdef cleanup. * Get rid of the old custom "Event" sync primitive. * Win32: Use the standard thread APIs to manage the emu thread. * Avoid including platform-specific headers in VulkanContext.h * Implement warning when trying to play Ghost of Sparta with a modified CPU clock, as suggested by unknownbrackets in #7411 * Update vulkan headers, add linux .so loader lib for easy builds, like Sascha does. * Fix annoying name clashes (Status is in X11 headers..) * Just some log cleanup * Fix typo causing #10408 * Another buildfix, sigh. Also extend the safe region a little bit to the thing from a couple commits ago. * Add a tiny bit of safety margin to the RipAccessible check. Should be enough for 128-bit SSE data. * Update lang submodule * Oops, buildfix * Move vulkan debug callback out from WindowsVulkanContext into a file that can be shared with other platforms later. * UI: Properly center storage perm prompt. * UI: Use less space with recent + need storage. * UI: Allow skipping transitions on set current tab. * UI: Fix AnchorLayout size when wrapping content. * UI: Pass UNSPECIFIED through on scroll views. * UI: Give ItemHeaders intrinsic size. * UI: Add flex pressure to tab content. * Update bounds in NativeResized as well to fix glitches on layout screens that use it. * Improve very small display on very large surface, And change some variables to constants. * Limit smallest zoom to match it's slider and well. * Respect sticky edge by center option and make it stick from smaller range * Stick display to edges of the screen/window size * Improve display layout editor for zooming into corners, also limit the scale to 10 to match slider. * GPU: Rename GPUBackend setting to apply default. * GPU: Default to Vulkan if possible. * http: Allow sharing automatically on PPSSPP start. * UI: Always clip tab contents. * UI: Clip scissor to screen. * UI: Transition tab strips on select. * UI: Allow negative left/right for anchor layouts. * UI: Add tween for translating anchor offsets. * Windows: Fix UI text measurements with &. * UI: Reset transitions after too long a time. * UI: Translate API on start screen. * UI: Allow translating system info. * Another driver version check change, should help Galaxy A5 2017 on issue #10361 * Force AccurateDepth on, on older Mali drivers which don't handle reverse Z viewports. Should help #10361 * Make a minor correction to Vulkan driver version display. * Store: Maintain icon aspect ratio. * Store: Highlight active item, reselect on resize. * Store: Wrap item descriptions on small screens. * UI: Transition button and item focus/presses. * UI: Add an event for tween finish. * UI: Add delay to tweens. * UI: Show a few more flags in build config. * UI: Show extensions at full width. * And yet another case of the same problem as the previous commit. * Fix another case where we trusted std::move to clear the origin, which is not guaranteed. * Tweak logging and asserts in VulkanDeviceMemory::Destroy * Don't hold the lock when processing messages, only when taking them off the queue. Fixes #10383 * Display: Only reapply state on load. * Display: Reset cycle counter on load state. * UI: Always apply tweens after restore. * UI: Add threadsafety to cache item file loaders. * Loaders: Depriorize disc streaming queue items. * GLES device lost/store fixes * Apply a fix to the ARM64 emitter ported over from Dolphin * Add a comment, revert a reporting change. * UI: Cancel loaders on shutdown. * Loaders: Add cancelation to all file loaders. * UI: Reset touch controls after config load. * UI: Persist tween data on view recreate. * Add missing IF statement for instance rendering check.. * Minor uniform cleanup * Try to fix build with the old Android build system too... * SPIRV-Cross should build on Android now, so remove another platform check. * Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362 * Update travis config to use NDK 16b * Also update Application.mk for the old build system. * From NDK 16, libc++ is out of beta and gnustl will be deprecated soon, so switch. * Fix another little inconsistency (two uniforms were merged for bad reasons) * Clean up a small inconsistency * Rework GL lost-device to work more like Vulkan. Gets rid of gl_lost manager etc. * Recreate views after boot is done, to workaround #10360 . Not the best solution.. * Vulkan: Add facility to auto-generate mipmap levels. Not yet used. * Vulkan: Show samplers in "shader debug" * Avoid multiple flips per frame, fixes immediate flip for God of War * Add mitigation for games like GTA that never call sceDisplaySetFramebuf * Flip immediately if that's OK. This can save up to a frame of graphics latency, in games that display "immediately" instead of latched. * UI: Show loading message while shaders preload. * fixup! UI: Ensure tweens always complete. * GLES: Avoid hanging while precompiling shaders. * System: Allow GPU to have delayed loading. * UI: Apply tweens on Update(). * UI: Reorganize EmuScreen so it renders on loading. * UI: Ensure tweens always complete. * UI: Add a simple tween class. * UI: Add colorBlend() helper. * Display: Correct max FPS limiting skew. * Windows: Request a core profile by default. * SDL: Use core profile, fixing old Mac GL issues. * arm64: Use LDRUH instead of two LDRBs. * Savedata: Show icon for new saves more often. - Update to version 1.5.4~git20171205: * v1.5.4 * Try to fix iOS builds on the Travis buildbot. #10254 * Replacement: Break the mip loading loop if a level is wrong. Also shrink the log output. * Reject texture replacement mipmaps of the wrong size * Just some debug output for future decisions * Update submodule lang * Also disable dualsrc blend on Tegra K1. Should help #10208 * Missing -lEGL when -DUSING_EGL=ON * Android: Warn if PPSSPP fails to save the config file. * RIFF: Add check for truncated files, cleanup a little more. * Try to protect against bad data in RIFF files (used for menu background audio only) * Even more cleanup of RIFFReader * Kill off more unused code in RIFFReader * Remove write support from chunk_file, rename to RIFFReader * Reformat chunk_file. Don't usually reformat whole files, but this was too ugly to work on :P * GE Record: After recording a frame, log the filename of the output file. * Disable "Accurate Depth" in Burnout games, they have trouble with it on Mali (Z-fighting...) * Vulkan: Allow shutdown with init commands. * Android: Fix race condition on lock/unlock. * Android: Reset immersive after native dialogs. * Vulkan: Swap in more forceful asserts. * Global: Silence some unused declaration warnings. * UI: Fix some virtual override warnings. * Windows: Stop input poll before emu shutdown. * UI: When stepping, clear on initial load. * Android: Fix crash on shutdown/restart. * UI: Fix D3D9 half-pixel offset at 1x. * Clip block transfer destinations. Should fix crash in #10011. Stats: Invent some sort of usage metric for device memory allocators. * Revert "Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation." * Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation. * Shutdown fix. * Fix bugs in VulkanImage allocator support * Add another assert, which gets hit.. Hm. Something is wrong.. * Change some Crash() to asserts in VulkanDeviceAllocator * Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that. * Vulkan: Only call EndCreate on the texture if it actually exists.. Though not having one would be bad. * UI: Send prompt results even on back/cancel. * D3D11: Change state caches to DenseHashMaps. * Hashmaps: Fix missing maintain calls in non-GLES. * Fix a use-after-free in sceKernelTerminateDeleteThread * Android: Render text with newlines properly. * UI: Wrap text properly with explicit newlines. * UI: Clean up some unused code and flags. * Hashmaps: Another cleanup. * UI: Avoid pushing a screen on top of itself. * UI: Cleanup common message handling. * UI: Avoid navigation with an active dialog. * UI: Send messages to dialog parents by default. * Hashmaps: Reset count on clear. * GLES: Log shader cache filesize error better. * GPU: Minor cleanup. * Hashmaps: Reset state when growing. * Hashmaps: Change some crashes to asserts. * GLES: Validate shader cache filesize on preload. * GPU: Use more typesafe shader IDs. * GPU: Annotate free shader ID bits. * Update AndroidManifest.xml to 1.5.3.0, just in case anyone is still using the old build system where this isn't automatic. * Update lang * Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors. * Vulkan: Remove misguided assert about backbuffer clearing mode. * Reporting: Oops, fix module load log line. * Add hotkey to toggle audio and video dumping together in sync. * Add a github issue template. Let's see if this works. * Reporting: Use a different link message on preload. * GPU: Add missing shader id to short desc. * Improve reporting for imm buffer exceeded. Reset the immCount_ every frame to avoid getting "stuck" permanently in case some garbage is executed.. * Try a silly workaround for an otherwise unexplainable crash seen in Google Play Console * Reporting: Don't report with locked CPU speed. * Reporting: Improve bezier/spline morph/skin data. * Try to help Mali 400 shader reg alloc by reusing variables. It's still commonly reported. * Comment, minor cleanup * Reporting: Improve no pos verts message. * Reporting: Skip reporting reused depthbuffers. * Module: Cleanup magic number. * Reporting: Remove unused code. * Reporting: Stop reporting module load versions. * Adhoc: Remove incorrect thread create param. * Reporting: Disallow feedback for fake game ids. * Buildfix, oops * Vulkan: Fix crash bug when post processing shaders failed to compile. * Clean up all the FBOs in DestroyAllFBOs. Missing any can have bad consequences after app switching on Android/Vulkan where we recreate stuff. * Checks and paranoia in response to a crash report.. * Check for HW-transform and through when loading GL shader cache. * Minor cleanup. Add a debug assert in shader ID calculation * Oops:] * Despam a sceDmacMemcpy report. Happens in Naruto Shippuden: Ultimate Impact, accordint to reports. - Update to version 1.5.2~git20171201: * Clear postprocess confusion in d3d9 backend by hiding the option:] * Vulkan: Report more info on texture from target. * GPU: Try to avoid FB download without an FBO. * GLES: Report shader errors with shader desc. * Add some debug asserts, useful for debugging shader mismatches locally (though haven't found any..) * Module: Stop reporting bad magic numbers. * Memory::Memset: IsValidRange is a better solution. * Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too. * Avoid wrapping when shifting down the audio after scaling by a 20-bit value. Fixes #9967 * Add sanity check in Memory::Memset * Still seeing asserts in this function, weakening remaining to debug-only.. but these really shouldn't trigger. * DX9: Revert a bad optimization, hopefully fixing #10205. Vulkan: Add a missing check. - Update to version 1.5.2~git20171130: * Add some comments. * Oops;p, I always mess this up. * Change some other substr used with cheats and smuggle a fix for another problem * Change str.substr(x, 1) == "y" to str[x] == 'y' * Fix a cheat menu crash with invalid cheat name. Also stop #comments from being removed by cheat menu. * VKRFramebufer: Just some checks to be slightly safer in case creation failed.. * Fix UI crash when keyboard navigating out of popup list. * Can't call functions through known-nil pointers, even if they don't touch local data - LLVM's optimizer might have done something stupid. * Fix a java exception around the GPS stuff * Vulkan: Avoid duplicate image pre-transitions (actually eliminated later anyway, but a small saving) * Vulkan transitions after render: Add a missing case that seems like it could be common? * Avoid an assert in ARM64 emitter, seen in Google Play crash logs * Move pushbuffer map/unmap to the .cpp file to avoid inlining (for stack traces) * Crash in a more appropriate place if missing a drawcontext (happens on really weak devices only) * Fix another possible Vulkan shutdown bug * Loosen up some asserts that seem to trigger unexpectedly... need investigation. * Crash reports from 5% rollout of 1.5: Make some asserts dbg_asserts for now, try to fix an issue with framebuffers when postproc is enabled. * Try to get androidgitversion to behave. It thinks the build is dirty when it's not. * Add privacy policy link to app, as required by Google Play since we use the CAMERA permission now. * Update AndroidManifest.xml to 1.5.0 * Update lang submodule - Update to version 1.4.2~git20171128: * Readme for 1.5: Small rewording * Coldbird's up and running again, restore the proAdhoc default. See issue #9984 * More README updates * More 1.5 README fixes * Update the README for 1.5. * Fix a text overdraw problem on the title screen on very small displays. * Fix the fix for Thrillville. See #7459 * Add ability to simulate a few kinds of Vulkan initialization failures, to test the GL fallback. * Minor error checking improvement * Android: Call setDisplayParameters early with the display w/h in pixels. Without this, was defaulting to 1x rendering on S8 which is silly. * Windows: Avoid UWP for desktop api family. * UI: Fix alphaMul clamping. * Kernel: Fix delete thread null check. * Global: Fix some warnings. * Windows: Fix error formatting with % signs. * GPU: Fix block transfer write breakpoint. * Just reduce some log levels * Unbreak save states, fix other minor issues from review * Fix some comments * Add safety check. * Hack that converts immediate draws to through-mode draws. This won't work correctly in all cases - but it's enough for Thrillville which uses it to clear only. Works around #7459. * Process immediate draw commands. Not yet sending to graphics backends. * Fix D3D11 push buffer overflow * Fix the prefix problems on ARM 32-bit as well. * Core: report Debian GNU/kFreeBSD separately * Common: implement GetExeDirectory on NetBSD * ARM64 JIT: Fix additional VFPU prefix problems * Fix JIT bug in ARM64. Fixes #10183 * Vulkan vertex cache: Fix memory leak * Fix _assert_ on Android to assert properly * Revert "Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit." * Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit. * UI: Minor pause screen cleanup. * UI: Draw actual, not aligned, text width. * UI: Clear font bitmap after aligning size. * When drawing text using our truetype backends, round coordinates to pixels. Fixes #10180 * Fix text width measurement on Android when there are spaces at the start/end of the string (bounds doesn't handle that). Fixes 10174 * Get rid of collision-prone font cache keys. Stress the font cache a little less on slider dialogs. * Yet another buildfix, sorry :/ * Oops, android buildfix * ARM buildfix * Allow loading graphics dumps (*.ppdmp) through the regular UI. * Add a hidden debug option [Graphics]GfxDebugSplitSubmit to try to narrow down some Vulkan issues, see #10163. Also improve some asserts. * Make our release mode asserts actually fire properly in release mode again... * Android: Use __android_log_assert facility to get pretty message-asserts into crash dumps. * Fix gl scissor rect issue. Fixes #10119 * Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545 * Add a missing break that would explain the odd AUTO mipmap test results on D3D11 and Vulkan... * Disable the DisableAccurateDepth compat flag on AMD/Vulkan, see #9545. Ugh. * Android: Fix #9697 where we'd hang if we lacked permission and got a filename as a command. * Android: Update to gradle 3.0.1 * Workarounds for issue with "accurate depth". See #9545, #10087 * Update armips to latest. See #10161 * The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working. * Fix message asserts on Android. Add more of them to check things in Vulkan code. * Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common * Vulkan: Break apart DecodeVerts * GL: Compute "availableUniform" when generating shaders instead of by querying. * GL: Compute the attrMask while generating the vshader instead of querying. * Move aniso to the sampler cache key. * Disable anisotropic filtering in headless, screws up mipmap test * Cleanups * Fix headless to work better in vulkan mode * Make test.py python3-compatible, print out command lines better. * Attempt to unbreak D3D9 mipmapping (still disabling SLOPE mode) * Buildfix, update comments slightly * Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan. * Properly zero samplercache keys before filling them out. * Mipmaps: Disable LOD bias in slope mode as that's not how it works. OBS-URL: https://build.opensuse.org/request/show/564025 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=20 |
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Klaus Kämpf
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4f85031f62 |
Accepting request 542857 from home:xenonpk
- Update to version 1.4.2~git20171118: * Remove trailing whitespace from CMakeLists.txt * Vulkan: Fix stencil clears to a specific value. Should help #10150 * Silence travis gcc version errors. - Update to version 1.4.2~git20171117: * Remove wrong comments * GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554, finally! * Win32: Improvements to vulkan init error handling * Temporarily turn off Vulkan threading on AMD, see issue #10097. * Vulkan: Forgot to enable our various depth rounding features. * Vulkan: Flush at display list waits. Fixes #10095 * Minor cleanup, and more terrifying orientation hackery * Android: When creating shortcuts, put the file path in data, not in Extras. * Fix the "vulkan not found" message on android. Fixes #10034 * Make remoteiso_subdir and server editable on Android. Fixes #10142. Really need a better mechanism for these fields. * Workaround orientation bug in Android when unlocking the screen. * Unify RebindFramebuffer, mostly. * Vulkan: Fix bug where shader blend texture overwrote normal texture binding. Fixes #10135 * Update .gitignore for libretro builds. * Fix headless to work better in vulkan mode * Make test.py python3-compatible, print out command lines better. * Vulkan screenshots: Fix R/G swap bug. Thanks unknown. * Make sure the device supports transfers from swapchain images when taking screenshots. * Windows/Vulkan: implement screenshots. Something is iffy with the red/blue swap though... * Vulkan: Dual Src blending strikes again! Disable it on nVidia X1 (Shield TV) due to driver bugs, sigh. * Vulkan: Show the preferred depth-stencil format in the feature list. * Just more accurate feature flags for Vulkan. * Headless: Prevent segfaults with Vulkan. * Headless: Fix crash with null GPU. * Links from the UI: Change from http:// to https:// wherever possible. * Add missing ID for CTTR compat hack. * Fix Memory Leak :D * spaces->underscores:) * Fixes problem switching between non-through triangles and rects. Helps a small part of #6554 * More duplicate code removal * Small changes. Thx [Unknown] * Change KernelTimeNow to KernelTimeNowFormatted and return nice timestamp. * Requested changes. * Blah;p. Buildfix. * Fix linux build. * Add an option to allow resetting video/audio dump on save/load state. * Use gameID and emulated timestamp for Avi/Wav dump filenames. * Fix texture conversion. * Vulkan: Use optimal alignment for texture uploads. May help stutter in #10105 ? * Kill off more unused duplicate code * Oops * Delete unused duplicate functions * Fix annoying little flicker when starting a game. * Vulkan shader view (debug): Add a simple textural representation (incomplete) of pipelines * Vulkan: Make sure to clear the pipeline key to avoid padding bytes causing us to allocate duplicate pipelines. * D3D11: Similarly to the last vulkan commit, don't create lots of dupe vertex input layouts * Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats. * DevScreens: In shader viewer tabs, show the number of each shader type. * Unify Execute_Bezier and Execute_Spline * Minor cleanup, fix a comment. * Vulkan: Minor validation error fix * Nitpicking! Correct minor version for non Nvidia. * Win32: Add (debug) to window title in debug builds * Fix driver version display on Vulkan. Enable dualsrc blend on newer AMD drivers. Fixes #10109 * SoftGPU: Oops, fix silly typo. * Vulkan: Remove experimental warning. * Vulkan: Cut down on asserts during init. * TexCache: Add NEON alpha checks for Vulkan. * TexCache: Simplify CheckAlpha funcs and SIMD. * TexCache: Check alpha before scaling. * TexCache: Remove simple 0/1 alpha check. * Vulkan: Avoid checking texture alpha after scale. * Fix bug where readback buffers would be created too small sometimes. Should help #10098 * Vulkan: Tweak stencil value from clears. * Vulkan: When deriving stencilref from color, don't forget to update the value. - Update to version 1.4.2~git20171112: * UI: Typo fix. * Buildfixes for Android * Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P * Vulkan: Speed up and simplify hardware tesselation by using storage buffers. * hwtess: Shrink Vulkan UV textures * Make the interface to hw tess slightly more flexible. * Vulkan: Use a device allocator for tesselation data textures. Add comment about better solutions. * Vulkan: Support wide lines if available on the GPU. * Vulkan readback: Resize the readback buffer dynamically as necessary. * SoftGPU: Add a clear mode fast path. * Debugger: Prevent clear while stepping. * SoftGPU: Thread by width for wide polygons. * SoftGPU: Fix crash when stride is 0. * Vulkan hw tess: Assorted minor fixes. Works on Mali now. * Vulkan hw tess: Use pushbuffers instead of temp images to upload data. * Vulkan hw tess: Don't reuse the same dynamic texture for multiple draws, not safe. * Remove unused pointer. * Vulkan: Noticed a framebuffer refcount leak, and changed my mind regarding those :) Let's do it this way instead. * Reduce a ERROR_LOG_REPORT to a warning (vfpu branches in delay slots) * SaveState: Avoid clearing shaders in all backends. * D3D11: Clear input layouts on shader clear. * D3D11: Avoid clearing shaders on load state. * SaveState: Fix use-after-resize iterator. * Vulkan: Enable the "accurate depth" codepath, using the same formula as D3D9. * Android: Cleaner way to avoid double-resizing the backbuffer. * Fix blackscreen when resolution is set to auto. Fixes #10081 * Experimenally disable dual source blending on AMD too for Vulkan, see #10065 * MotoGP: Compat hack to disable framebuffer readbacks. * Buildfix 32-bit * Ditch a silly vertex count limit that only makes sense for GLES, so move it there. * Fix race condition. * Fix a few more device-loss bugs. * Avoid double-initializing the Vulkan backbuffer on startup. * Logging improvements, avoid resetting the Android text drawer unnecessarily * More minor vulkan fixes and cleanups. Don't actually call "Resized" if the size stays the same. * Change Android logging ID from "NativeApp" to "PPSSPP" * More logging and tweaking * Vulkan: Remove duplicate depalShaderCache, fix a number of instances where we didn't use the deleter properly. * Keep the draw context up to date in a bunch of places. More logging. * Vulkan: Improve init/shutdown logging on Android. Fix a bug where we'd not run InitDeviceObjects on GPU_Vulkan sometimes. * Fix some ports * Upgrade glslang to a fresh version (used to compile Vulkan shaders). Might help #10065 ?) * Ooops * Vulkan: Disable dual source blending on Intel GPUs, fixes #10074. * Show textual names of Vulkan GPU vendors * Improve Vulkan device selection mechanism to prefer discrete GPUs * Cleanup gradle output. * Cheats: Fix pointer command count offset. * Cheats: Clamp pointer command data to avail. * Fix 0x6 code types * Vulkan: Apply simple workaround for Mali driver bug (see #10070), and minor cleanup. * Fix some minor things found by running Sizer on PPSSPP * Cheats: Enable for any non-zero number. * Disable lwl/lwr on ARM64 JIT again. Seems b9b2656e9313 broke things, see #10020 * Count readbacks in a frame and show in GPU debug stats. * Cheats: Split parsing and execution. * Try harder to free up memory from the Android native font rendering system. Might help #10069 * Vulkan: If acquiring a frame fails (happens sometimes during window resize), skip swapping the frame. Should help #10063 * Vulkan: Wait for orderly thread stop on resize. * Vulkan: Fix deadlock on resize. * Vulkan: Some error handling improvement. Might get us a clue for #10065 * Vulkan: The validation layers don't like zero-size blits. * Vulkan: Better way to make sure we bind the backbuffer at some point. * Vulkan: Convert depth format on readback. * Vulkan: Show textures in GE debugger. * Vulkan: Add texture image readback. * Vulkan: Fix non-16 bit indexed drawing. * Vulkan: Allow clearing the backbuffer to any color. * D3D11: Show FBO-as-texture in GE debugger. * TexCache: Warning fix. * Use W^X on OpenBSD. * Don't use "threadsafe events" for Ge stuff. * Vulkan: Fix leak in WipeQueue(). * Turn on multithreaded vulkan * Remove/deprecate GPU tick sync * Get rid of GPUCommon's "Internal" functions. * Delete ProcessEvent and the GPUEvent enum * Delete GPUCommon::ScheduleEvent * Get rid of a bunch of sync stuff that's no longer needed. * Get rid of the sync around curTickEst * Delete the mutex in GPUCommon. * Vulkan: Fix framebuffer leak. * Remove the setting to run the display list interpreter on a separate thread. * Vulkan: Correct logicop dirtying. * Vulkan multithread: Fix race condition. * TexCache: Detect textures in FBO gutters. * GPU: Properly Release() FBOs. * SaveState: Correct free on error and uncomp format. * SaveState: Use malloc to avoid Android OOM crash. * Vulkan: Make sure backbuffer is bound for UI. * Vulkan: Resignal unexecuted fences on thread stop. * Vulkan: Wait for queue idle in DestroyBackbuffers. * GPU: Restore initial readback on output. * Vulkan: Refcount framebuffer deletes. * Vulkan: Account inside frame from push side. * Add missing Google Maven repository * Buildfix again. Should fix #10046 this time. * Unify a little bit of depal code. * Vulkan: Fix bug in depal causing Sonic Rivals to be grayscale. * Minor depal state dirtying fix * Add <cmath> include. Will hopefully help #10046 * Cleanups and fixes around Vulkan stencil upload. thx unknown * Should be bufferWidth here, not width. Thanks unknown. * Vulkan: Fix a comment. * Vulkan: Allow sync when using threading. * Vulkan: Fix out-of-sync frames on threading. * Vulkan: Trigger condvar only at frame end. * Vulkan: Fix segfault on swapchain fail. * Fix issue in framebuffer size calculation when viewport is bogus in through mode. Fixes #10043. * Tiny cleanups. * Vulkan: Minor fixes. * Stop leaking framebuffers on shutdown. Fix other shutdown issues. * Minor optimization. * Remove some code duplication * Vulkan: Implement stencil upload (for Star Ocean). OBS-URL: https://build.opensuse.org/request/show/542857 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=19 |
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Klaus Kämpf
|
18bcc25d28 |
Accepting request 538670 from home:xenonpk
- Update to version 1.4.2~git20171101: * Small fix for a bad block transfer in Soul Calibur * Fix bug in Vulkan's vertex shader generator, causing stretched characters in Jeanne D'arc. * DenseHashMap: Speed up clearing. Became more important since I had to disable keeping descriptor sets around between frames. * Complete a comment. * Vulkan: Fix colors for low-bpp depal (actually fixing the shadows of ff-type0) * Make VulkanTexture "immutable". * Add some disabled code to submit "init" command buffers separately to the queue for debugging. * Always recreate DrawPixelsTex to avoid inter-frame races. * Use the global curFrame counter. No need for a vector for pushing cmdbufs. * Add a QueueRunner logging facility. Set up a subpass dependency for the backbuffer pass. * Add and update some comments. * Vulkan: Make backbuffer transitions part of backbuffer render pass. Optimize depth buffer memory operations. * Decimate descriptors every frame until I find a better solution. Fixes flicker in videos in several games. * Remove disabling of validation warning. It works. * Vulkan: Fix depal and shader blending. * Vulkan depal code now passes validation, but produces black. * Implement the rest of Vulkan framebuffer depal. Not yet working though. * Some reorganization. Start implementing framebuffer depal for Vulkan. * Delete superfluous bind of temporary render target on creation. * Implement GetFramebufferAPITexture for Vulkan - Update to version 1.4.2~git20171029: * Share the conversion code between vulkan and D3D, fixing the missing format thing. * Color-convert directly during the readback, saves a copy. Like we already do in D3D11. * Revert most of the last commit - will do it differently. * Use the CPU color conversion from GLES for readbacks in Vulkan (and D3D11). Fix bug. * Fix Vulkan framebuffer readbacks, as long as they're in R8G8B8A8. * Vulkan: Rough untested implementation of synchronous readbacks. * VulkanRenderManager: Split out BeginFrame and EndFrame from Run * Comment cleanup * Refactor: Split out VulkanQueueRunner from VulkanRenderManager * Forgot to update the Android target version here to 26. * Another buildfix * Fix integer overflow affecting very large draw calls * More buildfixes, warning fix, memory leak fix * 32-bit android buildfix attempt * Bump descriptor set limits, which became insufficient with the addition of tesselation (should really use separate big desc layouts for them) * Remove misguided hack. * Warning fixes * Remove a bad check making us use the wrong way to copy depth buffers. Add a cap so we can try to unify BlitFramebufferDepth later. * Assorted fixes * Fix (some) crashes on blits. Validation issues remain. * Forgot to add the CMakeLists.txt change to the last commit. * Warning fixes, CMakeLists.txt/Android.mk fixes * Fix some resource leaks and excessive logging in VulkanRenderManager * Clean out some obsolete code * VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions. * Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it? * Avoid re-binding pipelines. * Let's try a mutex. Doesn't completely solve the problem though.. * Make sure not to begin and end the init command buffer on different threads. * Vulkan: Don't forget to specify stencil load op in render passes * This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar) * Synchronization is HARD. need a rethink, methinks. * Move the VulkanRenderManager stuff to thin3d, fits in better there. * Rendering basics now works. * A multitude of fixes. The UI now works correctly, though of course ingame still broken. * It builds! With some shortcuts, of course. * Use RenderManager for thin3d stuff * Initial work on render queue manager - Update to version 1.4.2~git20171026: * Update gradle files to Android Studio 3.0 defaults. - Update to version 1.4.2~git20171024: * Automatically scroll textboxes when the caret ends up outside. Fixes #10026 . * Fix issue with caret position in text boxes caused by a bad hash function. Fletcher is 2-bytes-at-a-time and thus very inappropriate for short strings. * Can't use the camera stuff on Android versions before 11. Fixes #10029. - Update to version 1.4.2~git20171023: * Separate -Bsymbolic Shared linker flag * Ops typo * Better path fix x86_64 android - Update to version 1.4.2~git20171022: * Comment and typo fixes. * Vulkan: Fix silly mistake in blend constant checks, thanks Unknown. - Update to version 1.4.2~git20171021: * Bit more Vulkan barrier cleanup. * Various Vulkan image transition fixes and related * More work towards passing 1.61 Vulkan validation layers * Initial work on passing the latest Vulkan validation checks. * Don't call functions in asserts, they get compiled out in release... * Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed). * Have GetFramebufferDimensions return the backbuffer size for null in all backends. * Another minor cleanup (DescribeCodePtr) * Unify and move around code to cleanup some debug accessors * Unify GetFramebufferList() (trivial) * Unify DownloadFramebufferForClut * Remove more dummy code from Vulkan backend. * Unify FlushBeforeCopy. Remove old dummy methods from Vulkan framebuffer manager. * Add some safety checks. Fix some inadvertent Y-flips (bit hacky). * Unify some more framebuffer functions. Leave the GL stuff alone for now due to async. * Unify (well, almost) GetOutputFramebuffer (D3D11/GL) * Unify GetDepthBuffer/GetStencilBuffer in GL/D3D11 - Update to version 1.4.2~git20171017: * Minor refactoring of framebuffer readbacks. * Start moving PACK_ALIGNMENT into SafeGLReadPixels * Minor OpenGL refactor. * More format support in thin3d GL * Move GL readback to a Thin3D abstraction * Get rid of BindFramebufferForRead * D3D11: Move to CopyFramebufferToSync where easily possible. * Unify GetFramebuffer in GLES and D3D11. * D3D11: Fix a bug, add depth/stencil support to CopyFramebufferToMemorySync * Will fix Android-x86_64 cmake * restructure some flags x86_64 android * Re-enable gradle x86_64 android build * Address review comments. * Buildfix * Remove comment, add check. * RPI: use new vendor graphics library names * Add a controller profile for X360 controllers on RPI, fixes issue #10019 * Update lang submodule OBS-URL: https://build.opensuse.org/request/show/538670 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=18 |
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b1ea7788af |
Accepting request 534093 from home:xenonpk
- Update to version 1.4.2~git20171015: * Windows: Fix over/under write for multibyte chars. * Savedata: Handle disk full properly in GETSIZE. * Gamedata: Fix savestates for data install. * OSK: Limit allowed keyboards based on input mask. - Update to version 1.4.2~git20171011: * UWP buildfix. See comments in #9575 - Update to version 1.4.2~git20171009: * Extra safety when switching GPU backends, fix possible Vulkan shutdown issue. Should help #10005 - Update to version 1.4.2~git20171004: * Added default control pad mapping for control pads not found in SDL's game controller database file. * Fix savestates from before 1.4.2-420. Fixes #9998. Unfortunately this also breaks states between 420 and 468, so please save normally before upgrading if you were using one of those. * Add ini-only "Savedata Upgrade" setting. - Update to version 1.4.2~git20171002: * Add additional button defines. * Finish making extra psp keys mappable. * Remove unnecessary ifdef. Thanks Bracket-. See #9548 comments. * Oops, forgot this one. * Fix typo causing Y axis in joystick tester not to be mirrored correctly if backwards. Should fix #9300 * Add Horipad One config. * gamecontrollerdb.txt: Add 8Bitdo NES30 Pro mappings for Linux * Reorder SDL init a bit, allowing us to read the fullscreen option early enough to fix #9086 * Vulkan: If there are no GPUs available, fail properly instead of asserting. - Update to version 1.4.2~git20170928: * Fix the build on the buildbot by avoiding fancy new Java features. Fixes #9979 * Don't default to coldbird adhoc server, it doesn't run anymore (?) - Update to version 1.4.2~git20170923: * GLES: Add OpenGL 3.x core profile support. * GLSL: Set extension flags for elided core exts. * GLES: Android buildfix. * GLES: Allow hwtess for GL 3.1 w/o shader4. * Update lang submodule - Update to version 1.4.2~git20170921: * Headless: Add support for SDL. * GPU: Reset shader state on shader reset. * Headless: Reduce some duplication. * Headless: Oops, call SDL_Init(). OBS-URL: https://build.opensuse.org/request/show/534093 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=17 |
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Klaus Kämpf
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38227fa7bf |
Accepting request 526483 from home:xenonpk
- Update to version 1.4.2~git20170914: * add support for smart keyboard * map '`' to back instad of esc * forget to modify cmakelists * GPU: Dirty viewport on RT width/height change. * Add uniform to make post process aware of videos. And an example effect ~ subtle AA in-game/heavy smoothing for videos. OBS-URL: https://build.opensuse.org/request/show/526483 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=16 |
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Klaus Kämpf
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2665d54d06 |
Accepting request 522274 from home:xenonpk
- Update to version 1.4.2~git20170903: * Add Sony PS3 controller mappings - Update to version 1.4.2~git20170901: * Integrate sceUsbGps and sceUsbCam with Android * Integrate sceUsbGps and sceUsbCam with Android - 2 * More mingw patches * More mingw patches pt. 2 * Simplify this conditional * PACK should be defined different for Win32 based on whether we compile with Mingw or MSVC * Revert "PACK should be defined different for Win32 based on whether" * Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11 * Remove snprintf compatibility hacks for MSVC versions before 2015 * Remove Globals.h * Buildfix * Linux buildfix * mingw patches - Update to version 1.4.2~git20170830: * Assorted cleanup of Vulkan init code. Show Vulkan extensions in system info. * Separate VulkanContext::CreateDevice into ChooseDevice and CreateDevice to give an opportunity to enable extensions. * Buildfix * Minor cleanups * Fix bug in vulkan init. Add some sanity checks to GL shader cache loading. * Add a hack to override the default framebuffer on non-iOS, to unblock the new RetroArch port attempt (#9936) * Fix a PIC compliance bug in the VFPU. Comment other cases properly (for easy searching). * apple buildfix * Patches to make it possible to compile with mingw, pt. 1 * Removed MSVC check * Change this to _MSC_VER * Remove this too - we will use UNICODE and _UNICODE defines for mingw build * SafeMem: Remove the "far" optimization that saves 3 bytes sometimes but is really dangerous and not worth the complexity. - Update to version 1.4.2~git20170825: * Another couple of control mappings, see #9825 * Fix possible crash when loading GL shader caches. Should help #9930. - Update to version 1.4.2~git20170824: * Bump the GL shader cache version - Update to version 1.4.2~git20170821: * Make keys names translatable in pop-up * Reuse some already translated strings * Add a new translation category for the remote ISO feature * Oops, forgot this one * Implement vertex caching for Vulkan. * Vulkan vertex cache: Fix bug with "pure prim" draws (where we avoid the index buffer) * Make FLAG_FLUSHBEFORE a no-op, move flushes into the execution functions. * Fastpath in fastrunloop when diff=0. Remove need for Execute for UV scale/offset. * Minor cleanups * Buildfix for X86 Android * Crashfix on older devices * Vulkan: Add code (disabled) to be able to run with more in-flight frames. Only improves performance marginally and needs more testing. * FRAGMENT_SHADER needs to be marked dirty if shademode changes. Fixes #9904. * Make control mapping pop-up title translatable * Make dev menu pop-up title translatable * Fixed invalid preprocessor directive * ARM: Delete obsolete comments and check * More vulkan microoptimizations. Add more profiler scopes. * Vulkan: Fix some inefficient command pool usage, might also fix a race condition * Vulkan: Fix bug sometimes causing the wrong renderpass to be ended at exit, causing crashes. * Add hooks for Marvel video copy func. * Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap. * SIMD-optimize some data conv routines used in uniform updates. * Include Hashmaps.h in CMakeLists.txt. * Maintain the hashmap from time to time. Fix a bug in count reset on grow. * Optimize uniform uploads for D3D9 and GL as well. * Buildfix * 32-bit buildfix * And yet another buildfix. * Minor optimizations (use the new hashmap in a few more places) * ... And also for the vertex decoder (DenseHashMap) * Switch over the GL shader manager to the new hashmaps. * Buildfix * Fix some missing dirty flags (affects FS_BIT_LMODE) * Keeping descriptorsets around between frames can cause problems if we run out.. Try to prevent that. Need a better method than this though. * Linux buildfix * GPU: Consider bbox failed with zero verts. * GPU: Fix alignment on signal jump/call. * This might not always be 16-byte aligned. - Update to version 1.4.2~git20170816: * Simple micro-optimization in AdvanceVerts * Can't dirty VERTEXSHADER_STATE before the flush in Execute_VertexTypeSkinning, causes obscure bugs when software skinning is enabled * NEON-optimize bone matrix loads * Vulkan: More minor optimization (avoid pipeline cache lookups when possible) * NEON-optimize CLUT loads * Neon-optimize the audio s32->s16 packing function * Initial work on supporting sustained perf mode * Cleaner Vulkan shutdown * Add controller entries from gabomdq/SDL_GameControllerDB * Oops, forgot to update NativeQueryConfig, thanks unknown * Spacing - Update to version 1.4.2~git20170815: * Ensure everything is dirty on frame start. * All: Only convert blend state if "dirty" * All: Only convert depth stencil state if dirty * All: Only convert raster state if dirty * Dirty RASTER_STATE when switching between rect and non-rect primitives (culling) * All: Only convert viewportscissor state if dirty * Dirty viewport state on framebuf resize. * Add some missing VIEWPORTSCISSOR dirtying. * D3D11: Make better use of the dirty flags to avoid state calls * All: Only recompute the vertex shader ID when dirty * Dirty vertexshader state on hw bezier/spline. * Dirty things on stencil buffer upload. * Dirty-flag the fragment shader ID. * Add some missing fragment shader state changes. * Dirty on various framebuf state helpers. * Oops, broke Vulkan in the rebase somehow. Fixed. * Use dirty-flags more in Vulkan state setting * Dirty-track the current pipeline to avoid many vkBindPipeline calls. * Fix minor blendstate oversight, restore a disabled optimization * Vulkan: Fix some more state dirtying issues. OBS-URL: https://build.opensuse.org/request/show/522274 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=15 |
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Klaus Kämpf
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69f3f09639 |
Accepting request 515965 from home:xenonpk
Source Update OBS-URL: https://build.opensuse.org/request/show/515965 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=14 |
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Klaus Kämpf
|
1622dcb7c5 |
Accepting request 506006 from home:xenonpk
Source Update OBS-URL: https://build.opensuse.org/request/show/506006 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=13 |
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Ryan Bach
|
d735c6d775 |
Accepting request 504464 from home:xenonpk
Source Update OBS-URL: https://build.opensuse.org/request/show/504464 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=12 |
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Ryan Bach
|
22bc57f8ea |
Accepting request 503062 from home:xenonpk
Source Update OBS-URL: https://build.opensuse.org/request/show/503062 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=11 |
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Ryan Bach
|
2be49c4935 |
Accepting request 500856 from home:xenonpk
Source Update OBS-URL: https://build.opensuse.org/request/show/500856 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=10 |
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Klaus Kämpf
|
cd68ac3144 |
Accepting request 498653 from home:xenonpk
Source Update & Versioning fix OBS-URL: https://build.opensuse.org/request/show/498653 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=9 |
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Klaus Kämpf
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505f3cbdd8 |
Accepting request 496764 from home:xenonpk
Source Update OBS-URL: https://build.opensuse.org/request/show/496764 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=8 |
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Klaus Kämpf
|
fcedea46a3 |
Accepting request 493074 from home:xenonpk
Source Update OBS-URL: https://build.opensuse.org/request/show/493074 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=7 |
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Klaus Kämpf
|
f1c5a15387 |
Accepting request 491960 from home:xenonpk
Source update OBS-URL: https://build.opensuse.org/request/show/491960 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=6 |
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Klaus Kämpf
|
99dcb5ccca |
Accepting request 490169 from home:xenonpk
Fix versioning OBS-URL: https://build.opensuse.org/request/show/490169 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=5 |
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Klaus Kämpf
|
ae1d689016 |
Accepting request 488047 from home:xenonpk
Source Update OBS-URL: https://build.opensuse.org/request/show/488047 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=4 |
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Klaus Kämpf
|
50937cf8d4 |
Accepting request 487556 from home:xenonpk
Reference patch removal in .changes file & further source updates OBS-URL: https://build.opensuse.org/request/show/487556 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=3 |
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Klaus Kämpf
|
e0b4f51176 |
Accepting request 430443 from home:xenonpk:branches:home:X0F:branches:Emulators
Update to latest git revision (1.3) Updated .changes file OBS-URL: https://build.opensuse.org/request/show/430443 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=2 |
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4f106f5171 |
Accepting request 183035 from home:dvlara
PSP emulator. OBS-URL: https://build.opensuse.org/request/show/183035 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=1 |