Commit Graph

336 Commits

Author SHA256 Message Date
Duarte Pousa
290ffd080a Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=36
2018-05-07 13:06:45 +00:00
Duarte Pousa
1403bc6ac8 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=35
2018-05-06 10:58:51 +00:00
Duarte Pousa
a4e34c754e Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=34
2018-05-05 10:12:09 +00:00
Duarte Pousa
f6158e1624 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=33
2018-05-04 12:58:44 +00:00
Duarte Pousa
143882a3e8 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=32
2018-05-03 12:27:01 +00:00
Duarte Pousa
c2f9f10590 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=31
2018-05-02 12:32:22 +00:00
Duarte Pousa
0313a52c93 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=30
2018-04-29 22:58:18 +00:00
Duarte Pousa
8e29a8d322 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=29
2018-04-29 19:58:01 +00:00
Duarte Pousa
3609c604ea OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=28 2018-04-29 15:20:06 +00:00
Duarte Pousa
340491e6c5 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=27
2018-04-26 19:10:01 +00:00
Duarte Pousa
d215effa27 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=26 2018-04-25 16:42:18 +00:00
Duarte Pousa
76f6d47690 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=25 2018-04-25 16:41:55 +00:00
Duarte Pousa
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
2018-04-25 15:28:16 +00:00
Ryan Bach
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
2018-04-13 01:07:21 +00:00
Ryan Bach
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
2018-03-14 03:56:50 +00:00
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
2018-02-26 14:05:07 +00:00
Klaus Kämpf
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
2018-01-24 09:18:56 +00:00
Klaus Kämpf
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
2017-11-24 09:03:20 +00:00
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
2017-11-06 09:47:27 +00:00
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
2017-10-19 09:34:43 +00:00
Klaus Kämpf
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
2017-09-19 16:32:05 +00:00
Klaus Kämpf
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
2017-09-10 11:15:36 +00:00
Klaus Kämpf
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
2017-08-11 09:06:50 +00:00
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
2017-06-26 09:31:08 +00:00
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
2017-06-19 21:33:18 +00:00
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
2017-06-12 21:37:09 +00:00
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
2017-06-04 01:33:58 +00:00
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
2017-05-29 06:46:59 +00:00
Klaus Kämpf
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
2017-05-22 06:45:36 +00:00
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
2017-05-08 14:05:15 +00:00
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
2017-04-29 14:22:42 +00:00
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
2017-04-24 08:32:12 +00:00
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
2017-04-15 09:56:54 +00:00
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
2017-04-13 11:33:57 +00:00
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
2016-09-27 09:20:21 +00:00
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
2013-07-29 07:55:41 +00:00