- 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
- 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
- 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