Commit Graph

18 Commits

Author SHA256 Message Date
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