Commit Graph

69 Commits

Author SHA256 Message Date
Duarte Pousa
5e555878b4 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=80
2018-08-06 16:39:21 +00:00
Duarte Pousa
e216c3769c Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=79
2018-08-04 21:00:26 +00:00
Duarte Pousa
79a27efed0 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=78
2018-07-30 11:46:31 +00:00
Duarte Pousa
624e0d18bb Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=77
2018-07-29 12:00:28 +00:00
Duarte Pousa
df6f071e50 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=76
2018-07-22 20:12:12 +00:00
Duarte Pousa
53e1d45c1d Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=75
2018-07-17 19:08:00 +00:00
Duarte Pousa
e880bb9971 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=74
2018-07-11 13:15:57 +00:00
Duarte Pousa
f9a9cba22d Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=73
2018-07-10 08:21:00 +00:00
Duarte Pousa
a830700a6c Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=72
2018-07-08 12:56:57 +00:00
Duarte Pousa
62883cbf89 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=71
2018-07-06 13:38:32 +00:00
Duarte Pousa
95f2a207cc Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=70
2018-07-01 21:30:43 +00:00
Duarte Pousa
5cab4abc97 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=69
2018-06-29 19:01:15 +00:00
Duarte Pousa
bf4b6e1648 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=68
2018-06-27 18:33:45 +00:00
Duarte Pousa
1987f23cbe Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=67
2018-06-25 17:35:41 +00:00
Duarte Pousa
724049b268 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=65
2018-06-23 12:21:54 +00:00
Duarte Pousa
3e1b317e37 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=64
2018-06-20 20:39:30 +00:00
Duarte Pousa
8d7a077615 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=63
2018-06-19 23:12:30 +00:00
Duarte Pousa
f227d7e773 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=61
2018-06-16 19:56:54 +00:00
Duarte Pousa
978c0556fe Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=60
2018-06-15 23:23:49 +00:00
Duarte Pousa
4c7800e5a4 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=59
2018-06-14 18:19:44 +00:00
Duarte Pousa
68707d0041 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=56
2018-06-10 11:28:11 +00:00
Duarte Pousa
d48347e6c7 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=55
2018-06-09 23:04:22 +00:00
Duarte Pousa
db9ccf296a Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=54
2018-06-08 18:08:17 +00:00
Duarte Pousa
891e42f170 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=53
2018-06-07 19:12:52 +00:00
Duarte Pousa
b19fcb5ce8 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=52
2018-06-06 19:03:11 +00:00
Duarte Pousa
d1d200a158 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=50
2018-06-04 19:11:35 +00:00
Duarte Pousa
23cf117e5f Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=49
2018-06-02 11:52:09 +00:00
Duarte Pousa
44b71d157c Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=48
2018-06-01 17:35:17 +00:00
Duarte Pousa
0cdaceaa8f Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=47
2018-05-31 10:28:16 +00:00
Duarte Pousa
95d51f6564 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=46
2018-05-30 13:17:44 +00:00
Duarte Pousa
89a7db46ff Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=45
2018-05-29 13:10:49 +00:00
Duarte Pousa
571b7e00d6 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=44
2018-05-26 17:33:48 +00:00
Duarte Pousa
42c30b28d3 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=43
2018-05-21 12:48:05 +00:00
Duarte Pousa
53481d7aac Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=42
2018-05-16 13:28:55 +00:00
Duarte Pousa
cf788af213 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=41
2018-05-14 12:40:44 +00:00
Duarte Pousa
8770e6f78d Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=38
2018-05-10 00:08:57 +00:00
Duarte Pousa
612c44604b Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=37
2018-05-09 13:03:49 +00:00
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
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
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
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