- 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
- 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
- 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
- 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