Commit Graph

298 Commits

Author SHA256 Message Date
61269e6ea5 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=362 2022-11-23 12:58:03 +00:00
Duarte Pousa
b6fc6655cf Update on 2021-11-14
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=308
2021-11-14 01:26:36 +00:00
Duarte Pousa
df1b2d522e Update on 2021-11-07
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=307
2021-11-07 00:55:15 +00:00
Duarte Pousa
efdf3ee276 Update on 2021-10-31
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=306
2021-10-31 00:54:35 +00:00
Duarte Pousa
a7ae6d966d Update on 2021-10-24
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=305
2021-10-24 11:14:05 +00:00
Duarte Pousa
c89a636a35 Update on 2021-10-24
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=304
2021-10-24 01:08:01 +00:00
Duarte Pousa
8bb8320d62 Update on 2021-10-19
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=303
2021-10-19 12:46:21 +00:00
Duarte Pousa
d47db2eaf6 Update on 2021-10-15
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=302
2021-10-15 10:05:16 +00:00
Duarte Pousa
5cfd9bc00a Update on 2021-10-10
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=301
2021-10-10 01:55:02 +00:00
Duarte Pousa
f5d1347eaa Update on 2021-10-08
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=300
2021-10-08 22:10:01 +00:00
Duarte Pousa
af237244de Update on 2021-10-07
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=299
2021-10-07 21:01:35 +00:00
Duarte Pousa
b75536efa4 Update on 2021-10-03
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=298
2021-10-03 00:45:44 +00:00
Duarte Pousa
395a88d3a6 Update on 2021-10-01
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=297
2021-10-01 13:47:58 +00:00
Duarte Pousa
14d8210917 Update on 2021-09-26
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=296
2021-09-26 14:50:56 +00:00
Duarte Pousa
302ced4706 Update on 2021-09-17
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=295
2021-09-17 12:07:12 +00:00
Duarte Pousa
c6625c2851 Update on 2021-09-02
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=294
2021-09-02 16:37:32 +00:00
Duarte Pousa
04bc76e342 Update on 2021-09-01
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=293
2021-09-01 17:21:19 +00:00
Duarte Pousa
69f20ac3ab Update on 2021-09-01
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=292
2021-09-01 10:56:25 +00:00
Duarte Pousa
4534b8ffd7 Update on 2021-08-31
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=291
2021-08-31 19:41:37 +00:00
Duarte Pousa
b3d20f1437 Update on 2021-08-29
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=290
2021-08-29 19:27:44 +00:00
Duarte Pousa
be594bc76a Update on 2021-08-29
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=289
2021-08-29 15:39:29 +00:00
Duarte Pousa
1c4a083a72 Update on 2021-05-30
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=286
2021-05-30 00:17:45 +00:00
Duarte Pousa
0f2103bcb0 Update on 2021-05-22
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=285
2021-05-22 10:27:25 +00:00
Duarte Pousa
6cc643246e Update on 2021-05-18
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=284
2021-05-18 18:37:43 +00:00
Duarte Pousa
79c871c45b Update on 2021-05-16
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=283
2021-05-16 18:04:13 +00:00
Duarte Pousa
c1a804d958 Accepting request 888156 from home:alois:branches:Emulators
- Update to version 1.11.2~git20210422:
- Fixes build with ffmpeg 4.4

OBS-URL: https://build.opensuse.org/request/show/888156
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=281
2021-04-24 16:48:14 +00:00
Duarte Pousa
15f42e278f Update on 2021-02-26
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=280
2021-02-26 10:18:41 +00:00
Duarte Pousa
60b65ed0a6 Update on 2021-02-15
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=278
2021-02-15 16:52:49 +00:00
Duarte Pousa
8caafd53b3 Update on 2021-02-14
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=277
2021-02-14 11:12:42 +00:00
Duarte Pousa
bd4761be35 Update on 2021-02-11
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=276
2021-02-11 22:15:20 +00:00
Duarte Pousa
d5239d467f Update on 2021-02-08
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=275
2021-02-08 01:06:28 +00:00
Duarte Pousa
e2c3aaa1db Update on 2021-02-07
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=274
2021-02-07 00:50:57 +00:00
Duarte Pousa
3c97433d77 Update on 2021-02-02
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=273
2021-02-02 11:20:24 +00:00
Duarte Pousa
551ecbc300 Update on 2021-01-31
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=271
2021-01-31 15:05:44 +00:00
Duarte Pousa
b52cd42995 Update on 2021-01-24
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=270
2021-01-24 14:26:43 +00:00
Duarte Pousa
3fb2c92ad9 Accepting request 841874 from home:Guillaume_G:branches:Emulators
- Exclude aarch64 and %arm as it never built due to openGL
  vs openGL ES issue.
- Use again system ffmpeg
- Update to version 1.10.3~git20201014:
  * Fix text issue in God Eater Burst. Forgot that games can allocate texture in volatile memory too.
  * Vulkan: fix stack overflow.
  * libkirk: fix buffer overflow.
  * Fix a couple of issues with #13477, found by aliaspider.
  * VK: Whenever safely possible, shrink the render area.
  * Fix OpenGL crash introduced in #13536
  * Fix GPU profile display on notched screens
  * compat.ini: Add ID for European version of Car Jack Streets
  * Track and accumulate pipeline flags for render passes.
  * Bugfix
  * VK: Separate layout transitions from renderpasses again.
  * Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
  * VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
  * Workaround for date bug in Car Jack Streets.
  * Fixed timeout issue due to the latest CoreTiming::GetGlobalTimeUsScaled() have a possibility to get smaller number than the previous one.
  * Added some network-related missing error codes.
  * Create a safer variant of BlockTransferAllowCreateFB, enable for FF Type 0
  * Fix additional snappy warnings.
  * Warning fixes.
  * Avoid a division in time_now_d(). Minor optimizations.
  * VFPU: Compute sines and cosines in double precision.
  * Make Qt apply fullscreen change from UI as well
  * Make --windowed available on all platform and make sure to trigger resize
  * Add an option to the in-game dev menu to reset counts on limited logging
  * Change jpn0.pgf for a new one generated by nassau-tk
  * Update gradle, assets/lang
  * Prevent sceNetAdhocctlGetGameModeInfo from spamming Warn/Info Log on Street Supremacy
  * Added socom.cc as an alternative Public Adhoc Server, just because they have statistic web page for players to find out which games are being played and how many players are there.
  * Minor changes.
  * Return early to reduce indentation on AdhocMatching code
  * Updated AdhocPollSocket implementation to fix Bleach Heat the Soul 7, Fate Unlimited Codes, Carnage Heart EXA
  * Prevent getting too many Kernel Errors in the log during a Shutdown cleanups due to kernelObjects already cleared.
  * Prevent Dissidia 012 from opening too many ports when failed to connect continuously.
  * Making the workaround that fix Gundam vs Gundam Next Plus to be optional as it can improve connectivity on other games over high latency networks, and fix GvG Next Plus properly.
  * Updated AdhocSocket struct, and an attempt to reduce stutters by increasing the send buffer a little bit.
  * Fix Falcom games (ie. Ys vs. Sora no Kiseki, Vantage Master Portable)
  * Removing ETIMEDOUT from non-blocking socket's error checks
  * Updated GameMode implementation to fix Bomberman, also improved performance on BattleZone. (+1 squashed commits)
  * Fix NetconfDialog timings to get a better message transitions.
  * Fix Apctl and Adhocctl state change timings to works properly. Which fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link properly.
  * Removing the workaround that fix the stuck MessageBox on Naruto Shippuden Ultimate Ninja Heroes 3 and .hack//Link but having a side effect of 0.5 second lag
  * Fix a recent bug in XinputDevice.h
  * Sets the maximum memory stick size to 32GB like a Memory Stick Duo.
  * Savedata:Skips non-directories in LISTALLDELETE mode.
  * Simulates memory stick size to get fixed free space.
  * SDL: Apply patch from issue #13516, fixing issue with Wacom tablets with readonly flags set.
  * SDL: Implement multitouch support
  * Buildfix - remove more Qt-specific code in TextureReplacer
  * Also report a smaller memstick for Street Fighter Alpha 3 MAX (see #10462)
  * Add compat.ini setting to work around memstick size math problem in Harry Potter - Goblet of Fire
  * Fix libretro makefile build
  * Add some recent contributors to the credits list.
  * Delete useless Qt-specific path in TextureReplacer
  * Vulkan: Automatically generate mipmaps for replacement textures.
  * Cap the global thread pool at 16 threads.
  * Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
  * Fix Qt build by simply moving the offending file to the native project. No idea why Qt include paths only work there.
  * Buildfix linux
  * Windows: Remove the native project.
  * Complete the eradication of D3DX9 compiler loader
  * Move text rendering to Common.
  * Move most GPU things to Common.
  * KeyMap fix (libretro)
  * Libretro buildfixes
  * Move fileutil, net, image loaders, ui to Common. (#13506)
  * SaveData:Displays all saves like a PSP for LISTALLDELETE mode.
  * iOS buildfix
  * Mac/ios buildfix
  * Move NativeApp.h to Common/System, split into NativeApp.h and System.h
  * Move Display.cpp/h to Common.
  * Move the profiler to Common
  * Common.h shouldn't include Log.h.
  * Move math and some file and data conversion files out from native to Common.
  * iOS buildfix attempt
  * Move native/util, native/data and native/i18 to Common/Data.
  * Fixed missing cstring include.
  * Move input utilities from native to Common/Input.
  * Savedata:Corrects the performances when the data is broken.
  * Move threading utils from native to Common
  * Savedata:Supports empty file name for save/load/delete.
  * Savedata:Improves the deleting functions.
  * Libretro buildfix
  * Windows: Correct some stdafx.h paths.
  * Adnroid: Add back arm32 files for libpng.
  * Android: Fix include paths.
  * Global: Add back arm files for libpng.
  * Merge ext/native/ext/... directly into ext.
  * ByteSwap.h results in a file name collision on some systems with byteswap.h. Fix this by merging it into BitSet.h.
  * Additional UWP buildfix
  * UWP buildfix
  * retro buildfix
  * Buildfixes
  * Remove some TLS.
  * Remove unnecessary use of thread local storage
  * Remove some color util functions
  * Move buffer.cpp/h from base to Common
  * Buildfixes
  * Finish getting rid of basictypes.h
  * Merge base/basictypes.h into Common/Common.h (mostly).
  * Merge ext/native/stringutil.cpp/h into Common/StringUtils.cpp/h.
  * Remove old define for thread local storage
  * We no longer use TCHAR.
  * Remove our usage of ssize_t
  * Delete more useless math code
  * Delete unused math code
  * Delete more old detritus
  * Delete some unused string functions
  * Very minor optimization (divisions by constants are faster unsigned)
  * Delete unused backtrace.cpp
  * TimeUtil.cpp cleanup
  * Fix issue with duplicate texture dumps.
  * Add PSP color shader
  * SDL: Adjust locale parsing for Ubuntu.
  * Core: Fix memory size check.
  * fix #13471
  * glcore context switching
  * Don't cache time in a variable.
  * Enable BlockTransferAllowCreateFB for Burnout Dominator.
  * Some GPU code cleanup. Disable some unnecessary reporting.
  * More cleanup
  * Cleanup
  * IndexGenerator::AddStrip: Avoid the fallback by writing a few extra indices if necessary.
  * Also optimize IndexGenerator::AddStrip for ARM NEON.
  * Buildfix
  * SSE-optimize IndexGenerator::AddStrip. Shaves about half a percent from GoW.
  * Speed up game start under Windows by not filling the symbol listbox until the disasm window is opened.
  * Windows debugger: Clean out old remains of multi-cpu support
  * Reduce string allocations in Vulkan memory allocator
  * Revert a bad optimization in word wrapper
  * An attempt to improve connection stability.
  * Fixed returned error code on sceNetAdhocctlDelHandler
  * Minor fix to sceNetAdhocctlGetPeerInfo
  * Added more info on some sceNet logs
  * Prevent sceNetGetMallocStat from spamming debug log on some games.
  * Remove some reporting that's normally just the result of garbage-as-display-list-execution.
  * Remove an allocation in the word wrapper.
  * Fix slowdowns due to careless use of auto
  * Mark the PPGe font texture as reliable to avoid hashing it.
  * Minor optimization in wrap_text.cpp
  * Fixed PdpStat and PtpStat info
  * Fixed returned error code of sceNetAdhocctlDisconnect
  * Quick fix for #13459
  * Fix regression where Gran Turismo ended up recreating the framebuffer on every frame in the menu.
  * Update submodule ffmpeg to master
  * Remove unused lastBoundTexture from Vulkan
  * Comment fixes. Minor tweak.
  * Cleanups in/around BlitFramebufferDepth
  * Remove redundant bind on GL texture build. Improve dirtying of texture state.
  * Remove dirtying of TEXTURE_PARAMS from ForgetLastTexture, not its responsibility.
  * Set the texture dirty flags when binding a new framebuffer.
  * Added alerted flags info on AdhocSocket to be used on PollSocket
  * GPU debug stats: Show how many bytes of texture data we hash per frame
  * Simplify NotifyFrameBuffer - only needs one call for both "channels" now.
  * Share GPUS stats formatting code between the backends (easier to add new stats)
  * Have to invalidate "lastBoundTexture" when binding framebuffers as texture.
  * Remove some unnecessary function parameters, improve some comments.
  * Using REPORT_ONCE to report some of GameMode HLE existance.
  * Implementing Adhoc GameMode HLE
  * Minor changes to adhoc timestamps
  * A couple of D3D11 fixes.
  * Fixed crash issue when creating/connecting to a null group name.
  * Minor improvement to gl_debug_log.h
  * Fix bug in GLES texture filter setup
  * The new asserts found something.
  * Unify BlitFramebufferDepth.
  * Make the implementations of CopyFramebufferDepth more similar.
  * Unify some GPU_SUPPORT* bits
  * FPURegCache: The invariant checking is very slow in debug mode. Let's only turn it on when we need it.
  * More asserts
  * Use system date format on savestate as well
  * Buildfix
  * Help the compiler out a little bit in IndexGenerator::AddStrip.
  * Some header include cleanup
  * Add missing asserts after some VK resource creation functions
  * Don't over-invalidate textures when a framebuffer is created or modified.
  * Sneak in a fix for a limited memory leak in Vulkan vertex cache
  * Delete TexCacheEntries that get replaced by a framebuffer
  * Fix bug in new framebuffer code, reducing unnecessary texture invalidations.
  * Check whether there may be more than one save file names by mode.
  * Cache 60 FPS requirement
  * Fix an issue of major performance drops when using accepted PTP Sockets.
  * More moves
  * Also move video filtering override.
  * Move overrides to the end of GetSamplingParams
  * Switch to a returned value and rename these functions.
  * Unify/centralize SetFramebufferSamplingParams. Some include cleanup.
  * Make the signature of all the SetFramebufferSamplingParams the same
  * Workarounds for D3D9's very limited mip level control.
  * TextureCacheGLES: Also share the same sampler calculation for GLES.
  * TextureCacheDX9: Use the already centralized sampler setup code from D3D11/Vulkan.
  * Comment fix
  * Making sure the are no compiler warnings on adhoc code on android
  * Prevent Client side from forever re-trying to connect to Exited Host on Shin Sangoku Musou Multi Raid 2
  * Improve readability of the boolean expression mess in GetSamplingParams
  * User chain support
  * Linux: Use MAP_NORESERVE when finding a memory base pointer. See #13187
  * TextureCacheCommon::UpdateSamplingParams no longer takes a TexCacheEntry
  * Always use a linear filter for video, unless forcing NEAREST filtering.
  * Texfilter: Rewrite some checks in GetSamplingParams to be faster and more understandable.
  * Remove some outdated debugging code (SetDebugTexture)
  * Fix libretro OSX build
  * MemMap: Check for MAP_FAILED in mmap call.
  * Fix GetCurrentTextureDebug
  * Try unknown's workaround for clang code gen bug. See #13187.
  * Further simplify framebuffer matching.
  * SaveState: Update to latest Snappy v1.1.8.
  * x64: Fix stack alignment in vertex decoder, just because.
  * Optimize a couple more single color conversion functions
  * Optimize the DarkStalkers software rendering path a little more.
  * Show how many times we evaluate framebuffers per frame in debug statistics.
  * Re-fix BOF III - accidentally lost the texaddr offset
  * Mostly fix Katamari by boosting fbs from the same frame
  * Decouple framebuffers from texcache entries entirely.
  * Update symbol list of disassembly window when loadexec.
  * Don't read data more than data size of pgd files.
  * Remove fbCache_ from TextureCacheCommon.cpp.
  * Make SetColorUpdated static, reorder some fields
  * Minor cleanups in CaptureDevice
  * Fix Failed to Bind already used port issue on Android (and probably linux too). This should fix Dynasty Warrior Strikeforce and Shin Sangoku Musou Multi Raid 2
  * Avoid getting Fatal signal 6 (SIGABRT) on linux/android when losing connectivity to the Adhoc Server.
  * Allows reusing the same port for PtpListen and PtpOpen. This fixes Shin Sangoku Musou Multi Raid 2, and probably other games with similar issue (ie. Dynasty Warrior Strikeforce)
  * Clients shouldn't try to detects timeout of other clients, because most of the time the client side doesn't have timeout information given, better wait for the host to tells them if a client got disconnected.
  * Sleep a bit longer, especially when PPSSPP paused.
  * Prevent spamming the log too much on some games
  * Fixed sceNetAdhocMatchingGetMembers error return value
  * Add option for the clear-fb-on-first-use speedhack. See #13295
  * Resolve Adhoc Server DNS early and cache it so we don't need to resolve it again later.
  * Stop waiting for connection on Exit to Menu to prevent causing lags.
  * Combining PDP and PTP socket's array into a union array. Fixes Hot Shots Tennis that doesn't works well with socketId > 255
  * softgpu: Correct cull handling for sprites.
  * Headless: Setup logman earlier.
  * GPU: Allow culling in through mode.
  * Plugins: Schedule plugins before game thread.
  * Plugins: Oops, typo.
  * Plugins: Support for loading game-specific plugins.
  * Module: Split out module start to use externally.
  * Simulate blocking PtpFlush
  * Allows blocking socket simulation on multiple threads simultaneously
  * Making use Adhoc SocketAlert Flags to stop/abort blocking sockets
  * Fixed return value when using Automatic Wlan Channel. Fixes Ridge Racer 2 and Warriors Orochi 2
  * Changing default Wlan Channel to 11 on Automatic to be the same with real PSP
  * Prevent sceNetGetMallocStat from spamming Info Logs
  * TexCache: Correct detaching textures.
  * Net: Fix memory corruption on save old state.
  * Net: Correct save state from old loaded state.
  * TexCache: Rename "Invalid" attach to "Inexact".
  * TexCache: Always apply detach matches if found.
  * GE Debugger: Include game ID inside dump file.
  * Debugger: Add formats to breakpoint logging.
  * Fixed SceNetAdhocctlParameter structure
  * Added some more info in Debug Log to help debugging
  * Added another HexData printing with offset and ASCII contents to help dumping some data in the logs
  * Fixed an issue where the 1st line showing 17 bytes of data instead of 16 bytes like the rest of the lines
  * Ignore SIGPIPE error on certain system (ie. Linux)
  * An attempt to implement AdhocSocketAlert
  * Oops forgot to replace these numbers with const on adhoc socket reindexing PR
  * Imp sceKernelFindModuleByName
  * Reindexing PDP and PTP socket using const/var instead of using confusing raw numbers
  * Fix crash issue due to out of bound when indexing PDP socket
  * Add draft sceKernelFindModuleByUID (#13380)
  * Fix Phantasy Star Portable 2 Timeout issue
  * Fix multiplayer on Valhalla Knights 2
  * Fix AdhocMatching P2P Mode. This fix Bleach Heat the Soul 7
  * Fix crash in Digimon Adventures.
  * Minor changes to make sure the output struct/arg have similar value to the one from prx file (based on Kingdom Hearts BBS)
  * Don't allocate PSP's Memory during DoState
  * Fix communication issue with Adhoc Server where ping to the Adhoc Server sometimes getting socket error 10053 and disconnected from Adhoc Server
  * Fix possible stalled thread when PPSSPP closed down
  * An attempt to reduce the lags/stutters during multiplayer caused by improper blocking behavior.
  * Increasing the shutdown delay so that there will be at least one "4=sceUtilityNetconfGetStatus()" after "0=sceUtilityNetconfShutdownStart()" instead of directly to "0=sceUtilityNetconfGetStatus()" (just like what happen when using utility.prx file with KHBBS on JPCSP)
  * An attempt to differentiate adhoc connect, create, and join.
  * Oops we already have local mac stored in context, no longer need to getLocalMac again
  * Fix connection issue on games using AdhocMatching due to sometimes events are removed prematurely before being processed. This fix Gran Turismo where some peers could permanently be in "busy data" state.
  * Fixed possible crash issue due to lingering leftover callback events from previous multiplayer session.
  * Avoid using hleLog during a Shutdown
  * An attempt to sort AdhocMatching Member List in order to make a consistent list on all players (based on Host). Also fixed some disconnection issue on other players when a player is leaving the room on Gran Turismo and Patapon 3.
  * An attempt to make PDP and PTP ID to be unique so they can be polled properly together without getting conflicted ID. This fixes Gran Turismo.
  * An attempt to fix sceNetAdhocPollSocket to works properly. This fixes one of the multiplayer mode on Bleach Heat the Soul 7
  * Making sure the 1st 2-bits on the 1st byte of MAC address' OUI are zero to prevent issue with some games (ie. Gran Turismo)
  * Default to P2P/Parent's MAC address if the target MAC on sceNetAdhocMatchingSendData is 00:00:00:00:00:00 (need to confirm whether this is correct or an error should be returned instead)
  * Ignores the 1st byte of MAC address when comparing, since there might be games (ie. Gran Turismo) that tries to tamper/change the 1st byte during multiplayer upon use.
  * Use  >= 0x03080000 instead of 0x0307FFFF
  * Add a check in sceKernelTerminateThread
  * Look in the mirrors or not depending on whether the texture's address is in the mirrors (detected as a depth texture).
  * When going the other way, there can be multiple textures that need updating.
  * Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening).
  * Reschedule after resuming thread from suspend.
  * Oops, crashfix for late change
  * Add some ONCE-reporting of multiple candidate situations
  * Forgot the if, oops.
  * Shrink the "Cardboard VR Off" button.
  * Test Drive: Allow virtual framebuffer copies. This eliminates the hyper expensive readbacks.
  * Apply the scoring model when creating/updating framebuffers too.
  * Switch framebuffer matching to a scoring model.
  * Extract AttachFramebufferToEntry function
  * GE dump loading: Try to use the correct GameID so compat.ini flags apply.
  * Add a check in sceKernelTerminateDeleteThread
  * Remove wrong assert. Should fix #13354
  * cmake: Remove outdated ARMV7 define.
  * Global: Remove ARM64 define.
  * GPU: Avoid compile error if ARM64=1 specified.
  * TexCache: Try to avoid wrong texcache usage.
  * TexCache: Improve quicktexhash by ~1-4% on NEON.
  * Only clear when initializating kernelMemory and userMemory.
  * Virtual framebuffer copies: Make a more informed guess on appropriate pixel format.
  * Actually clear memory when initializating.
  * Delete an unused buffer, saving 0.5MB of RAM.
  * GPU: Remove ReliableHash aliases.
  * GPU: Hash CLUT using XXH3 with replacements off.
  * irjit: Switch to XXH3.
  * GPU: Switch vertex/lookup hashes to XXH3.
  * GPU: Remove neon xxhash implementation.
  * Vulkan: Type comparison warning fix.
  * unittest: Fix build on Android.
  * Common: Update to latest xxhash.
  * Net: Reduce PortManager log noise.
  * Throw in a minor simplification in depal.
  * Address feedback from #13341.
  * Fix final subpass dependency for depth
  * Correctly update image layout to the final one after a render pass.
  * Log validation errors normally as well as using OutputDebugString.
  * Improve LogSteps further. Break out PreprocessSteps.
  * Naming fix, better names for temp fbos
  * VulkanRenderManager: Improve logging. LogSteps output is much better.
  * Fix longstanding depth/stencil view issue in Vulkan. Cleans up validation.
  * Vulkan: Minor fix for depth/stencil pretransitions. Used DEPTH_ATTACHMENT_OPTIMAL by mistake in barrier.
  * AspectMask fix
  * Vulkan: Silly typo fix in barrier
  * Exception: Don't trust sigaltstack().
  * SavedataParam: Be careful with const char* to string. Might help #13187
  * Update lang submodule
  * http: Avoid logging errors for would block.
  * TexCache: Force recreate texture on detach.
  * Framebuffer manager refactor step 1: Split ApplyFramebuffer into Match and Apply steps.
  * Framebuffer matching: Don't try to match depth buffers with color if the swizzle bits don't indicate it.
  * Debugger: Check for no texture before debug bind.
  * GPU: Properly detect clears.
  * Quick Vulkan crashfix
  * Some minor logging improvements that get to tag along the previous commit
  * More explicit invalidation of any cached state in Thin3D. Fixes #13307
  * UI: Use standard text wrapping for chat messages.
  * UI: Allow text to use native fonts.
  * UI: Split chat lines using Unicode.
  * GPU: Fix some case warnings.
  * Kernel: Avoid two different Heap structs.
  * Avoid using getaddrinfo during initialization as it could blocked the thread if there is no network
  * Audiocodec: Fix warning on older clang.
  * native: Minor header cleanup.
  * Windows: Show instance counter only with peers.
  * Net: Use locking consistently for instance counter.
  * Improve JPEG file detection (mainly for background image use)
  * Small mistake in sceKernelExitDeleteThread
  * Add a check in sceKernelExitDeleteThread
  * GL: Re-enable mipmaps for thin3d textures.
  * Windows: Make the instance counter go by 1, 2, 3.
  * Windows: Auto-enable GL validation (debug messages) in debug builds
  * More work on GL state leaks. Some things really need a redesign.
  * Net: Simplify local IP lookup.
  * Net: Cut down on local IP aliasing.
  * Use ppsspp error name
  * oop
  * Fix sceKernelExitThread
  * Add support for the 8Bitdo SF30/SN30 Pro controllers on SDL. See #13034
  * Log the first 100 block transfers instead of just the first one. Should make it easier to spot interesting things without hacking the log code.
  * Some logging improvements. Show more coordinates for block transfers, etc.
  * Software renderer clipper: Don't clip on the sides. Fixes #4845 and should fix #7124 for the SW renderer.
  * Global: Unbreak build.
  * Buildfix
  * More Log.h cleanup.
  * Move MsgHandler into Log.cpp/h
  * More cleanup of Log.h, move AndroidAssert into MsgHandler.cpp/h.
  * First step of cleaning up Log.h. Plus a few other bits and bobs.
  * Fix undesired re-builds after runnning CMake
  * Buildfixes
  * Address feedback.
  * Switch to PPSSPP's assert functions (don't use the system's)
  * Fix newlines in logging before the manager is initialized.
  * Buildfix
  * Remove time_now() - time_now_d() is the replacement. Absolute time values can't be stored reliably in floats.
  * Android.mk fix
  * Update .editorconfig to match the encoding of the resource files.
  * Move timeutil to Common. (Experiment to see how much work it is to move these).
  * Address feedback
  * UWP buildfix
  * Vulkan: Fix tex upscaling 4444 swizzling.
  * Debugger: Oops, fix comment typos.
  * Finally delete base/logging.cpp/h. Carefully preserve behaviour on Android.
  * Fix build of ZimTool/AtlasTool. Had to break the ugly backwards dependency from LogManager to g_Config.
  * Getting really close to getting rid of base/logging.h now.
  * Even more base/logging.h removal and fixes
  * More base/logging.h cleanup
  * Remove base/logging.h in a whole lot more places.
  * Remove base/logging from a lot more files in native
  * Remove base/logging.h from a whole bunch of files in native
  * Remove base/logging from UI and more
  * Remove most instances of base/logging.h from Common, Core, GPU, more
  * Replace base/logging.h in VulkanContext and parts of native
  * Remove ELOG/ILOG/WLOG from the Android C++ code (mostly)
  * Recategorize some logging, in preparation for what's to come.
  * Fix menu navigation from axis in linux
  * Fix build with clang-cl
  * Fix SSE detection with clang-cl
  * Fix Windows/CMake build with Visual Studio
  * Shows AdHoc and Access Point Connecting... Dialog
  * Making sure std::min/max are not overridden by windows header's min/max
  * Moving reused adhoc function out of sceNet function to prevent getting extra SCENET log
  * An attempt to simulate a fake PSN authentication on Patapon 3
  * Renaming sceNp* NIDs functions to their proper function names.
  * Really no need to call clear() in the constructor for AudioChannel.
  * Disable the instance counter in libretro builds.
  * Fix some minor issues found by address-sanitizer on Linux
  * UninstallExceptionHandler: Zero-initialize some structs. I've seen some weird crashes on the free() on Android.
  * Minor logging improvements
  * Global: Buildfix for parsers.
  * Global: Move string number parse to text/parsers.
  * Global: Reduce ini_file header complexity.
  * Global: Make stringutil includes more explicit.
  * Move Section out of IniFile so it can be forward declared. Unlocked further improvements to build speed.
  * Can't avoid sstream in ini_file.h, it seems.
  * Buildfix
  * Remove sstream from stringutil.h. See #13267
  * libretro: Buildfix.
  * SaveState: Rename ChunkFile files to Serialize.
  * Global: Remove some unused header code.
  * SaveState: Split out Do types to reduce headers.
  * Audio: Avoid exposing fixed size queue in header.
  * SaveState: Add header to other makefiles.
  * Global: Remove unnecessary includes.
  * UI: Fix an override warning.
  * Audiocodec: Silence a known warning.
  * Global: Cut down on file/string includes.
  * HLE: Fix some missing error logging.
  * SaveState: Split Do() into a separate header.
  * Address feedback
  * Minor: Initialize a struct. Decrease logging in sceMt19937.
  * Remove partial comment
  * Vulkan: Implement depth texturing through depal.
  * Some fixes
  * Vulkan/generic: Initial prep for depth texturing
  * Optimize value conversion in (unused) depth readback.
  * These convenience overloads don't work in 32-bit builds, remove them.
  * Set debug names for more framebuffers and textures
  * Allow passing in an object name tag when creating framebuffers
  * Vulkan: Start adding object names for easier validation debugging
  * (Libretro) Buildfix for Windows
  * Remove double disable function on frame duplication
  * Enable pixel depth rounding for Nayuta no Kiseki. See issue #8744.
  * Logging improvement
  * Remove some unnecessary reporting.
  * Fix issue where after a backend change restart, the new instance was considered secondary.
  * Fix #13251 for D3D11. The remaining issue in #7124 should be fixed.
  * Expand the viewport to cover the scissor region, if it doesn't. Fixes #4845 (bloom in Dante's Inferno).
  * Viewport state conversion: Move the pixel scaling to after the overage clipping.
  * Remove the LARGE_VIEWPORTS separate path. The fewer paths the better, all need to work anyway.
  * Also correct the allocated size.
  * Correct the alignment size when allocate memory at a position.
  * UI sound fix
  * Be a little more aggressive discarding non matching framebuffers when texturing. Enable create framebuffer from copy, fixing #12345
  * Texture from framebuffer: Logging improvements
  * Clarify, but don't yet remove, a perf hack for ES devices. Remove a unused sync parameter from readbacks.
  * Improve logging of unknown syscall imports.
  * Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h
  * Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
  * Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
  * Move a line to a better place
  * Expose SYSPROP_SYSTEMVERSION to Libretro Android core. This fixes crashes with targetSdk 29.
  * Fix Android Libretro build issues.
  * Fix texture upscaling and per game setting fix/cleanup
  * Off by default
  * Add a setting. Various tweaks to sound triggering.
  * Add a couple of more sounds. Rename some vars.
  * Hook up a couple more sounds. Unfortunately clickable back buttons now play both back and confirm sounds...
  * Hook up the first UI sound, make it play.
  * Read in WAV files for UI sounds
  * Initial sound effects
  * BackgroundAudio: Switch to a heap allocated buffer.
  * Consolidate BackgroundAudio.cpp into a class
  * libretro buildfix
  * SaveState: On section version failure, log out the name of the bad section.
  * Vulkan debug log: Remove some old exclusions, add a new one (for an old issue)
  * Minor logging improvements
  * Fix error in sceUsbMic savestate handling (need to accept old savestates without the section)
  * Fix crashes issue due to 0 is a valid index to types_, using invalid index like -1 should give a better/clearer stack trace
  * Save&Restore PSP Thread IDs to prevent using the wrong Thread ID after loading from save state, also making sure DoState have default value
  * UI: Simplify on/off for hardware tex scaling.
  * Vulkan: Allow custom texture upscaling shaders.
  * UI: Add setting for texture upload shader.
  * Lowering minVer of AfterAdhocMipsCall section.
  * Rearranged network's After PSPAction creation/registration so that newer one have higher value to prevent network's callbacks triggering the wrong after action after loading from old save state.
  * Update Vulkan headers to the latest, just to keep up.
  * Add some comments and const-correctness, and a pointer type fix, to the "semaphore" crypto stuff.
  * Reorganized Networking UI (#13232)
  * Init parameters in __UsbMicInit to avoid incorrect initial state when you exit to menu from ingame.
  * Patapon 3 Fix (#13231)
  * Imp sceUtilsBufferCopyWithRange and sceUtilsBufferCopyByPollingWithRange (#13206)
  * minor fix
  * BuildFix
  * Also partly implement in sceUsbCam.
  * Flush audio buffer when a transmission is completed.
  * Do state.
  * Use UTF-8 code page to get the device names.
  * Add basic Microphone support on Windows.
  * Fix alpha channel handling in xBRZ texture filter shader
  * Add two Kernel_Library's nids (#13218)
  * Added a fake thread to process Apctl Request Events into Apctl State Changes
  * Fix some lint warnings, and a "toast" on graphics init failure (instead of previous crashes)
  * Android: Reduce asserts during startup.
  * Some renaming and cleanup in the Android audio code
  * Android: Can't call AlertDialog.Builder.setOnDismissListener before JELLYBEAN_MR1
  * GL: Add some paranoid checks. Remove a useless option.
  * Forgetting "return true" fooled the optimizer into crashing. Fixes #13215.
  * oop
  * Add two SysMemForKernel's nids
  * Add two ThreadManForKernel 's nids
  * Remove unnecessary vector from thin3d_gl texture handling.
  * Remove wrong comment
  * Don't trust the messy error checking in EmuScreen with figuring out what to do with zip files.
  * Reduce use of multi-byte char switches.. saw this go wrong when stepping!?!
  * ExceptionHandler uninstall: Don't crash if no exception handler already installed.
  * Add some threadman's nids
  * Added more stub for some unimplemented sceNetApctl* functions
  * Add two ModuleMgrForKernel's nids
  * Debugger: Add memory.read_*, memory write_*
  * Attempt to fix an issue when the 3rd player joined causing problem to other players on Patapon 3 (this may also affects other games that use AdhocMatching)
  * Added more info to AdhocMatching Logs to get a better insight
  * UI: Fix consistency in vsync setting for iOS.
  * Locking before changing peer linked list order, just to be safe.
  * (Libretro Windows) Buildfix
  * Added target/destination IP & port of sceNetAdhocPtpConnect in the log to get better insight
  * Fix some logs text
  * Fix an issue where a player got disconnected when another player tries to join. This should affects games that use AdhocMatching such as Patapon 3
  * Small perf optimization in debug mode (surprisingly expensive to do a vector lookup here).
  * Libretro: Update minimum windows version to Vista. Committed on behalf of twinaphex
  * D3D11 - don't forget to unbind secondary texture when we need to unbind.
  * Just to be safe since SO_MAX_MSG_SIZE may not be available on all platform and forcing the definition to what windows use might be a bad idea.
  * Making mac2str function easier/cleaner/safer to use for logging purpose
  * Do UPnP stuff on it's own thread to prevent causing stutters/lags during multiplayer game due to blocking socket behavior on miniUPnP
  * Provides quick IP fill on Adhoc Server IP address setting to makes player's life easier :)
  * Need to make sure already connected to Adhoc Server before Creating/Joining a group. (Fix GTA VCS failed to join a group and unable to see any room)
  * Reconnect to Adhoc Server when disconnected while still having the AdhocCtl Inited (ie. due to timeout or network failure) so players doesn't need to reset the game to reconnect.
  * Fix issue when loading save state created from previous test version
  * Correct a crash on a missing kernel object.
  * Fix timeout comparison
  * Minor fixes
  * Fix possible crash issue during Networking Cleanup
  * Fixed PortManager fallback Cleanup issue when exiting PPSSPP due to early WSACleanup
  * Added an option to Disable Nagle Algorithm (Enable TCP No Delay)
  * Fixed UPnP port opened by PPSSPP detection, and Updated PortManager to be compliant to general purpose usage
  * Added a UPnP option to use original port for external port instead of using the shifted port by port offset, to be compatible with real PSP or other PSP emulators
  * Further libretro buildfix
  * Making sure there are no warnings on adhoc code when building on android studio
  * Fixed GvG Next Plus, Phantasy Star Portable 2, and some minor changes
  * libretro buildfix?
  * Attempt to fix compilation error on Linux
  * Fix Blinking game room issue on NFS Most Wanted, this will also fix lobby issue on Ridge Racer 2, Naruto Kizuna Drive, etc.
  * Backport Mac/iOS buildfix from a later commit
  * Use the alloc size from real PSP for FONT_OPEN_INTERNAL_STINGY mode. the
  * Added UI to change WLAN Channel.
  * An attempt to fix socket's behavior inconsistencies across platforms.
  * Implement ANR2ME's solution for miniupnpcstring.h
  * Oops
  * Create an Android.mk for miniupnp
  * Windows: Run the upnp string gen script regardless of architecture, and in UWP.
  * Update the gradle version again.
  * Add PortManager.cpp to Android.mk
  * Switch to my miniupnpc fork with a UWP fix
  * UWP: Unify linker options
  * Set up Windows UWP project for miniupnpc.
  * MiniUPNPC: Windows: Try to fix build on VS 2017, add more platforms.
  * Fix UPnP error detection
  * Added UPnP Support
  * Windows: Add command to load up a new identical instance of PPSSPP.
  * Temporary buildfix
  * Warning fixes
  * Backport a macOS buildfix from later
  * Fix Local IP detection on non-Windows system
  * Making sure Adhoc codes doesn't have compilation warnings
  * Enabling KeepAlive on sockets
  * Increasing the extra delays on Adhoc's callbacks just to be on the safe side, also decreasing the default network's timeout to be noticed sooner
  * making sure there are no alignment warnings related to member of packed struct on android
  * Improved multiplayer stability regardless of I/O Timing method
  * Fix i18n type
  * Improved multiplayer compatibility on some games (ie. GTA VCS, Naruto Ultimate Ninja Heroes 3, DBZ Shin Budokai 2, Power Stone Collection, .hack//Link, etc)
  * Another buildfix
  * Buildfix
  * Separate each AdhocMatching callback's buffer, since callback aren't immediately executed thus using shared memory address may corrupt previous data
  * Making sure adhoc callbacks runs on AdhocThread
  * Silence secondary instances.
  * PSP kernel: Improve logging when accessing bad kernel object handles.
  * Make the instance counter global and initialized at startup.
  * Remove some _XBOX stuff
  * Apply a few lines from "Added UPnP support", removing extra WSA calls.
  * Make PPSSPP_ID persistent every reset/changing game thus have persistent localhost IP
  * Excluding Android from multiple-instance feature because i'm too lazy to learn ashmem :D
  * Oops forgot to change this also for multiple-instance to work properly
  * Support multiple instance of localhost Multiplayer on 1 PC
  * Prevent reporting a bad memory access just because Tekken creates a mutex with a null name.
  * sceMpegAvcCsc: added range validity tests.
  * Buildfix
  * Third part of getting rid of PanicAlert
  * Step 2 of removing PanicAlert
  * Step 1 of removing PanicAlert
  * Remove category from _assert_msg_ functions. We don't filter these by category anyway.
  * Fix a bug in crashhandler where we could end up disassembling far too much.
  * EditorConfig: Separate indent style for libretro.
  * Display: Allow unthrottle to skip only flipping.
  * Support full VSync control in SDL OpenGL.
  * Improve some logging, and print the line number from PanicAlerts.
  * Update lang submodule
  * Eliminate an unnecessary global g_Vulkan.
  * Windows/Vulkan: Don't destroy the surface during resize, no need.
  * More buildfixes
  * Buildfix
  * SDL: Avoid destroying the surface on resize.
  * Cleanup log output on swapchain/surface recreation.
  * Buildfix. Checking _POSIX_VERSION is not recommended anyway.
  * Crash: Show disassembly of the instruction causing the crash, and the symbol name.
  * Split the fault handling from MemMap.cpp to MemFault.cpp.
  * Update README following unknows markup way
  * Savedata: Correct AM/PM and time/date settings.
  * Travis: Don't update python3.
  * Fix
  * (Libretro) Buildfix - add missing file x64Analyzer.cpp
  * Windows ARM fix, cleanup
  * Refactor MachineContext.h to reduce ifdefs elsewhere.
  * There's no sigcontext on 64-bit iOS either, apparently.
  * Yet another iOS buildfix attempt
  * Another iOS buildfix attempt
  * Various platform buildfixes
  * Make fastmem memory exceptions report the exceptions to Core correctly.
  * iOS buildfix attempt
  * HandleFault: Add missing nullcheck
  * Try USE_SIGACTION_ON_APPLE on IOS.
  * MachineContext, Linux/Android: Try to support android-x86 (32-bit)
  * Add x64Analyzer to Android.mk. Some minor cleanup
  * More info on crash screen
  * Exceptions: A bit more consistency in callback registeration.
  * Mac/Linux buildfixes
  * Draw a minimal crash dump on the emu screen after a crash (if bIgnoreBadMemAccess is false).
  * ARM/ARM64 instruction analysis, hook up to handler
  * Skip bad reads/writes by the guest executable.
  * Simple exception handler so we can ignore accesses that happen within the PSP memory space.
  * Switch to a fence instead for readbacks. Some sources suggest this is better than idling a queue or device.
  * Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
  * Osk: Draw shadows on all the letters.
  * MsgDialog: Show better error messages.
  * MsgDialog: Allow text to be wider.
  * MsgDialog: Add scrollbar when message is long.
  * PPGe: Draw nicer drop shadows.
  * PPGe: Handle text shadows more consistently.
  * Vulkan: Buildfix.
  * Vulkan: Make sure textures/samplers are unbound at the end of PresentationCommon::CopyToOutput.
  * Revert "Disable a new compiler warning that doesn't do us much good"
  * (Libretro) Add MSVC 2019 target
  * Change libretro.cpp to confirm to libretro code formatting conventions
  * Disable a new compiler warning that doesn't do us much good
  * (Libretro) Add optimal input read codepath - bitmasks
  * Remove irrelevant comment
  * Move the Vulkan swapchain out-of-date checking to the vkQueuePresentKHR call.
  * GLES: Invalidate framebuffers bound DONT_CARE.
  * Kernel: Check thread switch PC in release.
  * jit: Add some basic checks in armjit/arm64jit.
  * x86jit: Trigger exec exceptions.
  * irjit: Add jump crash checks.
  * UI: Allow non-ascii on crash dump screen.
  * Core: Track exception on bad jumps.
  * Core: Reset exception info on resume/reset.
  * Kernel: Add a bit more thread info on crash.
  * Add custom GLEW - interfaces with libretro get_proc_address - we need this for compatibility with DRM/KMS and Wayland contexts - otherwise we're limited to GLX context
  * Travis: Use the default macOS image.
  * Update v1.10.3 readme link
  * Expose more information on the crash screen (current kernel thread)
  * Address some feedback
  * Draw a minimal crash dump on the emu screen after a caught crash.
  * Formalize "core excpetions" as a concept
  * Some code reformatting/renaming
  * Centralize handling of memory exceptions a bit
  * Split CORE_ERROR into CORE_BOOT_ERROR and CORE_RUNTIME_ERROR
  * Update version for 1.10.3
  * Update lang submodule
  * Update README for 1.10.3
  * Travis: Disable OSX/iOS until we can fix them
  * Touch control layout screen: Make the expanded click zone around the controls symmetrical.
  * Kernel: Add a little paranoia check on chained mipscalls.
  * Fix decimal part
  * Touch control layout: Make dragging a lot less "jumpy"
  * TouchControlLayoutScreen: Reorder functions in the file to make more sense.
  * Refactor TouchControlLayoutScreen - break out the actual editor into a separate view.
  * (Libretro) Makefile build fixes
  * (Libretro) Buildfixes
  * Change wording of camera notch ignore setting
  * Update version for 1.10.2
  * Update README.md for 1.10.2
  * Add some paranoid checks in AfterMatchingMipsCall::run().
  * Add automated script for link on readme
  * Android: Add option to ignore camera notches when sizing the display.
  * Remove unnecessary logging of preview formats
  * Link PR and issues in README
  * Screen: Unlock the inputLock_ mutex slightly earlier in processFinishDialog
  * Revert "Remove the I/O on Thread option - treat it as always on."
  * http: Check cancel flag more often.
  * Sneak in some paranoia in InstallZipScreen.cpp (another one from #13057)
  * Check that we actually got a preview size.
  * CameraHelper: Do a better job of choosing an appropriate preview size.
  * Add a try/catch to Android camera device listing. Might help #13091 and the issue seen in #13057.
  * Change default rendering resolution on Linux to auto
  * Fix radio button in "Window size" menu
  * Update submodule URL
  * Fix reliability of the CMake generated version
  * README.md update
  * Update version to 1.10.1
  * Update README, lang submodule for 1.10.1
  * SaveState: Prevent edge case on old save state.
  * SaveState: Make sure to default init net data.
  * Add some excessive null checks to GameScreen::render(), might fix the crash seen in #13057
  * Disable the "Duplicate frames" feature if frameskip != 0. Works around / Fixes #13068
  * Some paranoid checks in PPGeDraw. Might help the crash seen in #13047.
  * Downloader: Join threads in CancelAll
  * D3D9: Fix a sign mistake generating the projection matrix. Fixes #13063
  * Different handling of Download lifetimes. Might help an issue from #13057 (1.10 crash mysteries)
  * cmake: don't install bundled glslang
  * Qt: unbreak build without SDL
  * TextureDecoder: Fix misuse of NEON on all armv7
  * Vulkan: Correct secondary texture binding in Draw.
  * Draw: Allow 2 textures bound in Vulkan.
  * GPU: Add sampler1 for postshader orig source.
  * Draw: Fix textures and samplers at an offset.
  * Draw: Use uniform locs for GLES, add samplers.
  * GPU: Alternate FBOs for chained postshaders.
  * GPU: Avoid immediate postshader FBO recreate.
  * Android: Request stable layout and update on focus.
  * GLES: Use debug groups for render steps.
  * GLES: Avoid duplicate state resets.
  * GLES: Delay buffer use in vertex cache.
  * GLES: Fix disabled vertex cache code.
  * GPU: Try a bit harder to determine safe size.
  * Vulkan: Match safe size behavior on all backends.
  * Io: Fix LBN timing for virtual discs.
  * Io: Cleanup access bits for files.
  * Headless: Handle umd mapping with block devices.
  * Io: Open sce_lbn references and whole ISO faster.
  * Io: Account for OpenAsync timing.
  * Io: Fail without fd on bad device in OpenAsync.
  * Io: Improve non-async open timing.
  * Io: Track whether the game is on a UMD or storage.
  * Io: Simulate VFAT bug only when simulating FAT32.
  * Io: Improve timing of sceIoOpen().
  * Io: Cleanup sceIoOpen errors and logging.
  * Windows: Make init crash warnings more generic.

OBS-URL: https://build.opensuse.org/request/show/841874
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=268
2020-10-18 17:39:16 +00:00
Duarte Pousa
9b5fee02b3 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=266
2020-08-03 13:36:38 +00:00
Duarte Pousa
c09da0539d Accepting request 822022 from home:michel_mno:branches:Emulators
- Add Excludearch for PowerPC

OBS-URL: https://build.opensuse.org/request/show/822022
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=265
2020-08-03 13:28:42 +00:00
Duarte Pousa
0843c6e3fb Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=263
2020-06-27 18:26:37 +00:00
2fed20dca6 Accepting request 808974 from home:Kieltux:branches:Emulators
- Add QT5Multimedia as build requirement. Fix building of the Qt
  frontend.
- Add %define _lto_cflags %{nil} to spec file. Fix building for
  Tumbleweed.

OBS-URL: https://build.opensuse.org/request/show/808974
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=261
2020-05-28 07:14:42 +00:00
Duarte Pousa
4d17b19dc0 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=260
2020-05-23 22:10:21 +00:00
Duarte Pousa
eabe38d86f Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=259
2020-05-22 20:40:28 +00:00
Duarte Pousa
a74feb3b2b Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=258
2020-05-19 09:47:48 +00:00
Duarte Pousa
1fdf937ca7 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=257
2020-04-09 17:47:26 +00:00
Duarte Pousa
65bae4996b Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=256
2020-04-06 09:26:07 +00:00
Duarte Pousa
dc5a288314 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=255
2020-04-04 11:53:42 +00:00
Duarte Pousa
d0fed63ad2 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=254
2020-04-02 10:48:39 +00:00
Duarte Pousa
f219a0d601 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=253
2020-03-11 19:25:09 +00:00
Duarte Pousa
6413902ef2 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=252
2020-03-10 14:08:43 +00:00
Duarte Pousa
2b47589386 Scheduled source refresh
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=251
2020-03-06 22:33:05 +00:00