- 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