------------------------------------------------------------------- Fri Sep 15 18:49:23 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170914: * add support for smart keyboard * map '`' to back instad of esc * forget to modify cmakelists * GPU: Dirty viewport on RT width/height change. * Add uniform to make post process aware of videos. And an example effect ~ subtle AA in-game/heavy smoothing for videos. ------------------------------------------------------------------- Wed Sep 06 14:40:28 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170903: * Add Sony PS3 controller mappings ------------------------------------------------------------------- Fri Sep 01 15:46:54 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170901: * Integrate sceUsbGps and sceUsbCam with Android * Integrate sceUsbGps and sceUsbCam with Android - 2 * More mingw patches * More mingw patches pt. 2 * Simplify this conditional * PACK should be defined different for Win32 based on whether we compile with Mingw or MSVC * Revert "PACK should be defined different for Win32 based on whether" * Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11 * Remove snprintf compatibility hacks for MSVC versions before 2015 * Remove Globals.h * Buildfix * Linux buildfix * mingw patches ------------------------------------------------------------------- Wed Aug 30 14:41:46 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170830: * Assorted cleanup of Vulkan init code. Show Vulkan extensions in system info. * Separate VulkanContext::CreateDevice into ChooseDevice and CreateDevice to give an opportunity to enable extensions. * Buildfix * Minor cleanups * Fix bug in vulkan init. Add some sanity checks to GL shader cache loading. * Add a hack to override the default framebuffer on non-iOS, to unblock the new RetroArch port attempt (#9936) * Fix a PIC compliance bug in the VFPU. Comment other cases properly (for easy searching). * apple buildfix * Patches to make it possible to compile with mingw, pt. 1 * Removed MSVC check * Change this to _MSC_VER * Remove this too - we will use UNICODE and _UNICODE defines for mingw build * SafeMem: Remove the "far" optimization that saves 3 bytes sometimes but is really dangerous and not worth the complexity. ------------------------------------------------------------------- Sun Aug 27 10:01:28 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170825: * Another couple of control mappings, see #9825 * Fix possible crash when loading GL shader caches. Should help #9930. ------------------------------------------------------------------- Fri Aug 25 10:02:54 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170824: * Bump the GL shader cache version ------------------------------------------------------------------- Tue Aug 22 13:05:30 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170821: * Make keys names translatable in pop-up * Reuse some already translated strings * Add a new translation category for the remote ISO feature * Oops, forgot this one * Implement vertex caching for Vulkan. * Vulkan vertex cache: Fix bug with "pure prim" draws (where we avoid the index buffer) * Make FLAG_FLUSHBEFORE a no-op, move flushes into the execution functions. * Fastpath in fastrunloop when diff=0. Remove need for Execute for UV scale/offset. * Minor cleanups * Buildfix for X86 Android * Crashfix on older devices * Vulkan: Add code (disabled) to be able to run with more in-flight frames. Only improves performance marginally and needs more testing. * FRAGMENT_SHADER needs to be marked dirty if shademode changes. Fixes #9904. * Make control mapping pop-up title translatable * Make dev menu pop-up title translatable * Fixed invalid preprocessor directive * ARM: Delete obsolete comments and check * More vulkan microoptimizations. Add more profiler scopes. * Vulkan: Fix some inefficient command pool usage, might also fix a race condition * Vulkan: Fix bug sometimes causing the wrong renderpass to be ended at exit, causing crashes. * Add hooks for Marvel video copy func. * Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap. * SIMD-optimize some data conv routines used in uniform updates. * Include Hashmaps.h in CMakeLists.txt. * Maintain the hashmap from time to time. Fix a bug in count reset on grow. * Optimize uniform uploads for D3D9 and GL as well. * Buildfix * 32-bit buildfix * And yet another buildfix. * Minor optimizations (use the new hashmap in a few more places) * ... And also for the vertex decoder (DenseHashMap) * Switch over the GL shader manager to the new hashmaps. * Buildfix * Fix some missing dirty flags (affects FS_BIT_LMODE) * Keeping descriptorsets around between frames can cause problems if we run out.. Try to prevent that. Need a better method than this though. * Linux buildfix * GPU: Consider bbox failed with zero verts. * GPU: Fix alignment on signal jump/call. * This might not always be 16-byte aligned. ------------------------------------------------------------------- Wed Aug 16 21:38:47 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170816: * Simple micro-optimization in AdvanceVerts * Can't dirty VERTEXSHADER_STATE before the flush in Execute_VertexTypeSkinning, causes obscure bugs when software skinning is enabled * NEON-optimize bone matrix loads * Vulkan: More minor optimization (avoid pipeline cache lookups when possible) * NEON-optimize CLUT loads * Neon-optimize the audio s32->s16 packing function * Initial work on supporting sustained perf mode * Cleaner Vulkan shutdown * Add controller entries from gabomdq/SDL_GameControllerDB * Oops, forgot to update NativeQueryConfig, thanks unknown * Spacing ------------------------------------------------------------------- Tue Aug 15 09:58:20 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170815: * Ensure everything is dirty on frame start. * All: Only convert blend state if "dirty" * All: Only convert depth stencil state if dirty * All: Only convert raster state if dirty * Dirty RASTER_STATE when switching between rect and non-rect primitives (culling) * All: Only convert viewportscissor state if dirty * Dirty viewport state on framebuf resize. * Add some missing VIEWPORTSCISSOR dirtying. * D3D11: Make better use of the dirty flags to avoid state calls * All: Only recompute the vertex shader ID when dirty * Dirty vertexshader state on hw bezier/spline. * Dirty things on stencil buffer upload. * Dirty-flag the fragment shader ID. * Add some missing fragment shader state changes. * Dirty on various framebuf state helpers. * Oops, broke Vulkan in the rebase somehow. Fixed. * Use dirty-flags more in Vulkan state setting * Dirty-track the current pipeline to avoid many vkBindPipeline calls. * Fix minor blendstate oversight, restore a disabled optimization * Vulkan: Fix some more state dirtying issues. ------------------------------------------------------------------- Thu Aug 10 13:07:18 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170808: * Common: fix MAP_32BIT after 9f24203ef8f6 * Windows: Use system API to toggle fullscreen. * GPU: Correct 1080p/720p crop for ultrawide/similar. * Windows: Support multi-display full screen. * Core: Handle 20-bit volumes in SIMD optimizations. * GLES: Set target w/h in buffered rendering. * Update submodule lang * Make a state object for the Android audio wrapper * Make the OpenSL wrapper an object too, to make sure it's always initialized the same. * Minor GPU disassembler update * Android: Turn off resizability until we can properly fix the sizing logic. Helps #9866 * Android: Fix scaling issue on configuration changes. Why was that division by 2 there?? * Turn g_dpi into a float, because why not * Separate X and Y dpi_scale * Re-enable resizing the window on Android, change onConfigurationChanged flags * More splitting of dpi vars * updateDisplayMetrics was a poorly defined method, removed it. * Consolidate DPI/sizing handling on Android * Buildfixes * Another buildfix * Review fixes, thanks unknown * Android: Add some missing codepaths when using Vulkan, might fix audio/controller issues on task switching * Format string fixes in DPI logging * Misc cleanup * Always shut down audio, regardless of why the task is being destroyed. Might help #9771 * Disable codepath that requires vibration permission which we don't have * Make some decls private * Android: Fix bug where the surface size could be wrong after task switching and automatic recreation * Reset the UI state properly in NativeInit. Fixes #9771 * Disable the x86-64 Android build until it can be debugged. Works around #9814 (all such devices can run the x86 build instead) * Strip spaces from pasted IP addresses. Helps #9795. Fix accidental typo * Fix space stripping in a few more string input methods. Helps #9795 * Update lang, add language name for Laotian ------------------------------------------------------------------- Mon Jul 31 20:30:26 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170724: * Update lang submodule ------------------------------------------------------------------- Mon Jul 17 15:11:32 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170713: * Vulkan debug mode: In case of missing validation layers, warn, don't error out. ------------------------------------------------------------------- Mon Jul 10 15:54:23 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170710: * x64: Use context register to access saved_flags * X64 vertex decoder: Use relative memory accesses when loading matrices. * X86/X64: We have the context register loaded, let's use it more. * X64/X86: Even more use of the context register * Remove more RIP addressing * Buildfix attempt * Some code cleanup. More work towards removing RIP addressing * More RIP removal * Move mscxr_temp to MIPSState * Remove RIP access from some matrix ops, SafeMem * Move another couple of temps into MIPSState * Move tempValues into MIPSState * More RIP elimination * Guess what? More RIP elimination (but keep the fast path too) * Surprise! More. Making many commits for easier bisects. * Access FPU temps through CTXREG * More RIP removal. Also add some comments to make it easy to just search for "M(&" to find remaining offenders. * Get rid of sincostemp global. Solution not tested on linux yet. * Remove some rip addressing in vertex decoder * Get rid of remaining RIP addressing in vertex decoder * X64: Fix bug in a case in the MOVQ emitter : rex byte should be after the 0x66 prefix * x64: Enable non-RIP addressing for FPU registers * vminmax_sreg only needs a single element * Replace vminmax_sreg with mips->temp * RegCacheFPU * Workaround * Fix software skinning * Buildfix for platforms with standards-compliant offsetof (no dynamic indexing allowed)k * 32-bit fixes * Delete some unnecessary loads. These loads are done properly inside trigCallHelper. * x86-64: Linux ABI fix * Turning off the "close memory finder" lets us find more RIP addressing... * More RIP elimination * More RIP addressing in software skinning.. * More RIP fixes * x64: Fix coreState rip checks. * x64: Avoid clobbering jr dest in cases. * Update gamecontrollerdb.txt ------------------------------------------------------------------- Tue Jul 04 16:45:18 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170703: * Fix Windows XP support in LocalFileLoader * D3D11: Fix texture scaling with blank first half. * GPU: Clean up some GLES3 defaults. * UI: Show slow message based on refresh rate. * Minor debugging feature: Show vertex normals in GE debugger * Don't use stat64 unless we need to * Fix build with NDK 15. This does force us to make do with 32-bit file sizes... ------------------------------------------------------------------- Tue Jun 27 15:21:15 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170627: * Fix running slow message , it's always show when game run stable above 98% speed * Oops * Add credit developer * Add 1 line * Fixes * Fixes ------------------------------------------------------------------- Mon Jun 26 18:12:12 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170624: * Make the Loader API thread-safe * Also support atomic windows readAt * Add conservative locking arond Caching/HTTP FLs * Remove use of C file api in LocalFileLoader * Add a note about thread-safety req in FileLoader * Fix windows build * Core: Windows buildfix. * Core: Buildfix. ------------------------------------------------------------------- Mon Jun 19 07:45:17 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170618: * GE Debugger: Buildfix for BSD. ------------------------------------------------------------------- Wed Jun 14 10:42:41 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170613: * Apply a hack to simulate USB created files. ------------------------------------------------------------------- Fri Jun 09 15:37:05 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170609: * Fix UWP build * D3D11: Fix Star Ocean again (wasn't clearing stencil properly) * Port a small simplification to D3D9 ------------------------------------------------------------------- Fri Jun 09 09:00:28 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170608: * Warning fix * Start sketching native text rendering for Android * Fix assorted JNI issues, the calls work now. * Font rendering code runs but it sure ain't right * It works! * Fix vertical positioning, eliminate double-& * Buildfix buildbot * Address comments, make things closer to the Win32 code. Things work better. * Fix some comments * Buildfix qt * We are already shipping Roboto-Condensed.ttf, let's use it * Implemented sceUtilityGetSystemParamInt * Format fix * Fix get/set confusion * Fix minor overallocation during elf loading * Refuse to load truncated ~PSP files. * ELF loading potential out-of-bounds fix * GE Debugger: Gah, fix some pointer size errors. * SoftGPU: Avoid some compile warnings. * UI: Add some missing overrides. * Build: Include Roboto in buildscripts. * Core: Set cwd for non-ms0:/ games on boot. * sceVaudio: Fix typo in constant name. ------------------------------------------------------------------- Tue Jun 06 09:05:04 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170605: * GPU: Refactor common frame dumping code. * Core: Refactor repeating disc id homebrew code. * GE Debugger: Initial structure for GE data dumping. * GE Debugger: Implement basic recording. * GE Debugger: Record memcpy/memset too. * GE Debugger: Simple framework to load dumps. * GE Debugger: Oops, emit transfer/clut cmds. * GE Debugger: Start a module/thread for dump runs. * GPU: Add a debug method to grab list tick wait. * GE Debugger: Initial GE dump replay. * GE Debugger: Oops, don't record if not active. * GE Debugger: Record init state and display buf. * GE Debugger: Clear after replay finished. * GE Debugger: Fix matrix dumping. * GE Debugger: Wait to get the right display buf. * GE Debugger: Load commands more directly. * GE Debugger: Fix memmem and cleanup. * GE Debugger: Implement memory transfer commands. * GE Debugger: Fix recording in softgpu. * GE Debugger: Fix clut command recording. * GE Debugger: Align texture/vertex/etc. data. * GE Debugger: Allocate replay memory smarter. * Jit: Fix syscall outside delay slot. * GE Debugger: Fix replay FPS. * GE Debugger: Run replay using stalling. * GE Debugger: Compress GE dumps. * GE Debugger: Add record button. * GE Debugger: Reduce memory allocation. * GPU: Stall properly on matrix data. * GE Debugger: Add some comments and cleanup. * GE Debugger: Pass filename into dump replay. * GE Debugger: Fix replay timing drift. * Patch unusual way of checking for firmware version. ------------------------------------------------------------------- Mon Jun 05 07:59:44 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170604: * Add "ignoreAddress" to texture replacement. * Expose XXHASH for Texture Replacement * Disable ignoreAddress on quick hash and inform the user about it. * Add reduceHash option, to hash 50% of texture when it's otherwise unreliable. * Fix jpeg's with width not matching psp buffer size. * Needs to be square! O.o * Initialize pspWidth and increase the max size. * UI: Fix Take Screenshot support. * SoftGPU: Support Take Screenshot partially. * GLES: Copy only depth in BlitFramebufferDepth. * Vulkan: Allow blit/copy of depth or stencil only. * SoftGPU: Fix separate mip cluts in linear jit. * Implement software skinning for the Vulkan backend. Fixes #9753 * Fixes for D3D11 postprocessing * UI: Translate AVI start/stop strings. * Some unification in DrawEngine * Unify DecodeVertsStep * Unify ComputeMiniHash * Unify transformed arrays * Unify SetupVertexDecoder * UI: Fix fade-out when editing touch controls. * UI: Enable mouse settings only if checked. * UI: Allow texture ini create only within game. * UI: Remove padding hack for setting info message. * UI: Fix text wrap when kerning adjusts spaces. * UI: Make some tooltips less technical. * Fix reported null pointer error in the Java code * Split TextDrawer into interface and implementation. * Split out DrawTextWin32 into its own file, to be further split later. * Split out the Qt font drawer in its own file. ------------------------------------------------------------------- Thu Jun 01 09:49:57 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170601: * SoftGPU: Move sampler code to a dedicated file. * SoftGPU: Stub a jit for texel fetch. * SoftGPU: Implement basic jit structure. * SoftGPU: Refactor out texture format logic. * SoftGPU: Jit texel fetch for non-clut/non-swizzle. * SoftGPU: Stop calling bufw pixels bytes. * SoftGPU: Jit swizzled texel lookup. * SoftGPU: Jit CLUT lookup. * SoftGPU: Jit 16 bit texel decode. * SoftGPU: Expose jit cache for profiling. * SoftGPU: Reduce overhead in sampler jit. * SoftGPU: Specialize CLUT4 jit. * SoftGPU: Implement separate CLUT in samplerjit. * SoftGPU: Reduce sampler id fuzz. * SoftGPU: Jit the linear sampling too. * SoftGPU: Support separate mip CLUTs with linear. * SoftGPU: Correct linear filter rounding issue. * Android: Just like on Windows, prompt to restart when changing graphics backend. * Simplify some cwc detection code, respect _C2 as activation. * Remove unnecessary \ / conversion. * Vulkan: Fix minor bug when clearing the back buffer (loaded stencil for no reason) * Delete obsolete function ClearBuffer * Fix scaling post-shaders on OpenGL. See #9742 * Update glslang submodule * Update lang submodule * Update submodule SPIRV-Cross, remove workarounds that are no longer needed * Remove obsolete workaround. * Implement sceJpegDecodeMJpeg & sceJpegDecodeMJpegSuccessively * UI: Start a render pass while stepping. * Vulkan: Increment engine version. * GLES: Fix startup crash on desktop OpenGL < 4. * GPU: Block mipmap autogen for matching size. * GPU: Fix negative mip levels with const workaround. * Vulkan: Fix Cardboard rendering. * Fix crash on macOS. Fixes #9751 ------------------------------------------------------------------- Wed May 31 08:30:30 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170530: * Android: Fallback to OpenGL if Vulkan fails to init. * Only show the Vulkan setting if Vulkan might be available. * For now, only check for vulkan availability on Windows and Android. * Fix a bunch of emu features for Homebrew by better identification. * Try using first screenshot as an icon if no icon is present. * Add savestates to the list(with automatic rename) * Add new format to CWC as well, don't think it's worth auto-rename. * Add matching title for savestates. Cosmetic ~ for savestate manager. * Oops, missed this one:]. * Corrections, some %i->%d around other code as well. * Oops. * Postprocessing fix after the Vulkan refactor. Should help #9742. ------------------------------------------------------------------- Tue May 30 08:50:56 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170530: * Reporting: Add compat description to UI. * Reporting: Default better when perfect selected. * Separate BeginFrame from BeginSurfaceRenderPass * Start work on separating frame from backbuffer renderpass * BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr) * Draw overlays at the proper time in the frame. * Start refactoring things to be more vulkan-friendly * Thin3D GL: Avoid using external functions internally. * Remove some unnecessary framebuffer binding * Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet. * Further steps towards Vulkan framebuffer support * Silence a perf warning * Further steps towards Vulkan framebuffer support * Vulkan backend: Fix various issues, can almost run in buffered now (except the final blit) * Buffered rendering is starting to work, though still kinda broken. * Vulkan: Use suboptimal clears instead of no clears in buffered * Vulkan: Fix binding framebuffers as textures * Add a way to query the current renderpass (for debug checks) * Fix a number of bugs and stuff affecting Vulkan on Mali * Increase the number of sampler/image descriptors further. * Clearing fix, drawpixels fix/hack * Don't forget to initialize logicop.. * Vulkan: Some barrier optimization * Address a bunch of review comments. * Fix more review comments. * Vulkan: Implement depth buffer copies. Not sure all the barriers are right.. * Vulkan: Implement BlitFramebuffer ------------------------------------------------------------------- Sun May 28 16:04:56 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2~git20170527: * Android: Fix minor typo. ------------------------------------------------------------------- Sat May 27 12:51:23 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.2.0~git20170527: * added ps1controller mapping in gamecontrollerdb for Linux * Remove the Mipmap setting. One step forward for #8171 * Remove "Always Depth Write" setting. One step forward for #8171 * Make extra sure that asserts arrive in the Android log. * Show the Android "board name" in system information. * Don't erase and rewrite the dispatcher when the cache is cleared. Fixes #9708 * Buildfix * Update README for 1.4.2 * Strncpy doesn't terminate correctly, switch to truncate_cpy. * Switch strncpy to truncate_cpy in a bunch of places. * Buildfix, oops * Should probably stick to the old way here. * SoftGPU: Correct mipmaps for points. * SoftGPU: Support UVGen for points and lines. * SoftGPU: Stop calling bufw pixels bytes. * GPU: Cleanup some gstate accesses. * Slightly speed up booting when there are symbols to load. * Update to v1.4.2 ------------------------------------------------------------------- Thu May 25 08:21:25 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.1.0~git20170524: * SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718 * Some constification in ElfReader, sanity checks in sceKernelMutex. Might help #9718 a little bit, though probably not the Elf issue (and if the workarea pointer is bad, it's not likely the game will limp along for much longer) * Fix crash when pressing F12 in software mode. * thin3d gles: Unbind buffers after drawing. Fixes #9715 * Use InitMemoryForGamePBP also for homebrew(PSP_PBP_DIRECTORY). * Throw in a few more checks in ElfReader * Reset (through renaming) and hide the software rendering setting on Android. Only show it if it's already enabled. * Typo fix, MOBILE_DEVICE ------------------------------------------------------------------- Wed May 24 08:16:46 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.1.0~git20170524: * Init rtcBaseTime.tv_usec to 0 * D3D9: Correct half-pixel offset. ------------------------------------------------------------------- Tue May 23 17:59:44 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.1.0~git20170523: * Update readme for 1.4.1, which will be released soon * README: Add mention of framebuffer blit fix * Update version to 1.4.1 ------------------------------------------------------------------- Mon May 22 07:59:04 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170521: * Add sceKernelLoadExec_28D0D249. * Don't use partial-restart unless debugger is present. ------------------------------------------------------------------- Sun May 21 14:09:37 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170521: * Quick hack to enable analog stick sensitivity on non-windows platforms. * Make sure the analog sensitivity defaults correctly on non-Windows * Windows: Avoid input race condition on GPU switch. * SoftGPU: Use vertexjit for submitted primitives. * SoftGPU: Fix rendering when using Direct3D 9. ------------------------------------------------------------------- Fri May 19 11:58:12 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170519: * gradle: Add a "flavor dimension" to make Android Studio 3.0 happy * Remove unused methods * Minor GameInfo memory handling improvements. Still not great. * When what we need is a shared_ptr, we should just go ahead and use one. * More paranoia * Found a suspicious hang report that makes me think this mutex should be recursive. * Many reported ANRs were from homebrew installs. Make sure installs run on the background thread. * Prevent a deadlock between View::eventMutex_ and ScreenManager::inputMutex_ by locking here so the reverse lock order can't happen. * Move up Software Rendering to Rendering where it belongs. Makes it easier to turn it off if enabled by accident. Also warn if used and it runs slow. * Since we know from #9601 that e9d5eb694b is wrong, at least make it more specific. * Really no need to hold eventMutex_ while dispatching events, only when interacting with the queue. Might fix further deadlocks (see #9698) * Update gpu_features.cpp * Typo fix ------------------------------------------------------------------- Wed May 17 18:47:08 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170517: * Update gpu_features.cpp * Update buildassets.sh * Update copyrelease.sh ------------------------------------------------------------------- Wed May 17 07:43:49 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170516: * Update ab.cmd * Update gradle plugin version * Remove slowness warning if software renderer is enabled, it'll show on almost everything. * Update ab.sh ------------------------------------------------------------------- Mon May 15 10:57:15 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170515: * GPU: Consistently bias const mip levels. * GPU: Flush on mipmap slope change. * SoftGPU: Multiply S/T early via SIMD. * SoftGPU: Improve wsum recip SIMD. * Fix typo in VertexDecoder * SoftGPU: Correct texturing for pixel centers. * SoftGPU: Correct rendering for pixel centers. * SoftGPU: Match GLES lighting better, use floats. * SoftGPU: Correct fog for rectangles. * SoftGPU: Don't wrap negative positions. * D3D11: Fix initialization of mipmaps. * GE Debugger: Fix bias display for auto mip mode. * SoftGPU: Fix texture vertex preview in debugger. * SoftGPU: Avoid rcp due to precision issues. * SoftGPU: Quick hack to fix scissor w/2x2 pixels. * SoftGPU: Implement lines in transform mode. * SoftGPU: Support flat shading for lines. * SoftGPU: Bias bottom right side of line drawing. * SoftGPU: Implement simple mipmapping for lines. * SoftGPU: Implement pretend antialias. * SoftGPU: Clip lines entirely outside early. ------------------------------------------------------------------- Tue May 09 19:09:24 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170509: * Update lang ------------------------------------------------------------------- Tue May 09 08:02:56 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170509: * x86: More optimal 4444 in vertexjit. * x86: Minor memory copy perf improvement. * x86: Minor optimization for s16 through positions. * SoftGPU: Apply clamp/wrap in through. * SoftGPU: Improve texcoord rounding. * SoftGPU: Refactor mask calculation and use SSE. * SoftGPU: Fix separate mipmap cluts. * SoftGPU: Process mipmaps in texturing. * SoftGPU: Round screencoords. * SoftGPU: Calculate mip level based on float bits. * UI: Enable some settings for software rendering. ------------------------------------------------------------------- Sun May 07 18:16:59 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170507: * UnitTest: Correct vertex and jit tests. * GPU: Remove now-unused vertex decoder funcs. * arm: Jit throughmode 16-bit texcoords. * Work towards a clean vulkan shutdown. * More vulkan fixes * More vulkan shutdown fixes * Vulkan: Remove obsolete warning suppressions. Increase descriptor pool sizes. * Windows debug builds: Only break on Vulkan validation warnings if a debugger is attached. ------------------------------------------------------------------- Fri May 05 18:29:35 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170505: * Fix to partial restarts (when switching backends), plus misc. Helps #9666 * Oops again.. sigh * Windows: Initialize WindowsHost in EmuThread. ------------------------------------------------------------------- Fri May 05 09:36:58 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170505: * Handle alt+tab and drop down menu when mouse is confined and game is running ------------------------------------------------------------------- Thu May 04 07:33:00 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170504: * Experiment (#9647): Wipe RawInput buffers * Experiment (#9647): Prevent NaN values from getting into the UI system through TouchInput * Add a constructor to GestureDetector, to see if that fixes initialization * Also memset. ------------------------------------------------------------------- Mon May 01 14:32:56 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170501: * Windows: Fix minor leak in disassembly UI. * UI: Make GPU events more consistent. * D3D11: Free swapchain on graphics reset. * Minor OCD fix;]. * Fix "copy type" pointer cwc * UI: Allow choosing bgs (android) * Remove blank line * Windows: Simplify host shutdown. * Core: Cleanup MAC address handling. * UI: Fix crash on item select with hidden items. * System: Use a separate API for bool props. * Windows: Init with OpenGL 4.5 if possible. * SoftGPU: Implement CONTINUE prim type. * Arg, gcc buildfix. * Add some paranoid checks around touch IDs that probably won't help #9647 * Oops * Fix: in some extreme case on-screen touch controls get stuck on iOS ------------------------------------------------------------------- Fri Apr 28 07:56:49 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170427: * Mouse Control(Windows only for now) * Try on a nicer mapping workaround. * Polish the new workaround, seems to be nice and simple. * Add Tip to inform user how to use mouse control. * Handle more mouse buttons(middle, 4, 5) * Add an option to trap mouse within window/display area. * Fix ALT key mapping. ------------------------------------------------------------------- Wed Apr 26 08:18:23 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170425: * GPU: Rebuild FBOs when they now have storage. * Core: Fix PPGe text drawing with missing icon. * GPU: Attempt recreate of FBOs if failed. * Core: Fix log spam in debug mode. * GPU: Consistently use useBufferedRendering_. * GPU: Centralize fb resize, move to begin of frame. * GPU: Fix black screen on buffered render enable. ------------------------------------------------------------------- Mon Apr 24 15:35:55 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170424: * Fix postprocess shader submenu. ------------------------------------------------------------------- Mon Apr 24 07:47:39 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170423: * Headless: Fix DirectX11 support on Windows. * Headless: Enable mipmaps. * GPU: Correct const mip 0 detection. * D3D11: Approximate AUTO/CONST mip bias. * D3D9: Disable mips when mip filtering disabled. * D3D9: Support AUTO mip bias and approximate CONST. * Vulkan: NULL initialize some handles. * GLES: Support AUTO and CONST mip bias. * SoftGPU: Use texture bufw in bytes. * SoftGPU: Rasterize triangles in chunks of 4 pixels. * SoftGPU: Interpolate through texturing better. * GLES: Avoid MIN/MAX LOD without LOD control flag. * SoftGPU: Grab 4 S/T coords in non-through too. ------------------------------------------------------------------- Fri Apr 21 08:14:57 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4~git20170421: * Windows: Fix buffer overflow on load. * Headless: Fix graphics tests. * IR: Cleanup some invalid ops. ------------------------------------------------------------------- Tue Apr 18 08:37:28 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170418: * UI: Proxy devmenu keypress through an event. ------------------------------------------------------------------- Mon Apr 17 18:59:15 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170417: * Linux: add another PS3 controller GUID ------------------------------------------------------------------- Sun Apr 16 14:37:36 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170416: * Vulkan: Detect swapchain init failure. * Add a restarting flag to NativeInit/NativeShutdown. * Windows: Avoid restarting completely on GPU change. * Core: Remove bRestartRequired config hack. * EditorConfig: Workaround MSVC2017 bug. * SoftGPU: Correct negative coord handling. * SoftGPU: Fix crash on matrix load. * SoftGPU: Force render res to 1x. * SoftGPU: Use common spline/bezier rendering. * SoftGPU: Fix indices starting after 0. * SoftGPU: Simplify index conversion. * SoftGPU: Remove old spline handling code. ------------------------------------------------------------------- Sat Apr 15 17:09:51 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170415: * Remove unused parameter to DestroyAllFBOs(). * Destroy FBOs only on actual resize. ------------------------------------------------------------------- Sat Apr 15 00:47:52 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170414: * Disable pause button when not using touch. Remove per-game status from some settings which shouldn't be per-game. ------------------------------------------------------------------- Thu Apr 13 08:54:57 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170413: * Update lang submodule * UI: Respect the pause button display setting. ------------------------------------------------------------------- Wed Apr 12 10:01:26 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170412: * Windows: Fix mismatch on multitouch finger up. * Windows: Cleanup type conversion in touch. * Fix framebuffer size flopping back and forth. * Fix largest framebuf size in throughmode. ------------------------------------------------------------------- Tue Apr 11 12:50:41 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170411: * Fix issues with software GPU on D3D11 ------------------------------------------------------------------- Mon Apr 10 19:07:51 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170410: * Update lang * Track flags to reduce unnecessary VRAM zeroing. * Cleanup 16-bit VRAM clearing. * Skip downloads of cleared VRAM. * Linux: Added support for Hidromancer gamepad device driver ------------------------------------------------------------------- Sun Apr 09 11:59:20 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.0~git20170409: * Windows: Make the window positioning code slightly saner and more straightforward. * Switch back to using CXSCREEN/CYSCREEN for centering instead of the virtual screen. * Typo fix * When not resetting Y position, clamp Y to 0 early. See #9563 * When resetting Y, make sure we don't end up outside the screen. See #9563 * SaveState: Correct crash on rewind usage. ------------------------------------------------------------------- Fri Apr 07 08:36:15 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.20170407: * Fix out-of-bounds framebuffer blit on color bind. * QtMain: Renamed mis-named variable assets_dir to external_dir * Use the root of the memstick as a tempdir for downloads. Should help #8711 ------------------------------------------------------------------- Thu Apr 06 16:22:05 UTC 2017 - pousaduarte@gmail.com - Update to version 1.4.20170406: * Further fixes to #9554 * Make the gesture detector treat all touches fully individually. Fixes issues with last commit. * Windows: Fix check state after menu translate. * Allow using any touchId to scroll. Should help #9554. * Restore calls to UpdateUI from sceUmd, now that it's faster. * Fix XInput polling in UWP apps. Should help #9555 * Touch on Windows Desktop: Apply the DPI scale *after* ScreenToClient. * Minor cleanup with GOLD define - only use it in System_GetPropertyInt * Operator precedence fix in ifdef * Remove unused code * Make scroll gesture detector compatible with other touches than #0. Should help #9554. * Remove unnecessary disable-buildtime-git-version-creation.patch ------------------------------------------------------------------- Mon Sep 26 14:54 UTC 2016 - pousaduarte@gmail.com - Update to latest git snapshot * use qt build