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Klaus Kämpf 18bcc25d28 Accepting request 538670 from home:xenonpk
- Update to version 1.4.2~git20171101:
  * Small fix for a bad block transfer in Soul Calibur
  * Fix bug in Vulkan's vertex shader generator, causing stretched characters in Jeanne D'arc.
  * DenseHashMap: Speed up clearing. Became more important since I had to disable keeping descriptor sets around between frames.
  * Complete a comment.
  * Vulkan: Fix colors for low-bpp depal (actually fixing the shadows of ff-type0)
  * Make VulkanTexture "immutable".
  * Add some disabled code to submit "init" command buffers separately to the queue for debugging.
  * Always recreate DrawPixelsTex to avoid inter-frame races.
  * Use the global curFrame counter. No need for a vector for pushing cmdbufs.
  * Add a QueueRunner logging facility. Set up a subpass dependency for the backbuffer pass.
  * Add and update some comments.
  * Vulkan: Make backbuffer transitions part of backbuffer render pass. Optimize depth buffer memory operations.
  * Decimate descriptors every frame until I find a better solution. Fixes flicker in videos in several games.
  * Remove disabling of validation warning. It works.
  * Vulkan: Fix depal and shader blending.
  * Vulkan depal code now passes validation, but produces black.
  * Implement the rest of Vulkan framebuffer depal. Not yet working though.
  * Some reorganization. Start implementing framebuffer depal for Vulkan.
  * Delete superfluous bind of temporary render target on creation.
  * Implement GetFramebufferAPITexture for Vulkan
- Update to version 1.4.2~git20171029:
  * Share the conversion code between vulkan and D3D, fixing the missing format thing.
  * Color-convert directly during the readback, saves a copy. Like we already do in D3D11.
  * Revert most of the last commit - will do it differently.
  * Use the CPU color conversion from GLES for readbacks in Vulkan (and D3D11). Fix bug.
  * Fix Vulkan framebuffer readbacks, as long as they're in R8G8B8A8.
  * Vulkan: Rough untested implementation of synchronous readbacks.
  * VulkanRenderManager: Split out BeginFrame and EndFrame from Run
  * Comment cleanup
  * Refactor: Split out VulkanQueueRunner from VulkanRenderManager
  * Forgot to update the Android target version here to 26.
  * Another buildfix
  * Fix integer overflow affecting very large draw calls
  * More buildfixes, warning fix, memory leak fix
  * 32-bit android buildfix attempt
  * Bump descriptor set limits, which became insufficient with the addition of tesselation (should really use separate big desc layouts for them)
  * Remove misguided hack.
  * Warning fixes
  * Remove a bad check making us use the wrong way to copy depth buffers.  Add a cap so we can try to unify BlitFramebufferDepth later.
  * Assorted fixes
  * Fix (some) crashes on blits. Validation issues remain.
  * Forgot to add the CMakeLists.txt change to the last commit.
  * Warning fixes, CMakeLists.txt/Android.mk fixes
  * Fix some resource leaks and excessive logging in VulkanRenderManager
  * Clean out some obsolete code
  * VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions.
  * Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it?
  * Avoid re-binding pipelines.
  * Let's try a mutex. Doesn't completely solve the problem though..
  * Make sure not to begin and end the init command buffer on different threads.
  * Vulkan: Don't forget to specify stencil load op in render passes
  * This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar)
  * Synchronization is HARD. need a rethink, methinks.
  * Move the VulkanRenderManager stuff to thin3d, fits in better there.
  * Rendering basics now works.
  * A multitude of fixes. The UI now works correctly, though of course ingame still broken.
  * It builds! With some shortcuts, of course.
  * Use RenderManager for thin3d stuff
  * Initial work on render queue manager
- Update to version 1.4.2~git20171026:
  * Update gradle files to Android Studio 3.0 defaults.
- Update to version 1.4.2~git20171024:
  * Automatically scroll textboxes when the caret ends up outside. Fixes #10026 .
  * Fix issue with caret position in text boxes caused by a bad hash function. Fletcher is 2-bytes-at-a-time and thus very inappropriate for short strings.
  * Can't use the camera stuff on Android versions before 11. Fixes #10029.
- Update to version 1.4.2~git20171023:
  * Separate -Bsymbolic Shared linker flag
  * Ops typo
  * Better path fix x86_64 android
- Update to version 1.4.2~git20171022:
  * Comment and typo fixes.
  * Vulkan: Fix silly mistake in blend constant checks, thanks Unknown.
- Update to version 1.4.2~git20171021:
  * Bit more Vulkan barrier cleanup.
  * Various Vulkan image transition fixes and related
  * More work towards passing 1.61 Vulkan validation layers
  * Initial work on passing the latest Vulkan validation checks.
  * Don't call functions in asserts, they get compiled out in release...
  * Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed).
  * Have GetFramebufferDimensions return the backbuffer size for null in all backends.
  * Another minor cleanup (DescribeCodePtr)
  * Unify and move around code to cleanup some debug accessors
  * Unify GetFramebufferList() (trivial)
  * Unify DownloadFramebufferForClut
  * Remove more dummy code from Vulkan backend.
  * Unify FlushBeforeCopy. Remove old dummy methods from Vulkan framebuffer manager.
  * Add some safety checks. Fix some inadvertent Y-flips (bit hacky).
  * Unify some more framebuffer functions. Leave the GL stuff alone for now due to async.
  * Unify (well, almost) GetOutputFramebuffer (D3D11/GL)
  * Unify GetDepthBuffer/GetStencilBuffer in GL/D3D11
- Update to version 1.4.2~git20171017:
  * Minor refactoring of framebuffer readbacks.
  * Start moving PACK_ALIGNMENT into SafeGLReadPixels
  * Minor OpenGL refactor.
  * More format support in thin3d GL
  * Move GL readback to a Thin3D abstraction
  * Get rid of BindFramebufferForRead
  * D3D11: Move to CopyFramebufferToSync where easily possible.
  * Unify GetFramebuffer in GLES and D3D11.
  * D3D11: Fix a bug, add depth/stencil support to CopyFramebufferToMemorySync
  * Will fix Android-x86_64 cmake
  * restructure some flags x86_64 android
  * Re-enable gradle x86_64 android build
  * Address review comments.
  * Buildfix
  * Remove comment, add check.
  * RPI: use new vendor graphics library names
  * Add a controller profile for X360 controllers on RPI, fixes issue #10019
  * Update lang submodule

OBS-URL: https://build.opensuse.org/request/show/538670
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=18
2017-11-06 09:47:27 +00:00
_service Accepting request 498653 from home:xenonpk 2017-05-29 06:46:59 +00:00
_servicedata Accepting request 538670 from home:xenonpk 2017-11-06 09:47:27 +00:00
.gitattributes Accepting request 183035 from home:dvlara 2013-07-29 07:55:41 +00:00
.gitignore Accepting request 183035 from home:dvlara 2013-07-29 07:55:41 +00:00
ppsspp-1.4.2~git20171101.tar.xz Accepting request 538670 from home:xenonpk 2017-11-06 09:47:27 +00:00
ppsspp.changes Accepting request 538670 from home:xenonpk 2017-11-06 09:47:27 +00:00
ppsspp.spec Accepting request 538670 from home:xenonpk 2017-11-06 09:47:27 +00:00