2665d54d06
- Update to version 1.4.2~git20170903: * Add Sony PS3 controller mappings - 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 - 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. - 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. - Update to version 1.4.2~git20170824: * Bump the GL shader cache version - 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. - 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 - 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. OBS-URL: https://build.opensuse.org/request/show/522274 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=15 |
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ppsspp-1.4.2~git20170903.tar.xz | ||
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ppsspp.spec |