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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-------------------------------------------------------------------
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Wed Sep 06 14:40:28 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170903:
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* Add Sony PS3 controller mappings
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-------------------------------------------------------------------
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Fri Sep 01 15:46:54 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170901:
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* Integrate sceUsbGps and sceUsbCam with Android
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* Integrate sceUsbGps and sceUsbCam with Android - 2
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* More mingw patches
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* More mingw patches pt. 2
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* Simplify this conditional
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* PACK should be defined different for Win32 based on whether we compile with Mingw or MSVC
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* Revert "PACK should be defined different for Win32 based on whether"
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* Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11
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* Remove snprintf compatibility hacks for MSVC versions before 2015
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* Remove Globals.h
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* Buildfix
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* Linux buildfix
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* mingw patches
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-------------------------------------------------------------------
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Wed Aug 30 14:41:46 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170830:
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* Assorted cleanup of Vulkan init code. Show Vulkan extensions in system info.
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* Separate VulkanContext::CreateDevice into ChooseDevice and CreateDevice to give an opportunity to enable extensions.
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* Buildfix
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* Minor cleanups
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* Fix bug in vulkan init. Add some sanity checks to GL shader cache loading.
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* Add a hack to override the default framebuffer on non-iOS, to unblock the new RetroArch port attempt (#9936)
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* Fix a PIC compliance bug in the VFPU. Comment other cases properly (for easy searching).
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* apple buildfix
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* Patches to make it possible to compile with mingw, pt. 1
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* Removed MSVC check
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* Change this to _MSC_VER
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* Remove this too - we will use UNICODE and _UNICODE defines for mingw build
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* SafeMem: Remove the "far" optimization that saves 3 bytes sometimes but is really dangerous and not worth the complexity.
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-------------------------------------------------------------------
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Sun Aug 27 10:01:28 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170825:
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* Another couple of control mappings, see #9825
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* Fix possible crash when loading GL shader caches. Should help #9930.
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-------------------------------------------------------------------
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Fri Aug 25 10:02:54 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170824:
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* Bump the GL shader cache version
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-------------------------------------------------------------------
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Tue Aug 22 13:05:30 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170821:
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* Make keys names translatable in pop-up
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* Reuse some already translated strings
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* Add a new translation category for the remote ISO feature
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* Oops, forgot this one
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* Implement vertex caching for Vulkan.
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* Vulkan vertex cache: Fix bug with "pure prim" draws (where we avoid the index buffer)
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* Make FLAG_FLUSHBEFORE a no-op, move flushes into the execution functions.
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* Fastpath in fastrunloop when diff=0. Remove need for Execute for UV scale/offset.
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* Minor cleanups
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* Buildfix for X86 Android
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* Crashfix on older devices
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* Vulkan: Add code (disabled) to be able to run with more in-flight frames. Only improves performance marginally and needs more testing.
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* FRAGMENT_SHADER needs to be marked dirty if shademode changes. Fixes #9904.
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* Make control mapping pop-up title translatable
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* Make dev menu pop-up title translatable
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* Fixed invalid preprocessor directive
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* ARM: Delete obsolete comments and check
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* More vulkan microoptimizations. Add more profiler scopes.
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* Vulkan: Fix some inefficient command pool usage, might also fix a race condition
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* Vulkan: Fix bug sometimes causing the wrong renderpass to be ended at exit, causing crashes.
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* Add hooks for Marvel video copy func.
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* Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap.
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* SIMD-optimize some data conv routines used in uniform updates.
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* Include Hashmaps.h in CMakeLists.txt.
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* Maintain the hashmap from time to time. Fix a bug in count reset on grow.
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* Optimize uniform uploads for D3D9 and GL as well.
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* Buildfix
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* 32-bit buildfix
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* And yet another buildfix.
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* Minor optimizations (use the new hashmap in a few more places)
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* ... And also for the vertex decoder (DenseHashMap)
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* Switch over the GL shader manager to the new hashmaps.
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* Buildfix
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* Fix some missing dirty flags (affects FS_BIT_LMODE)
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* Keeping descriptorsets around between frames can cause problems if we run out.. Try to prevent that. Need a better method than this though.
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* Linux buildfix
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* GPU: Consider bbox failed with zero verts.
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* GPU: Fix alignment on signal jump/call.
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* This might not always be 16-byte aligned.
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-------------------------------------------------------------------
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Wed Aug 16 21:38:47 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170816:
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* Simple micro-optimization in AdvanceVerts
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* Can't dirty VERTEXSHADER_STATE before the flush in Execute_VertexTypeSkinning, causes obscure bugs when software skinning is enabled
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* NEON-optimize bone matrix loads
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* Vulkan: More minor optimization (avoid pipeline cache lookups when possible)
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* NEON-optimize CLUT loads
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* Neon-optimize the audio s32->s16 packing function
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* Initial work on supporting sustained perf mode
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* Cleaner Vulkan shutdown
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* Add controller entries from gabomdq/SDL_GameControllerDB
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* Oops, forgot to update NativeQueryConfig, thanks unknown
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* Spacing
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-------------------------------------------------------------------
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Tue Aug 15 09:58:20 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170815:
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* Ensure everything is dirty on frame start.
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* All: Only convert blend state if "dirty"
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* All: Only convert depth stencil state if dirty
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* All: Only convert raster state if dirty
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* Dirty RASTER_STATE when switching between rect and non-rect primitives (culling)
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* All: Only convert viewportscissor state if dirty
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* Dirty viewport state on framebuf resize.
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* Add some missing VIEWPORTSCISSOR dirtying.
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* D3D11: Make better use of the dirty flags to avoid state calls
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* All: Only recompute the vertex shader ID when dirty
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* Dirty vertexshader state on hw bezier/spline.
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* Dirty things on stencil buffer upload.
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* Dirty-flag the fragment shader ID.
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* Add some missing fragment shader state changes.
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* Dirty on various framebuf state helpers.
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* Oops, broke Vulkan in the rebase somehow. Fixed.
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* Use dirty-flags more in Vulkan state setting
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* Dirty-track the current pipeline to avoid many vkBindPipeline calls.
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* Fix minor blendstate oversight, restore a disabled optimization
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* Vulkan: Fix some more state dirtying issues.
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-------------------------------------------------------------------
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Thu Aug 10 13:07:18 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170808:
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* Common: fix MAP_32BIT after 9f24203ef8f6
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* Windows: Use system API to toggle fullscreen.
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* GPU: Correct 1080p/720p crop for ultrawide/similar.
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* Windows: Support multi-display full screen.
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* Core: Handle 20-bit volumes in SIMD optimizations.
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* GLES: Set target w/h in buffered rendering.
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* Update submodule lang
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* Make a state object for the Android audio wrapper
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* Make the OpenSL wrapper an object too, to make sure it's always initialized the same.
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* Minor GPU disassembler update
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* Android: Turn off resizability until we can properly fix the sizing logic. Helps #9866
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* Android: Fix scaling issue on configuration changes. Why was that division by 2 there??
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* Turn g_dpi into a float, because why not
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* Separate X and Y dpi_scale
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* Re-enable resizing the window on Android, change onConfigurationChanged flags
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* More splitting of dpi vars
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* updateDisplayMetrics was a poorly defined method, removed it.
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* Consolidate DPI/sizing handling on Android
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* Buildfixes
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* Another buildfix
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* Review fixes, thanks unknown
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* Android: Add some missing codepaths when using Vulkan, might fix audio/controller issues on task switching
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* Format string fixes in DPI logging
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* Misc cleanup
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* Always shut down audio, regardless of why the task is being destroyed. Might help #9771
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* Disable codepath that requires vibration permission which we don't have
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* Make some decls private
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* Android: Fix bug where the surface size could be wrong after task switching and automatic recreation
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* Reset the UI state properly in NativeInit. Fixes #9771
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* Disable the x86-64 Android build until it can be debugged. Works around #9814 (all such devices can run the x86 build instead)
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* Strip spaces from pasted IP addresses. Helps #9795. Fix accidental typo
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* Fix space stripping in a few more string input methods. Helps #9795
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* Update lang, add language name for Laotian
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-------------------------------------------------------------------
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Mon Jul 31 20:30:26 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170724:
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* Update lang submodule
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-------------------------------------------------------------------
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Mon Jul 17 15:11:32 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170713:
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* Vulkan debug mode: In case of missing validation layers, warn, don't error out.
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-------------------------------------------------------------------
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Mon Jul 10 15:54:23 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170710:
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* x64: Use context register to access saved_flags
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* X64 vertex decoder: Use relative memory accesses when loading matrices.
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* X86/X64: We have the context register loaded, let's use it more.
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* X64/X86: Even more use of the context register
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* Remove more RIP addressing
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* Buildfix attempt
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* Some code cleanup. More work towards removing RIP addressing
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* More RIP removal
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* Move mscxr_temp to MIPSState
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* Remove RIP access from some matrix ops, SafeMem
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* Move another couple of temps into MIPSState
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* Move tempValues into MIPSState
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* More RIP elimination
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* Guess what? More RIP elimination (but keep the fast path too)
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* Surprise! More. Making many commits for easier bisects.
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* Access FPU temps through CTXREG
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* More RIP removal. Also add some comments to make it easy to just search for "M(&" to find remaining offenders.
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* Get rid of sincostemp global. Solution not tested on linux yet.
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* Remove some rip addressing in vertex decoder
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* Get rid of remaining RIP addressing in vertex decoder
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* X64: Fix bug in a case in the MOVQ emitter : rex byte should be after the 0x66 prefix
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* x64: Enable non-RIP addressing for FPU registers
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* vminmax_sreg only needs a single element
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* Replace vminmax_sreg with mips->temp
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* RegCacheFPU
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* Workaround
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* Fix software skinning
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* Buildfix for platforms with standards-compliant offsetof (no dynamic indexing allowed)k
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* 32-bit fixes
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* Delete some unnecessary loads. These loads are done properly inside trigCallHelper.
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* x86-64: Linux ABI fix
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* Turning off the "close memory finder" lets us find more RIP addressing...
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* More RIP elimination
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* More RIP addressing in software skinning..
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* More RIP fixes
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* x64: Fix coreState rip checks.
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* x64: Avoid clobbering jr dest in cases.
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* Update gamecontrollerdb.txt
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-------------------------------------------------------------------
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Tue Jul 04 16:45:18 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170703:
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* Fix Windows XP support in LocalFileLoader
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* D3D11: Fix texture scaling with blank first half.
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* GPU: Clean up some GLES3 defaults.
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* UI: Show slow message based on refresh rate.
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* Minor debugging feature: Show vertex normals in GE debugger
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* Don't use stat64 unless we need to
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* Fix build with NDK 15. This does force us to make do with 32-bit file sizes...
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-------------------------------------------------------------------
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Tue Jun 27 15:21:15 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170627:
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* Fix running slow message , it's always show when game run stable above 98% speed
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* Oops
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* Add credit developer
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* Add 1 line
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* Fixes
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* Fixes
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-------------------------------------------------------------------
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Mon Jun 26 18:12:12 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170624:
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* Make the Loader API thread-safe
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* Also support atomic windows readAt
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* Add conservative locking arond Caching/HTTP FLs
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* Remove use of C file api in LocalFileLoader
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* Add a note about thread-safety req in FileLoader
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* Fix windows build
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* Core: Windows buildfix.
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* Core: Buildfix.
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-------------------------------------------------------------------
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Mon Jun 19 07:45:17 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170618:
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* GE Debugger: Buildfix for BSD.
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-------------------------------------------------------------------
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Wed Jun 14 10:42:41 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170613:
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* Apply a hack to simulate USB created files.
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-------------------------------------------------------------------
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Fri Jun 09 15:37:05 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170609:
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* Fix UWP build
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* D3D11: Fix Star Ocean again (wasn't clearing stencil properly)
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* Port a small simplification to D3D9
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-------------------------------------------------------------------
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Fri Jun 09 09:00:28 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170608:
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* Warning fix
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* Start sketching native text rendering for Android
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* Fix assorted JNI issues, the calls work now.
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* Font rendering code runs but it sure ain't right
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* It works!
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* Fix vertical positioning, eliminate double-&
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* Buildfix buildbot
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* Address comments, make things closer to the Win32 code. Things work better.
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* Fix some comments
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* Buildfix qt
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* We are already shipping Roboto-Condensed.ttf, let's use it
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* Implemented sceUtilityGetSystemParamInt
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* Format fix
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* Fix get/set confusion
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* Fix minor overallocation during elf loading
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* Refuse to load truncated ~PSP files.
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* ELF loading potential out-of-bounds fix
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* GE Debugger: Gah, fix some pointer size errors.
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* SoftGPU: Avoid some compile warnings.
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* UI: Add some missing overrides.
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* Build: Include Roboto in buildscripts.
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* Core: Set cwd for non-ms0:/ games on boot.
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* sceVaudio: Fix typo in constant name.
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-------------------------------------------------------------------
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Tue Jun 06 09:05:04 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2~git20170605:
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* GPU: Refactor common frame dumping code.
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* Core: Refactor repeating disc id homebrew code.
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* GE Debugger: Initial structure for GE data dumping.
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* GE Debugger: Implement basic recording.
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* GE Debugger: Record memcpy/memset too.
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* GE Debugger: Simple framework to load dumps.
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* GE Debugger: Oops, emit transfer/clut cmds.
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* GE Debugger: Start a module/thread for dump runs.
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* GPU: Add a debug method to grab list tick wait.
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* GE Debugger: Initial GE dump replay.
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* GE Debugger: Oops, don't record if not active.
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* GE Debugger: Record init state and display buf.
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* GE Debugger: Clear after replay finished.
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* GE Debugger: Fix matrix dumping.
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* GE Debugger: Wait to get the right display buf.
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* GE Debugger: Load commands more directly.
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* GE Debugger: Fix memmem and cleanup.
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* GE Debugger: Implement memory transfer commands.
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* GE Debugger: Fix recording in softgpu.
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* GE Debugger: Fix clut command recording.
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* GE Debugger: Align texture/vertex/etc. data.
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* GE Debugger: Allocate replay memory smarter.
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* Jit: Fix syscall outside delay slot.
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* GE Debugger: Fix replay FPS.
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* GE Debugger: Run replay using stalling.
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* GE Debugger: Compress GE dumps.
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* GE Debugger: Add record button.
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* GE Debugger: Reduce memory allocation.
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* GPU: Stall properly on matrix data.
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* GE Debugger: Add some comments and cleanup.
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* GE Debugger: Pass filename into dump replay.
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* GE Debugger: Fix replay timing drift.
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* Patch unusual way of checking for firmware version.
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-------------------------------------------------------------------
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Mon Jun 05 07:59:44 UTC 2017 - pousaduarte@gmail.com
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|
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- Update to version 1.4.2~git20170604:
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* Add "ignoreAddress" to texture replacement.
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* Expose XXHASH for Texture Replacement
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* Disable ignoreAddress on quick hash and inform the user about it.
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* 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
|
|
|
|
-------------------------------------------------------------------
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Mon Apr 10 19:07:51 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170410:
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* Update lang
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* Track flags to reduce unnecessary VRAM zeroing.
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* Cleanup 16-bit VRAM clearing.
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* Skip downloads of cleared VRAM.
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* Linux: Added support for Hidromancer gamepad device driver
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Sun Apr 09 11:59:20 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170409:
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* Windows: Make the window positioning code slightly saner and more straightforward.
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* Switch back to using CXSCREEN/CYSCREEN for centering instead of the virtual screen.
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* Typo fix
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* When not resetting Y position, clamp Y to 0 early. See #9563
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* When resetting Y, make sure we don't end up outside the screen. See #9563
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* SaveState: Correct crash on rewind usage.
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Fri Apr 07 08:36:15 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.20170407:
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* Fix out-of-bounds framebuffer blit on color bind.
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* QtMain: Renamed mis-named variable assets_dir to external_dir
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* Use the root of the memstick as a tempdir for downloads. Should help #8711
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Thu Apr 06 16:22:05 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.20170406:
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* Further fixes to #9554
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* Make the gesture detector treat all touches fully individually. Fixes issues with last commit.
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* Windows: Fix check state after menu translate.
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* Allow using any touchId to scroll. Should help #9554.
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* Restore calls to UpdateUI from sceUmd, now that it's faster.
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* Fix XInput polling in UWP apps. Should help #9555
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* Touch on Windows Desktop: Apply the DPI scale *after* ScreenToClient.
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* Minor cleanup with GOLD define - only use it in System_GetPropertyInt
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* Operator precedence fix in ifdef
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* Remove unused code
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* Make scroll gesture detector compatible with other touches than #0. Should help #9554.
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* Remove unnecessary disable-buildtime-git-version-creation.patch
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-------------------------------------------------------------------
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Mon Sep 26 14:54 UTC 2016 - pousaduarte@gmail.com
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- Update to latest git snapshot
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* use qt build
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