ppsspp/ppsspp.changes
Klaus Kämpf 38227fa7bf Accepting request 526483 from home:xenonpk
- 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.

OBS-URL: https://build.opensuse.org/request/show/526483
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=16
2017-09-19 16:32:05 +00:00

876 lines
38 KiB
Plaintext

-------------------------------------------------------------------
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
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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
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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.
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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.
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Fri Aug 25 10:02:54 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170824:
* Bump the GL shader cache version
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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.
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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
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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.
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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
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Mon Jul 31 20:30:26 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170724:
* Update lang submodule
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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.
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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
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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...
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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
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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.
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Mon Jun 19 07:45:17 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170618:
* GE Debugger: Buildfix for BSD.
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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.
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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
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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.
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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.
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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.
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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
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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.
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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
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Sun May 28 16:04:56 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170527:
* Android: Fix minor typo.
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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
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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.
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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.
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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.
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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
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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
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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
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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.
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Tue May 09 19:09:24 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170509:
* Update lang
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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.
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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.
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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.
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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
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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.
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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
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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.
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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.
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Mon Apr 24 15:35:55 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170424:
* Fix postprocess shader submenu.
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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.
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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.
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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.
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Mon Apr 17 18:59:15 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170417:
* Linux: add another PS3 controller GUID
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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.
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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.
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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.
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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.
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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.
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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
- 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
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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.
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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
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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
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Mon Sep 26 14:54 UTC 2016 - pousaduarte@gmail.com
- Update to latest git snapshot
* use qt build