ppsspp/ppsspp.changes

4722 lines
216 KiB
Plaintext
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

-------------------------------------------------------------------
Tue Jul 16 07:23:56 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190716:
* UI: Fix zip leak in error case.
* UI: Allow custom button to toggle fullscreen.
* Replace mouse control with device ID mouse check for threshold.
* Reduce in-game axis bind threshold for mouse control.
* Update all values for mouse axis.
* UI: Allow installing texture packs from zips.
* Replacement: Allow region-specific settings.
* UI: Fix type comparison warning.
* Config: Don't save empty sections.
* Config: Add game name to game-specific inis.
* Ignore mouse mappings for UI
-------------------------------------------------------------------
Sun Jul 14 14:51:25 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190714:
* Address review feedback, thanks unknownbrackets
* More GameManager improvements.
* Fix build error on non-windows
* Pre-check the contents of ZIP files before allowing install.
* GameManager: Actually allow installing ISOs from zip files. Refactor.
* Start refactoring GameManager zip handling to easier support ISOs in zips
-------------------------------------------------------------------
Wed Jul 10 20:40:55 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190708:
* interp: Correct vsbn instruction.
* Kernel: Shutdown when module load fails.
* GPU: Forget pause signal on new list.
* Experimentally revert a small part of #12094, ios external display support, that seemed to break exit. See #12140.
* cmake: Automatically detect raspberrypi 4.
* GPU: Download CLUTs when loading at 256 stride.
* Travis: Build Windows on Travis too.
* SDL: Use whatever display SDL gives us for EGL.
* Replay: Attempt to ignore reads in PSP/GAME.
* Replay: Add file header handling.
* Travis: Update to NDK r18b.
* Travis: Update config to reduce timeout errors.
-------------------------------------------------------------------
Sat Jul 06 10:39:27 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190705:
* [Libretro] Fix some default config values -iAltSpeedVolume -iFirmwareVersion -iPSPModel Fixes #12144
* Audio: Quick SRC resampling experiment.
* Audio: Track SRC frequency.
* Audio: Correct sceAudioChRelease return value.
* Audio: Improve error messages for sample counts.
-------------------------------------------------------------------
Wed Jul 03 19:31:23 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190703:
* Simplify synchronization model in InputDevice.cpp - replaced volatile flags/mutex/condition variable with joining on thread and one atomic flag
* Remove KeyboardDevice which was essentially useless
* Support falling back to xinput9_1_0.dll if neither xinput1_4.dll or xinput1_3.dll are present. This can happen on a Windows XP, Vista or 7 PC without DirectX End-User Runtimes installed.
* Windows: Properly check for hidden files when enumerating files
* Windows: Fix an exit crash by not destroying the window in CGEDebugger destructor - this window (and displayList) have already been destroyed and freed at that point
-------------------------------------------------------------------
Wed Jul 03 12:26:26 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190702:
* Update lang submodule
* Remove Google Cardboard support. Fixes #11668
* Windows: Fix Vulkan out of process check.
-------------------------------------------------------------------
Sat Jun 29 09:35:32 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190629:
* Enable right analog stick for libretro
-------------------------------------------------------------------
Thu Jun 27 20:45:11 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190627:
* Windows: Fix leak on folder browse.
* Comment some confusing code
* Warning fix
* Android: Add DPAD_CENTER as an accept button. Fixes menu navigation on Mi Box and Shield Remote.
* UWP: Fix overscan on Xbox One
* Update lang, pspautotest submodules
* Vulkan: An additional check during init. May help #12131
* For the non-vulkan backends, zero display rotation settings just to be sure.
* GE Debugger: Split playback into a separate file.
* GE Debugger: Cache decompressed frame commands.
* fix indent
* GLES: Update proj matrix on viewport change.
* GPU: Improve a 5551 stencil emulation case.
* Debugger: Fix subtexture readback crash.
* UI: Add a note for HTML link parsing.
* Audio: Add volume for alternate speed.
* http: Support redirects for load URL too.
* http: Support relative redirects too.
* http: Support redirects for downloads.
* SaveState: Fail load on decompression error.
* UI: Clear queued events on Event destruct.
* Audio: Better errors on Output2/SRC reserve.
* Audio: Correct errors on Output2/SRC release.
* Debugger: Fix connection in Firefox.
* Travis: Fix build cache for macOS/iOS.
* Common: Fix some unused ident and case warnings.
* Travis: Install python3 via brew.
* Address feedback, delete some unused code.
* Core: Keep number on setting for translated.
* Core: Ignore case of GPU backend setting.
* Core: Save GPU backend as identifier.
* Core: Allow for disabling graphics backends.
* Core: Use readable names for failed backends.
* Don't ask for TRANSFER_DST for swapchain surface. No reason to.
* Avoid rotating the image when DrawActiveTexture is used for other things than drawing to the backbuffer.
* Fix the 270 degree rotation case
* Vulkan: Apply the desired pretransform when drawing to the backbuffer.
* Vulkan: Log supported pretransforms.
* Disable external display by default
* Fix invalid mode on iPad Pro 2018
* Ignore mute switch when connected to external display
* Fix shutdown because of Discord deinitializer
* Simple dpi scaling
* Fix overscan compensation (Hack)
* Do some clean up
* Fix iPhone wont switch to external display
* Auto switch between internal and external display
* Show root view controller on external display
-------------------------------------------------------------------
Sat Jun 22 11:14:51 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190620:
* Buildfix for cmake builds
* Update SPIRV-Cross
* Upgrade glslang to latest
* Vulkan: Upgrade to latest headers
* Fix mouse scroll by releasing with a delay using timer(16ms) Also moved WM_MOUSEWHEEL to DisplayProc where it works fine now.
* Fix some further static analysis warnings
* Fix a bunch of inconsequential uninitialized variables
* Fix static analysis warning about access outside array (d[ins] = s[ins * 4] * t[0])
* interp: Fix dumb mistake in vtfm.
-------------------------------------------------------------------
Sat Jun 15 22:06:02 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190614:
* Implement and test clz32, use it in the MIPS interpreter cores.
-------------------------------------------------------------------
Tue Jun 11 12:25:01 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190611:
* Fix build error
* SDL: Adjust EGL config choice heuristics.
-------------------------------------------------------------------
Mon Jun 10 11:01:58 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190609:
* UWP: white space fix
* fix unintended line removal from rpi platform
* UWP: Full screen support, config save fix
* TextDrawerUWP: oops, forgot to release the objects used.
* adding arm64 platform to libretro makefile
* UWP: fix prebuild commands
* UWP: fix && in English UI labels
* TextDrawerUWP based on DirectWrite
* UWP: enable SYSPROP_LANGREGION
* UWP: project filiter update, add assets to other architectures
* Update submodules lang, pspautotests
* libretro: Add SpvPostProcess.cpp to the static makefiles
* Revert "ARM64 vmmul experiment: Disable if S and T matrices overlap."
* UWP: fix prebuild commands
* ARM64 vmmov experiment: Reduce precision by using FMUL+FADD instead of FMADD. May help #12082 and thus also #11179 and #9843.
* ARM64 vmmul experiment: Disable if S and T matrices overlap.
* Add space to new setting name
* Fix avi dump via render buffer instead, with an option to use output buffer since recording with post process effects will often be desirable.
* JIT: Split VFPU_MTX disable options. To help with #9843
* arm64jit: Tweak matrix vfpu overlap detect, etc.
* armjit: Fix avoidLoad handling for fpu regs.
* arm64jit: Fix avoidLoad handling for fpu regs.
* GPU: Correct Danganronpa hack.
* Windows: Fix some warnings.
* Fix minor oversight
* Style fix
* JitDisable: Add option to disable regalloc across instructions (flush after every instruction)
* Silence robocopy error codes
* Edited version of #12031, without the ISO/CSO ability.
* Oops, tab fix to previous commit
* Add d3d9_d3dcompiler_loader to libretro's makefile. Probably helps #12071
* Update lang submodule
* Improve WordWrapper:
* Block savestates OSM when video frames are dumped. Also make the dump messages shorter, especially dump start since it will be recorded.
* Fix avi dump feature by using output buffer.
-------------------------------------------------------------------
Mon May 27 12:51:55 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190527:
* GLES: Use fragColor0 in GLSL 3.30 float path.
* Windows: Add ResolvePath fallback if symlink fails.
* SoftGPU: Implement dithering.
* Fix spurious unit test failure.
-------------------------------------------------------------------
Fri May 24 14:05:28 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190523:
* Improved Show in Folder:
* Update gradle yet again
* Vain attempt to make the Windows buildbot happy, after LunaMoo's comment in #12052
* Oops, this was left for debugging.
* VS2017: Add hack to automatically select the newest installed Windows 10 SDK. VS2019 already does this by default if you specify 10.0.
* Compat: The Transformers games perform much better with Force 60fps.
* Qt: Implement clipboard support
* SDL: Implement clipboard support
-------------------------------------------------------------------
Thu May 16 18:18:21 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190516:
* D3D11 init: Release pFactory at the appropriate place.
* D3D11: Also properly check for the no-adapters case.
* Add a missing error check to the D3D11 device creation. May help #12039?
* Remove base/arch.h
* Windows: Workaround buildbot failure.
* Fix d3d11_loader on x86
* Use D3DCompiler_47.dll for D3D9 context.
-------------------------------------------------------------------
Mon May 13 14:59:34 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190513:
* ArmCPUDetect: close the registry key when finish
* fix git-version-gen on normal commits (without tag)
* UWP: Use default (latest) toolset and remove dependency to 16299 SDK
* Proper device type detection for UWP
* UWP Window resizing support
* Fix typo which disabled GEDebugger
* Remove the related #include
* Android: Display measurement fixes
* Delete 2 unused i18n category pointer declarations
* Add CPU string in Windows ARM
* Fix issue with D3D9 vs UWP
* Spacing fix
* Oops, fix the D3D9 fallback
* Oops, missed these two
* Assorted warning fixes
* Clean up some more ifdefs
* Remove DbgNew.h forced include in ARM debug builds, doesn't work for some reason.
* Add WindowsSDKDesktopARM64Support to vcxproj files
* Fix #12023, accidental disabling of the GL backend on non-Windows ARM platform caused by #12013.
* Revert "Remove default SDK version from project files"
* UWP: Update the temporary-key with a new one generated by dominater01
* Remote ISO: Fix bugs from issue #12018 and probably #12019
* Game server: Reject bad URLs
* Add Test Drive Unlimited to depthRangeHack to disable range culling
* Report: Add Windows ARM identifiers
* update ppsspp-ffmpeg to current master
* Toolchain for nvidia jetson linker tegra lib.
* Update lang and ffmpeg submodules
* Fix D3D11 context on Windows ARM Debug
* Remove unnecessary ifdefs
* Fix UnixTests and HeadlessHost on ARM
* Update ffmpeg to support Windows ARM64
* UWP: add missing files for ARM64
* Update UWP project files for ARM64
* Update .gitignore
* Fix a crash on DirextX 11 with Feature Level <= 9_3 hardware
* Update ppsspp_config.h for Windows ARM
* Disable features not available on Windows ARM32/ARM64
* Fix ssize_t in libzip for Windows ARM64
* Add Crash() for Windows ARM64
* Enable ArmCPUDetect on Windows Desktop
* Fix GetWindowsSystemArchitecture()
* Fix neon headers for MSVC ARM64
* Update Visual Studio project files for Windows ARM32/ARM64
* Enable PNG screenshots for all platforms
* UI: Make the screenshot key configurable.
* Mp3: Set as inited only after success.
* Mp3: Correct seek to specific frame.
* Mp3: Fix ID3 tag handling.
* Mp3: Properly flush the buffer on reset.
* Mp3: Always output data in decode, except at end.
* Mp3: Use a vector for the temp buffer.
* Mp3: Correct delay on decode.
* Mp3: Loop correctly from an offset.
* Mp3: Reset sum decoded on loop.
* Mp3: Correct sum decoded sample count.
* Mp3: Return total frame count in sceMp3GetFrameNum.
* Mp3: Fix loop func errors, clamp to -1.
* Remove some unused code.
* Add missing variable reset fixes #12002
* Remove default SDK version from project files
* Fix VS2019 builds and remove _xp dependency (drops Win XP support, allows latest SDK etc.)
* Hopefully fix the annoying LR.
* Remove "sound speed hack".
* Mp3: Correct sceMp3GetMaxOutputSample.
* Mp3: Fix errors for a bunch of init getters.
* Mp3: Detect offset headers, reject invalid data.
* Mp3: Apply offset to stream read buffer.
* Mp3: Align CheckStreamDataNeeded with InfoToAdd.
* Mp3: Don't change buffer accounting until add.
* Mp3: Fix errors on sceMp3NotifyAddStreamData.
* Band-Aid for libretro Savestate load Proper would be using PPSSPP's Queue. This will need frontend extensions to do it sanely. Fixes #11429 (mitigate for now)
* Mp3: Improve handle releasing behavior.
* Mp3: Better errors in sceMp3GetInfoToAddStreamData.
* Mp3: Allow allocating two mp3 handles.
* Mp3: Fail to reserve if resource not inited.
* Mp3: Better match resched on resource init/term.
* Update gradle stuff again
* Fix typo again
* Oops, got these backwards.
* Update ffmpeg and lang submodules
* Fix typo
* Masked PSP Memory support for the AArch64 Dynarec
* Power: Match reschedule timing better.
* Power: Correct hz on update and improve resched.
* Added IO Timing Method option.
* Update controller data base ps3 clone controller
* GPU: Improve non dual source stencil replace.
-------------------------------------------------------------------
Sat Apr 06 13:04:17 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190404:
* interp: Handle vtfm/vhtfm prefixes properly.
* interp: Correct prefixes on vfad and vavg.
-------------------------------------------------------------------
Wed Apr 03 19:04:52 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190402:
* interp: Cleanup prefix/size in vcrsp/vqmul.
* interp: Handle invalid swizzle for vmin/vmax.
* interp: Correct vwbn and vlgb size behavior.
* interp: Better prefixes for vdiv/similar ops.
* interp: Correct prefixes on vdot/vhdp.
* interp: Handle prefixes on matrix init ops.
* interp: Correct vsgn out of swizzle bounds.
* interp: Handle vsgn prefixing.
* Jit: Ignore high bit in vmfvc/vmtvc.
* interp: Ignore high bit in vmfvc/vmtvc.
* interp: Handle invalid swizzle in vsge/vslt.
* interp: Implement vcrs prefixes and sizes.
* interp: Correct simple vmov variant prefixing.
* interp: Correct vdet prefix handling.
* interp: Correct prefixes in vsrt ops.
* interp: Correct prefixes for vsbn/vsbz.
* interp: Cleanup vsocp size handling.
* interp: Correct size handling for vi2x ops.
* interp: Correct swizzle on vx2i ops.
* interp: Don't write lane 2 on single colorconv.
* interp: Correct some negative invalid zero cases.
* interp: Force vscmp result of invalid to zero.
* interp: Correct vfim for -inf and similar.
* interp: Correct vmfvc register behavior.
* interp: Handle wrong sizes of vf2h/vh2f.
* interp: Correct vrnd prefix handling.
* interp: Match actual vdiv prefix handling.
* interp: Mask moves to vfpu ctrl.
* interp: Handle NAN more correctly in vscmp.
* interp: Handle flush prefixes slightly better.
* interp: Handle prefixes for Vmmov/Vmmul/Vmscl.
* interp: Handle vrot prefixes mostly correctly.
* interp: Use a helper to generate prefix consts.
* interp: Properly apply mask on single lane ops.
* interp: Generate constants using prefixes.
* interp: Correct vscl prefix handling.
* interp: Fix vbfy prefix handling.
* interp: Mask value in vpfxd.
* interp: Confirm vi2f/vf2i prefix handling.
* interp: Apply T prefix to D in vcmov.
* interp: Correct behavior for matrixes with size=1.
* interp: Handle abs/neg on nan values better.
* IR: Use interp for unhandled prefix cases.
-------------------------------------------------------------------
Sat Mar 30 14:38:58 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190327:
* Disables iOS exit animation to prevent freezing. Selective PTRACE sys call.
-------------------------------------------------------------------
Tue Mar 26 20:01:10 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190326:
* Address feedback from #11936 (support memory types without CACHED as a backup)
* Add texture dump/replace hotkeys.
* Vulkan: Request cached memory for readbacks. First try coherent too but also support non-coherent cached memory.
-------------------------------------------------------------------
Mon Mar 25 13:46:08 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190325:
* TexCache: Align bufw properly even for VRAM.
* Debugger: Prevent saving a -1 sized func.
* Vulkan validation: INFO level has gotten too spammy, turn it off.
* Fix invalid argument string for kuKernelLoadModule. Fixes #11895.
* MSVC project files: Fix silly search/replace error from #11883
* IR: Correct vmmul optimizations.
* Android: Allow less common sample rates.
* Kernel: Kernel threads can beget kernel threads.
* SDL: Make it clear Vulkan check is not an error.
* cmake: Automatically disable Wayland for Raspbian.
* SDL: Fix compile error when not using FBDEV.
* http: Fix warning on compare in url decode.
-------------------------------------------------------------------
Fri Mar 22 13:28:35 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190322:
* UI: Allow deletion of GE dumps from UI.
* Update lang (with ES spelling error fix, etc). Fixes #11912
-------------------------------------------------------------------
Wed Mar 20 21:44:17 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190318:
* GPU: Respect stencil write mask on clear.
* SoftGPU: Apply color doubling only to RGB.
* Vulkan: Narrow down buffer usage flags a little bit.
* Windows: Change FP model to Precise. See #11384
* UI: Pass touch/button releases to all screens.
-------------------------------------------------------------------
Sun Mar 17 19:04:36 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190317:
* UI: Avoid using game info cache in savedata sort.
-------------------------------------------------------------------
Thu Mar 14 21:39:22 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.8.0~git20190314:
* Finish up the fix attempt for #11882
* Correctly handle memory types in VulkanPushBuffer. Should help #11882.
* Update the version number in AndroidManifest.xml (pretty sure we don't really still need to do this, but whatever).
* Update the lang submodule
* Add last minute fix mention
* Update README.md for 1.8.0.
* Android (and libretro): Turn off -ffast-math. Fixes #11880.
* Revert "Temporary commit to get CalcCullRange logging into a buildbot build"
* Temporary commit to get CalcCullRange logging into a buildbot build
* On game load error screens, print the filename. May help diagnose issues from screenshots of the error (commonly sent by end-users)
* Vulkan subpass dependencies: Handle VK_IMAGE_LAYOUT_UNDEFINED without debug-asserting.
* Fix apparent bug in #11094, fixes #11878 and likely #11798
* Fix a VK validation failure when opening the homebrew menu
* Survive pipeline creation failure on Vulkan. Makes Burnout playable on Pocophone... Sigh.
* Update to a new gradle version again
-------------------------------------------------------------------
Mon Mar 11 13:33:59 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190311:
* sceFontLib: Don't call the callback if double-free. Should fix one part of #6627
* GLES: Fix stencil buffer upload at > 1x PSP.
-------------------------------------------------------------------
Mon Mar 04 13:44:41 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190304:
* UI: Update more browser links to https://.
* Windows: Link to https://.
* Windows: Clear help menu correctly.
-------------------------------------------------------------------
Sun Mar 03 15:33:54 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190303:
* DPI fixes in the old Win32 debugger. Fixes #11856.
* Update gamecontrollerdb.txt
* Hori Minipad S
* GLES: Correct cull range offset in unbuffered.
* GPU: Handle cull range properly drawing at offset.
* Add the other gameIDs for euro tony hawk
* Hardcode the cheats that work around the Tony Hawk jit issues. Temporary, horrible hack working around #3854.
-------------------------------------------------------------------
Fri Mar 01 17:35:39 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190301:
* Use MSG_NOSIGNAL for some more send() calls. Didn't fix anything though.
* UWP: Restore the Load button. Fixes #11855.
* compat: Enable 60fps limit and warning for wrong clock freq for Tekken 6.
* Remove old resolution hackery that didn't fix anything.
-------------------------------------------------------------------
Wed Feb 27 15:23:38 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190227:
* Fix some minor things found looking at Valgrind output
* Add missing line to SDL EGL init (no way this path could have worked anywhere?)
* EGL errors should cause us to bail. Also downweight alpha in the EGL config chooser. See #11839
* Silence a compiler warning, fix an uninitialized variable
* Disable vertex range culling when the depthrange hack is enabled. Temporary workaround for #11576.
* Ignore DisableAccurateDepth on Adreno as well. Fixes #11557
* Disable more texcoord math on terrible-precision PowerVR (it's really awful). Fixes #9189.
* EGL: Avoid HDR mode. Uses unknownbrackets' changes from #11839.
* Better place for CloseHandle
* Found the handle leak! Doh.
* Avoid trying to create a FileLoader for empty filenames
* Rename the lag sync config ini setting to reset it for all users. See #10195.
* Back out wrong change. Leaving better error handling for later.
* VulkanImage: Fix issue where we'd try to free dedicated allocations from the allocator_ instead of Vulkan directly.
* interp: Implement vsbz and vlgb.
* Jit: Correct VFPU prefix eating flags.
* interp: Correctly handle vsocp prefixes.
* Jit: Correct vocp prefix handling.
-------------------------------------------------------------------
Sat Feb 23 19:23:23 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190223:
* Travis: Remove old clang cache workaround.
* Android: Default screen rotation to auto landscape for new users. Fixes #11832
* Make window resize work with Vulkan. Seems more stable now.
* Bundle libSDL inside app on macOS, fixes #11830
* Log why the config is being saved (we seem to do it a bit much at times)
* SDL/Qt: At least quit properly when switching backends
* Disable GLEW on macOS
* Linux: Draw the graphics API on the splash screen, like most other platforms.
* ARM/ARM64: Ignore invalid immediate addresses in delay slots, which may be conditional.
-------------------------------------------------------------------
Fri Feb 22 20:05:00 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190222:
* Fix postprocessing shader support on macOS
* interp: Correct vocp prefix handling.
-------------------------------------------------------------------
Thu Feb 21 21:01:31 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190221:
* Add more games to RequireBlockTransfer. Plus, for whatever reason we seem to have a separate compat.ini for UWP, update it.
* PPGe: Correct text wrap without height.
* Add a large number of missing Game IDs to compat.ini. May help various Phantasy Star and SOCOM issues, in particular.
* Another GOW game ID. See #11815
* compat.ini: More IDs to lists of games requiring default CPU freq and buffered rendering.
* A lot more GoW game IDs.
* Followup to last commit: Also add IDs for GOW demos.
* Fix one instance of #11815. Hope there aren't a lot more missed GOW IDs.
* Android: Allow using custom storage paths.
* Core: Remove some now unused variables.
-------------------------------------------------------------------
Tue Feb 19 20:53:26 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190219:
* Core: Fix lag sync on game start / after pause.
* Update pspautotests submodule, not that it matters, just for convenience.
-------------------------------------------------------------------
Mon Feb 18 16:09:48 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190218:
* SDL: Allow PauseWhenMinimized to work.
* Qt: Cleanup indentation.
* Windows: Hide accelerators when they are disabled.
* Qt: Correct text bind on first draw of string.
* Windows: Browse for folder like Qt.
* Qt: Correct Browse... handling for multithreaded.
* Qt: Re-enable Load button to browse for file.
* SDL: Force fullscreen desktop for USING_FBDEV.
* SDL: Prevent mouse capture on macbook trackpad.
* Savedata: Truncate detail if it's too long.
-------------------------------------------------------------------
Sun Feb 17 00:07:28 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190216:
* Windows: Detect Vulkan in separate process.
-------------------------------------------------------------------
Sat Feb 16 21:11:37 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190216:
* GPU: Better typesafety for shader bits.
-------------------------------------------------------------------
Fri Feb 15 13:42:53 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190214:
* Enable BlockTransferAllowCreateFB for Ys Seven as discussed in #11669
* CwCheat warning fixes
* Update pspautotest submodule
* add controllers
* Lie about success of loading flash0:/kd/audiocodec_260.prx, just like we already lie about audiocodec.prx.
* GLES: Disable range culling on VideoCore/Vivante.
* Android: Update gradle to 3.3.1
* OpenGL: Disable the mapped buffer strategy for Adreno (Qualcomm).
* Android: Add some logging
* GPU: Correct depth clamp range in range cull.
* Fix issue where too long filenames could wreck the Install Zip dialog layout.
* Naruto 3: Probably a better fix for the video hang issue.
-------------------------------------------------------------------
Sat Feb 09 14:05:15 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190209:
* Make "Show FPS Counter" in the Windows menu actually show fps, not just speed
* Gate fewer effects behind "Disable slow framebuffer effects".
* Only gate really expensive block transfers behind the setting.
* The block transfer setting should not affect clearing memory behind a render target, especially since that's already gated behind a compat flag.
-------------------------------------------------------------------
Fri Feb 08 13:24:43 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190207:
* Update lang
* VK code cleanup: Just a little helper for handling dedicated allocation for images.
* Disable vertex range culling on old NVIDIA. Should help #11638
* Detect PCI device ID where available (not in GL?)
* Add missing break statement fixing bizarre language menu issue from #7929
* Enable the FPS limit for F1 2006, too.
* Partially revert #10456 (avoid limit FPS without a clear).
* Remove iForceMaxEmulatedFPS and replace with a compat setting for the two games that really need it.
* Qt: Apply suggested keyboard shortcut fix. Fixes #11735.
* Qt: Remove keyboard shortcut for buffered rendering. Mitigates #11725 although not a proper fix.
* Compat: Force realistic UMD timing for F1 2006. Fixes #9193 but not the game, since there's also #11177.
* Remove unused API, assorted cleanup.
* Further improve VK extension loading. Switch to VK_EXT_debug_utils (but fallback to VK_EXT_debug_report if only that is available).
* Update glslang to latest version
* Add code to enable a couple more extensions I anticipate using eventually.
* Properly use VK_KHR_dedicated_allocation to make some drivers extra happy
* Minor refactor of physical device property/feature detection, to allow for more extension use.
* More Vulkan validation fixes
* Android .nomedia: Don't hide everything under PSP, too harsh.
* To avoid strange images in Android gallery, pre-create TEXTURES with a .nomedia, and add .nomedia to the PSP directory.
-------------------------------------------------------------------
Mon Feb 04 19:36:29 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190204:
* Vulkan: Fix typo, bump shader cache version.
* Fix checkbox bug introduced in #11758. Fixes #11761.
* Add simple UI for JIT feature disable flags
* Reporting: Disable when jit flags are disabled.
* UI: Add bitfield checkbox.
* Jit: Respect flags for jit types and features.
* Core: Add flags to disable jit features.
-------------------------------------------------------------------
Fri Feb 01 14:44:39 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190131:
* VK: Load the dedicated allocation extension properly (but don't use it yet).
* VK: Minor cleanup, turn off unfinished and probably wrong use of dedicated allocation feature
* Load a function from VK_EXT_external_memory_host
* Update Vulkan headers to SDK 1.1.97
* Reorder stuff to make the compiler happy.
* Minor cleanup
* Improve the check for Vulkan to check for surface extensions first.
* If we lose the Vulkan device, recommend the user to switch to Direct3D11.
* Fix silly mistake editing the vulkan image code
* Also buildfix for libretro
* Remove some unnecessary vkDestroyImage calls.
* Fix SDL build
* Better handling of swap chain size, add PowerVR hack. Fixes #11743
* Fixes for issues found by Vulkan validation layers, including a common non-harmful perf warning (doesn't fix all cases, but does fix the most common one).
* DeleteDirRecursively: Don't leak the find handle on failure (win32)
* CMakeLists: fix EGL detection for ARM devices
-------------------------------------------------------------------
Thu Jan 24 21:19:19 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190123:
* Additional logging
* VK device allocator: Support separate memory type per slab.
* Fix for weird Xbox B button behavior, see #10948. A simpler change was tested to work by Ruler.
-------------------------------------------------------------------
Tue Jan 22 13:26:33 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190122:
* Update armips submodule with bugfix. Also lang.
-------------------------------------------------------------------
Fri Jan 18 13:57:13 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190116:
* Update build-x64.cmd
* Added " guards to if not exists
* Update to latest gradle, update lang submodule.
-------------------------------------------------------------------
Tue Jan 08 20:15:21 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190108:
* Remove usage of deprecated function readdir_r (and ugly Blackberry hack diren_large)
* Qt: Temporary workaround for #11721 - simply remove the load button (you can still load games from the Games tab)
-------------------------------------------------------------------
Mon Jan 07 13:25:34 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190106:
* Address feedback
* Try to support Qt keyboard input directly. Partially fixes #11653 (nickname crash on mac)
-------------------------------------------------------------------
Sun Jan 06 18:10:24 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190106:
* Check that allocations in SplineCommon succeed. Attempt at #11660 but not optimistic.
* Remove the duplicate
* Update Launch Screen.storyboard
* Typo
* Removed the premade picture
* Changing it to import some logo files on the iOS port.
* Removing a now unused file.
* Added a check to the pointer for memcpy
-------------------------------------------------------------------
Fri Jan 04 19:36:47 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190103:
* GLES: Detect Vivante GPU, disable vertex range culling
-------------------------------------------------------------------
Wed Jan 02 16:24:27 UTC 2019 - pousaduarte@gmail.com
- Update to version 1.7.5~git20190102:
* Update lang submodule
* I don't know why i included it there haha
* The new Launch Screen ( to include the logo )
* A new logo file
* Configure CMake to include the new logo
-------------------------------------------------------------------
Sun Dec 30 22:56:57 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181230:
* UI: Check for step debugging on unthrottle.
-------------------------------------------------------------------
Sun Dec 30 19:55:38 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181229:
* http: Correct typo.
-------------------------------------------------------------------
Fri Dec 28 13:21:43 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181227:
* http: Report errors reading discs.
* Loaders: Refactor chaining to avoid dup code.
* http: Add timeout on no response.
* Update lang submodule
* GLES: Remove FBO_UNUSABLE bug check.
* GLES: Move some vendor bug checks to Draw.
* GLES: Remove spurious semicolons in shaders.
* GLES: Correct fragment precision check.
* GLES: Specify glsl version precisely in depal.
* GPU: Move dual source blending bug check to Draw.
* Vulkan: Limit stencil workaround to Adreno 5xx.
* GPU: Track draw in shader manager.
-------------------------------------------------------------------
Mon Dec 24 20:13:17 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181223:
* GE Debugger: Minor fix step count dialog.
* [spline/bezier]Remove unused stuff.
* Avoid breaking any alpha-stencil emulation in Adreno bug workaround
* Vulkan/adreno: Apply workaround for Harvest Moon issue #10421
-------------------------------------------------------------------
Sun Dec 23 14:01:03 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181222:
* http: Check for available discs before connecting.
* http: Parse port in ipv6 addresses.
-------------------------------------------------------------------
Fri Dec 21 18:56:44 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181220:
* Minor tweak to the test
* GE Debugger: Improve step count dialog.
* GE Debugger: Add step count dialog.
-------------------------------------------------------------------
Thu Dec 20 12:11:55 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181220:
* Update lang
* Don't leak the new pipelines
* This should finally repro one of the Adreno bugs
-------------------------------------------------------------------
Thu Dec 20 00:24:45 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181219:
* Android EGL config: Always require 8888, stencil if version >= ICS
* Android EGL: Add logging of depth and stencil bits
* GPU driver test: Add a third test with depth completely disabled, and rename the others to match.
* Display some important information on GPU test screen to make screenshots more useful
* Build system updates
* Finish up the test
* thin3d: Make the stencil ref value dynamic state (all APIs support this directly).
* Write rough framework for GPU discard test screen
-------------------------------------------------------------------
Wed Dec 19 15:38:43 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181219:
* Delete some unused DNS code, just because.
* GLES: Simplify depth download shader.
* Fix bug in #11681
* Add check for GL_FRAGMENT_PRECISION_HIGH for GLES in stencil code.
* thin3d: Remove unused shader language support
* Fix ridiculous bug in thin3d.h. Only worked by accidental matchup between shader IDs..
* GLES: Download depth values via shader.
* GLES: Move depth packing code to dedicated file.
* GLES: Actually support depthless FBOs.
* GLES: Use depth textures where possible.
-------------------------------------------------------------------
Tue Dec 18 13:41:26 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181218:
* Additional raw string shaders
* Remove unused and unfinished SPIRV disassembler
* Use raw strings for more shaders
* ActivateTopScissor doesn't belong in UIContext::Begin.
* Remove no-op DrawBuffer::End()
-------------------------------------------------------------------
Tue Dec 18 12:03:52 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181217:
* TWo warning fixes
-------------------------------------------------------------------
Mon Dec 17 14:33:07 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181217:
* SoftGPU: Fix crash on garbage index data.
* SoftGPU: Respect stencil write mask on test fail.
* GPU: Fix curve breakage due to cull flipping.
-------------------------------------------------------------------
Sun Dec 16 13:48:11 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181215:
* Remove the DisableShaderCache setting, rename the other
* VK: Add INI options to disable some vendor checks, and to disable the shader cache.
-------------------------------------------------------------------
Sat Dec 15 13:55:37 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181214:
* Oops, x2
* Remove outdated TrueColor setting.
* Remove "Timer Hack" setting. Untested, probably low usage and unclear utility.
* Remove the "Disable stencil test" hack. Doesn't seem to serve much purpose anymore.
* Disable precompiled header for all configurations of Armips
* Disable SDL check with armips dependency
* Update UWP port
-------------------------------------------------------------------
Tue Dec 11 13:34:03 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.5~git20181211:
* GE Debugger: Fix dump replay ticks accounting.
* Windows: Hide Vulkan/D3D11 if not available.
* Revert 6fd1c0e3d and eba6c00 which experimentally disabled dual src on Adreno.
* Just make the optimized (non-release) android build debuggable.
* Attempt to improve Discord Rich Presence
* Update to 1.7.5, update lang
* cmake: Fix CMP0077 policy warnings.
* cmake: Remove the unused RASPBIAN define.
* GL: Realized we need another sanity check in the readback code
* Have to increment the build number due to a mistake, so make it 1.7.4
* Update readme for 1.7.3
* 1.7.3
* Revert "Android: Fix Vulkan immersive startup."
* VK: Fix sometimes-missing images in GameScreen. Can't load textures from update(). (should probably make that possible though.. later).
* Attempt to fix the last very common issue of #11493 by being paranoid
* VK: Add extra safety checks around font texture creation. Motivated by some Play crashes.
* Core: Fix spurious error on Linux/Unix paths.
* Coldbird server moved, so change the default.
* ManagedTexture: CreateTextureFromFileData should not return a ManagedTexture object if it fails.
* Comply with new Google Play policy that is not happy with "Support PPSSPP" leading to the PPSSPP Gold app in Play
* Windows: Check for devices on Windows events only.
-------------------------------------------------------------------
Fri Dec 07 12:59:48 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181207:
* Disable "Edit & Continue" with VS debug mode.
-------------------------------------------------------------------
Mon Dec 03 18:05:47 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181203:
* SDL: Allow toggling fullscreen for GLES2 on desktops.
-------------------------------------------------------------------
Mon Dec 03 14:31:58 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181203:
* GPU: Ignore light params for shade mapping.
* Bump shader caches
* GE Debugger: Allow relative prim counts.
* Vulkan: Avoid using Vulkan by default.
* Vulkan: Avoid OpKill workaround with no stencil.
* GPU: Avoid stencil emulation if possible.
* GPU: Dirty stencil on stencil mask change.
* GPU: Avoid a missing virtual destructor warning.
* GE Debugger: Allow jumping to a specific prim.
* GE Debugger: Track a counter of prims.
-------------------------------------------------------------------
Sun Dec 02 09:52:51 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181201:
* Madcatz Fightpad SFvTekken / Hori Mini Wired 4
* Io: Ensure sign extension for error codes.
* Update lang again
* Headless: Fix compare for 16-bit output.
* Headless: Allow startup using NULL core.
* GPU: Force use of indexes on cull mode flip.
-------------------------------------------------------------------
Fri Nov 30 13:28:08 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181130:
* Update lang
* GPU: Maintain a bit more state in inner-prim loop.
* GPU: Properly flip cull on simple triangle lists.
-------------------------------------------------------------------
Thu Nov 29 13:28:05 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181129:
* Windows: Define menu item text in menu only.
* Windows: Translate all items by id, not position.
-------------------------------------------------------------------
Wed Nov 28 21:56:42 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181128:
* Use compat setting instead
* fix ifdef vs if defined
* Avoid possible compile error: conflicting defs
* yugioh save fix tool
-------------------------------------------------------------------
Mon Nov 26 13:50:44 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181126:
* SoftGPU: Calculate texcoords in transform.
* GPU: Correctly flush on cull mode change.
-------------------------------------------------------------------
Sun Nov 25 22:07:23 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181125:
* UI: Allow sorting saves by date too.
* SaveState: Retry failed state screenshots.
* Attempt to fix glsl depal error reported in #11588 (ATI/AMD)
* D3D11: Correct shader bounds apply.
* D3D9: Correct shader bounds apply.
* D3D11: Allow shader blend to self.
* GL: Realized we need another sanity check in the readback code
-------------------------------------------------------------------
Fri Nov 23 21:42:15 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181123:
* SoftGPU: Oops, properly apply pixel mask in 16-bit.
* GE Debugger: Fix display of raw normals.
* GPU: Use provoking normal for lighting with flat.
* SoftGPU: Correct clipping for flat shading.
* VK: Fix sometimes-missing images in GameScreen. Can't load textures from update(). (should probably make that possible though.. later).
* GLES: Fix render-to-self detection.
* GPU: Correct specular exponent zero.
* GPU: Skip specular on negative diffuse factor.
* GPU: Correct powered diffuse with exp=0.
* GPU: Handle spot light with 0 exp or length.
* GPU: Skip specular on powered diffuse.
* Reporting: Ignore link error with bad shaders.
* Attempt to fix the last very common issue of #11493 by being paranoid
* VK: Workaround for validation bug (will be fixed in the next Vulkan SDK)
* Assert even in release mode if preset shaders fail to compile. This is just to help track down a Play crash.
* VK: Add extra safety checks around font texture creation. Motivated by some Play crashes.
* SoftGPU: Fix pixel mask on rectangle clear.
* handle cullface, help to #10597
-------------------------------------------------------------------
Tue Nov 20 13:57:42 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181120:
* Coldbird server moved, so change the default.
-------------------------------------------------------------------
Mon Nov 19 13:33:42 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181119:
* ManagedTexture: CreateTextureFromFileData should not return a ManagedTexture object if it fails.
* SoftGPU: Cleanup lighting code a bit.
-------------------------------------------------------------------
Sun Nov 18 15:57:33 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181118:
* GE Debugger: Support record for more render types.
* GE Debugger: Avoid writing 0 sized packets.
* GPU: Correct shade mapping with 0,0,0 light pos.
* SoftGPU: Normalize 0,0,0 as 0,0,1 for shade map.
* GPU: Fix shade mapping in soft transform.
* GE Debugger: Fix display event record timing.
* GE Debugger: Avoid overwriting in softgpu playback.
* GE Debugger: Preserve VRAM textures in dumps.
* Vulkan: Allow pre-transition from undefined.
* GE Debugger: Fix type conversion warning.
* GE Debugger: Fix handling for framebuf changes.
* GE Debugger: Record block transfer too.
* Core: Fix spurious error on Linux/Unix paths.
* Debugger: Prevent invalid address on syscall.
-------------------------------------------------------------------
Tue Nov 13 21:36:28 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181113:
* [spline/bezier]Unify SubmitSpline/Bezier.
-------------------------------------------------------------------
Mon Nov 12 20:53:29 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181112:
* Take care of most cases of render-to-virtual-readback-buffer, I think.
* Support virtual readbacks for detected-memcpy framebuffer copies, delete MotoGP hack.
* Add compat flag to allow virtual framebuffer readbacks (auto-create fb from readback destination). Does not yet work outside VRAM but should fix Digimon Adventure.
* No need for fb_normalized_address
* Get rid of MaskedEqual
* Only mask away Z mirrors if inside VRAM
* Remove constraint that virtual framebuffers have to represent VRAM.
-------------------------------------------------------------------
Mon Nov 12 13:59:39 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181111:
* New spline stuff seems to need bigger storage buffer pools
-------------------------------------------------------------------
Sun Nov 11 12:36:25 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181111:
* UI: Fix incorrect 3D API.
* Discord: Attempt to explicitly cleanup on exit.
* Discord: Add cmake option to disable.
-------------------------------------------------------------------
Sat Nov 10 16:46:31 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181108:
* F-droid lite version - create stubs for Moga Controller
* GPU: Dirty frag shader on depth write.
* Io: Add missing error code on file open.
* CMake: Fix linking X11 when using EGL and not fbdev
-------------------------------------------------------------------
Tue Nov 06 19:38:21 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181106:
* CMake: Link against OpenGL when using EGL but not GLES2
* CMake: Allow disabling Wayland support with USE_WAYLAND_WSI
-------------------------------------------------------------------
Mon Nov 05 13:42:46 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181105:
* Framebuffer blit: Clip src rectangle as well
-------------------------------------------------------------------
Sun Nov 04 20:20:34 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181104:
* Move comments in function to be more relevant
* TexCache: Round DXT5 alpha up.
* TexCache: In DXT3, don't swizzle alpha.
* TexCache: Respect color order in DXT3/5.
* TexCache: Mix DXT colors using 2/3 not 3/8.
* TexCache: Decode DXT1 zero alpha as black.
* TexCache: Don't swizzle DXT1 colors.
* Fixes for Unknown
* Update lang
* Comply with new Google Play policy that is not happy with "Support PPSSPP" leading to the PPSSPP Gold app in Play
* Fix database comments ending the cheat import.
* MRFIXIT2001: This patch adds a second frameskip setting, one for setting the # of frames to skip, one for setting the % of frames to skip based off fps
* GLES: Fix to delete subimage data since #11447.
* [spline/bezier]minor fix
* [spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer.
* [spline/bezier]minor fix
* [spline/bezier]minor fix
* [spline/bezier]Get rid of duplication call of Flush().
* [spline/bezier]Surround with namespace Spline.
* [spline/bezier]Remove comment.
* [spline/bezier]Improve basic spline/bezier structures.
* [spline/bezier]oops
* [spline/bezier]minor fix(referenced to c1f0e981).
* [spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing.
* [spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders. Add changing the quality of HW tessellation.
* [spline/bezier]Fix to build for Android(clang).
* [spline/bezier]Modify ControlPoints and fix VertexPreview.
* [spline/bezier]Put the control points stuffs all in one structure.
* [spline/bezier]Modify the weights cache variables to a template variable.
* Math3D: Something wrong with hand simd optimization in vec2<float>, so it causes very slow down. However, compiler optimization is faster enough, so removed it.
* [spline/bezier]Put the output buffers all in one structure.
* [spline/bezier]Improve TemplateParameterDispatcher class macro to a real class.
* [spline/bezier]Extract an if-check in the hot loops to the template parameter.
* [spline/bezier]Expand loops in the shaders.
* [spline/bezier]Precalculate weights in the shaders using the outer product.
* [spline/bezier]Sharing textures to avoid heavily textures creation/deletion in one frame. At least, it occurs about 1000 and very slow down in Pursuit Force.
* [spline/bezier]Fix around vertex type flags.
* [spline/bezier]Improve shader uniforms a bit.
* [spline/bezier]Reduce multiplications in the shaders from 16 to 4.
* [spline/bezier]Get rid of wasted if-checks at Graphics Processors.
* [spline/bezier]Move whole tessellation logic in the shaders into a subroutine.
* [spline/bezier]Fix spline weights calculation and get rid of using next patch position in hwtess.
* [spline/bezier]Unify hardware tessellation of bezier and spline.
* [spline/bezier]Improve hwtess to use cached weights.
* [spline/bezier]Unify software tessellation of bezier and spline.
* [spline/bezier]Improve HW tess on Opengl to combine 3 textures into a single texture and use it.
* thin3d: Add support for texture subimage to GLRender.
* [spline/bezier]Fix to build for GE debugger.
* [spline/bezier]minor cleanup
* [spline/bezier]Fix about quality.
* [spline/bezier]Improve template parameter dispatch method.
* [spline/bezier]Improve spline tessellation using same as bezier tessellation method.(performance improvements, at least 10 FPS or more)
* [spline/bezier]Fix normal generation flag and some minor stuffs.
* [spline/bezier]Improve tessellator more generic.
* [spline/bezier]Improve bezier tesselator more.
* [spline/bezier]minor cleanup
* [spline/bezier]Fix bezier texcoord generation.
* [spline/bezier]Improve bezier tessellator more.
* [spline/bezier]Improve bezier tessellator.
* [spline/bezier]Implement weights cache system.
* [spline/bezier]Make a spline weights calculation class and precalculate all spline weights at the beginning.
* [spline/bezier]minor fix
* [spline/bezier]minor fix
* [spline/bezier]Make a bezier weights calculation class and precalculate all bezier weights at the beginning.
* [spline/bezier]Improve bezier weights calculation.
* [spline/bezier]Move bezier patch loops into the function and pre-convert control-points.
* [spline/bezier]Move SIMD optimization of vector operations to Math3D.h. Needs rebuild to avoid a dialog confirmation on Visual Studio.
* [spline/bezier]Use real tessellation in low-quality with "fixed to 2" tessellation factor.
* [spline/bezier]Pre-convert control-points for the accumulation of SIMD optimization, and avoid conversion in hot loops.
* Fix namespace Vec2f.
* Modify IndexConverter class to functor.
* [spline/bezier]minor fix
* [spline/bezier]Make a function to build indices.
* [spline/bezier]minor cleanup
* [spline/bezier]Improve the logic of copying control-points.
* [spline/bezier]Make a function to copy control points.
* [spline/bezier]minor fix
* [spline/bezier]minor fix
* [spline/bezier]minor fix
* [spline/bezier]minor fix
* [spline/bezier]minor fix
* [spline/bezier]Managing buffer allocation.
* [spline/bezier]Add spline derivative calculation for normal generation.
* [spline/bezier]Get rid of divisions in spline weights calculation.
-------------------------------------------------------------------
Sat Nov 03 01:43:15 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181102:
* Fix libretro Windows build
* Libretro d3d11 build fix
* Add texture replacement option
* add texture filtering core option
* Squash of a few libretro makeile fixes
* Core: Format CMakeLists.txt consistently.
* Qt: Add GLES defines if USING_GLES2.
-------------------------------------------------------------------
Fri Nov 02 13:36:31 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181102:
* Windows: Check for devices on Windows events only.
* Core: Wait for background CPU load on exit.
* GLES: Correct invalid scissor handling.
* GLES: Add disabled code to run GLES on desktop.
* GLES: Detect ARB aniso and cull distance.
* Update OpenGL Extension
* Fix whitespace
* Readability improvements
* Implement drawing of offset scale
* Implement saner making space for offsets
* Make space for offsets (dirty implementation)
-------------------------------------------------------------------
Thu Nov 01 23:30:08 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7.1~git20181101:
* Update AndroidManifest.xml to 1.7.1
* Update README for 1.7.1
* Update lang yet again
* GPU: Cancel shader preload on shutdown/lost.
* GLES: Skip freeing program if not allocated.
* Vulkan: Wait for GPU ready on shutdown.
-------------------------------------------------------------------
Tue Oct 30 14:05:40 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.7~git20181030:
* Update lang submodule
* Savedata: Write only one secure entry.
* Address feedback, thanks!
* Make more lines translatable in credits
* Improve sanity checks for framebuffer readbacks
* native: enable backtrace on some BSDs
* Update AndroidManifest.xml for 1.7.0
* On older Android versions, densityDpi can't change and is thus not present in the Configuration objects.
* Update lang submodule again
* Minor README update
* Update lang submodule
-------------------------------------------------------------------
Thu Oct 25 23:19:49 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20181025:
* Update lang submodule
* Just fix some gradle build warnings. It's using platform 16 anyway (but somehow it all still works back on -9)
* Update lang
* Update README.md for 1.7.0
-------------------------------------------------------------------
Mon Oct 22 18:14:21 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20181022:
* Yet another try at taking care of the GPD crashes in #11063.
* Disable triangle range culling on D3D9 on Intel. Should fix #11477
* GL: Also skip gl calls in ThreadEnd during shutdown on Android. May help #11063
* Turn off gl debug logging again
* Fix issue where skipGLCalls_ wasn't respected. May help #11063
* Revert two accidental minor changes
* Workaround for bad int behaviour on Adreno / GLES. (no problems in Vulkan).
* Fix minor bug in natural.vsh, which caused a gl_error that I ran into when tracing another bug
-------------------------------------------------------------------
Wed Oct 17 19:56:48 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20181017:
* Fix undefined MSG_NOSIGNAL
* Ignore SIGPIPE signal receiving data to avoid crash
* Added 8Bitdo SN30 Pro (Switch Profile) controller
-------------------------------------------------------------------
Fri Oct 12 17:51:32 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20181011:
* Oh, another gradle update. Why not.
* Vulkan validation: Fix issue where we forgot to transition image mip levels past 0 away from TRANSFER_DST_OPTIMAL during creation.
* Make sure to save the config while changing backends using the menu bar. Should help #11465
-------------------------------------------------------------------
Wed Oct 10 12:45:41 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20181009:
* Windows: Detect DirectInput devices after launch.
* Disable CheckFailedGPUBackends() in debug builds, for convenience
* Android: Fix Vulkan immersive startup.
* Android: Avoid race on surface destroyed.
* Android: Consistently use version constants.
* http: Allow pbp and ppdmp files too.
* Display: Resched interrupt before vblank threads.
* GPU: Reduce log noise while stepping.
-------------------------------------------------------------------
Sun Oct 07 14:10:01 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20181007:
* Instead of the last commit, don't enable the dual src extension at all on Adreno.
-------------------------------------------------------------------
Sat Oct 06 23:24:22 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20181006:
* Experimental commit trying to solve #10421: Blacklist dual src blending on Adreno/Vulkan
* Address additional comments.
* Avoid calling any GL calls during shutdown on Android. Should help #11063
* Use androidgitversion version 0.4.5
* Remove duplicate library; use the existing one
* Disable Android HW scale on TV type devices.
* Android build: Enable AAPT2
-------------------------------------------------------------------
Fri Oct 05 11:43:20 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20181004:
* Replacement: Show a warning for bad texture names.
* Replacement: Note filename restrictions in ini.
* Replacement: Refactor ini template generation.
* UI: Implement a glowing border touch control style.
-------------------------------------------------------------------
Wed Oct 03 20:21:21 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20181003:
* Vulkan: Apply Themaister's patch, removing illegal pre-transitions of swapchain images. Fixes #11417
* GE Debugger:Step to curved surface.
-------------------------------------------------------------------
Tue Oct 02 13:06:41 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20181001:
* Windows: Support WASAPI default device switching.
* Windows: Support non-extensible float in WASAPI.
* Listen to WASAPI events
* Cleanup: Split out the WASAPI code into its own file.
* Remove redundant minSdkVersion and targetSdkVersion settings from AndroidManifest.xml
* UI: Ask for restart when changing graphics device.
* Windows: Oops, backwards.
* Windows: Detect Windows 10 using kernel32.dll.
-------------------------------------------------------------------
Sat Sep 29 18:15:50 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180929:
* Core: Report disc read errors to the user.
* Android: Update deps; Cannot reproduce #11420
* Android: Remove obsolete files: eclipse
* Reduce the number of build variants
-------------------------------------------------------------------
Wed Sep 26 18:20:34 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180925:
* Fix: prevent linkage error if EGL and GLES is not in one big blob
-------------------------------------------------------------------
Tue Sep 25 12:59:00 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180925:
* GLES: Properly parse GL extension names.
* GPU: Fix a shader unit typo.
* Patch up small UI bug on credits screen.
-------------------------------------------------------------------
Mon Sep 24 18:15:10 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180924:
* Update ffmpeg submodule
-------------------------------------------------------------------
Sun Sep 23 20:54:48 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180923:
* Update assets/lang submodule
* UI: Maintain aspect better on screenshots.
* UI: Keep report image at right aspect ratio.
* GPU: Dirty more correctly for cullrange params.
-------------------------------------------------------------------
Fri Sep 21 12:58:43 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180921:
* GLES: Refactor out duplicate code.
* GPU: Cleanup outdated flushbefore code.
* GE Debugger: Fix tex preview race condition.
* GPU: Correct handling of large viewport scaling.
* Fix: should close on spec #11404
-------------------------------------------------------------------
Wed Sep 19 18:14:00 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180919:
* D3D11: Enable depth clamping.
* Android: Buildfix for CMake 3.6.
-------------------------------------------------------------------
Tue Sep 18 23:28:52 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180918:
* Throw in very minor fix (apply readonly to buffer used in tesselation).
* Vulkan: Only apply the depth workaround on Qualcomm devices (adreno)
* Fix small and scary Vulkan bug (leftover from skinning-removal revert)
* UI: Fix occassional issue starting second game.
* GPU: Refactor cull range calculation together.
* Vulkan: Avoid depth clamp with clip range.
* Add: some helpers to compile on ODROID-XU4/XU3
* Vulkan: Implement verex range culling.
* D3D9: Implement vertex range culling.
* GLES: Implement vertex range culling.
* Android: Don't use "hw scaling" on modern devices by default.
* Add some links to Discord where appropriate.
* Add: allow touch screen events on fullscreen
-------------------------------------------------------------------
Fri Sep 14 12:57:37 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180914:
* Add TSX Extension
* Add some extension
* x86: Use OS for cores on Mac OS X too.
* x86: Use OS to detect core count.
-------------------------------------------------------------------
Wed Sep 12 13:16:35 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180912:
* Add: -ffast-math compiler option to anything other then Intel
* GPU: Handle bad fog params as large signed vals.
* SoftGPU: Support fog on 3D rectangles.
* GPU: Apply fog before color test.
* GPU: Clamp after color doubling.
* GPU: Apply color test after doubling.
* SoftGPU: Preserve stencil inside logic op func.
* SoftGPU: Avoid extra lookup of old stencil.
* D3D11: Fix pow(0, 0) lighting handling.
* GPU: Clean up some shader id flag usage.
-------------------------------------------------------------------
Sun Sep 09 10:15:38 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180909:
* D3D9: Set alpha mask reference in uniforms.
* D3D11: Split color test out by component.
* TexCache: Fix texture alignment in GLES.
* Mpeg: Avoid reading outside available bytes.
* Add: Touchscreen event support for SDL2
* Replacement: Cut down on parsing for large inis.
-------------------------------------------------------------------
Sat Sep 08 11:43:01 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180907:
* Core: Reset working graphics backend on restart.
* Core: Don't consider graphics failed on shutdown.
-------------------------------------------------------------------
Thu Sep 06 07:33:59 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180906:
* Core: Log more on graphics backend failures.
-------------------------------------------------------------------
Wed Sep 05 12:23:35 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180905:
* Debugger: Fix crash in softgpu with no texaddr yet.
* UI: Automatically forget pinned deleted paths.
* Core: Add flag to prevent graphics cycling.
* Core: Track graphics startup failures and cycle.
-------------------------------------------------------------------
Tue Sep 04 13:22:44 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180903:
* Android: Buildfix for CMake.
-------------------------------------------------------------------
Mon Sep 03 18:59:00 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180902:
* TexCache: Optimize DXT5 alpha lerp.
* Core: More consistently use directory constants.
* Android: Add .nomedia files to system and textures.
* TexCache: Avoid masking out alpha for DXT3/DXT5.
* TexCache: Optimize DXT3/DXT5 decode to single pass.
* UI: Fix state screenshot size on pause screen.
* Savedata: Show confirm save without faded icon.
* Add: Get user-preferred locale from OS (linux only)
-------------------------------------------------------------------
Sun Sep 02 18:42:22 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180902:
* Core: Match up NOEN define usage a bit more.
* Qt: Buildfix with removed debugger methods.
* UI: Move debugger checkbox outside texture area.
* Debugger: Add an event for GE dump recording.
* Debugger: Refactor to allow simpler broadcasting.
* Debugger: Prevent record with no commands.
* GE Debugger: Refactor out stepping callback.
* GE Debugger: Factor out host calls some.
-------------------------------------------------------------------
Sat Sep 01 10:54:54 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180901:
* UI: Load post shader names on non-Windows early.
* GPU: Clear alpha more consistently from 565.
* Set a minimum of 1x1 for Android text bitmap measurement.
* Add: EGL info for GLES on Linux
* glslang options for vulkan
* Debugger: Fix texture readback in GLES.
* TexCache: Keep maxSeenV on clut variants in sync.
-------------------------------------------------------------------
Mon Aug 27 13:07:24 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180826:
* Untested attempt to fix ios/mac discord
* Allow choosing to use the system snappy or not.
* GPU: Fix typo with wrong type.
* UI: Use a larger buffer for realpath().
* Android: When using the hardware scaler, round the size to divisible by 4. Might help #11151
* Enable Discord integration for Mac and Linux.
-------------------------------------------------------------------
Sun Aug 26 16:57:41 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180826:
* Update gradle version again
* add BTP-BD2F joystick gamecontroller map
* Ge: Keep jump/call optim when fast memory on.
* Ge: Avoid executing invalid pointers.
* GPU: Download safe size on next create, too.
* GPU: Fix texture handling on framebuf detach.
* GPU: Apply logic op in more cases.
* GPU: Refactor logic op simulation for better reuse.
* SoftGPU: Apply pixel mask for clears.
* Headless: Fix graphics compare tests.
-------------------------------------------------------------------
Thu Aug 23 20:39:11 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180823:
* Core: Fix logging of SCEGE category.
* UI: Delay game config/discord until game info load.
-------------------------------------------------------------------
Mon Aug 20 13:01:50 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180818:
* GLES: Fix direct shader depal on GLES.
* Windows: Correctly buildfix Windows XP.
-------------------------------------------------------------------
Thu Aug 16 13:27:15 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180815:
* Add sceUsbAcc stubs, improves EyePet(fixes endless loop on boot)
* Harmonize some VS project settings.
* Properly fix the iterator bug, oops.
* Fix crash bug when cleaning duplicates of recent files
* Revert some of the sln and vcxproj changes, hoping to appease Travis
* Discord: Translated some messages
* Don't forget to update the other build systems and try to fix the builds.
* Basic Discord presence integration.
* Add submodules, namespace json to prepare for the addition of rapidjson (sigh)
-------------------------------------------------------------------
Mon Aug 13 19:05:40 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180813:
* Io: Fallback to long/full path on Windows XP.
* Io: Linux buildfix.
* GLES: Enable shader depal with Vulkan fixes.
* Io: Prevent cur/parent dir in listing of root.
* UI: Resolve symlinks when adding things to recent.
-------------------------------------------------------------------
Sun Aug 12 21:46:52 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180812:
* Update README.md with discord link
-------------------------------------------------------------------
Sun Aug 12 11:41:16 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180812:
* Savedata: Also validate icon/subdata size.
* Savedata: Use size, not bufSize, for icons.
* Savedata: Return error when bufSize is too small.
* Savedata: Return error codes on WRITEDATA/MAKEDATA.
* GE Debugger: Rename depth clamp more places.
* SoftGPU: Oops, correct rounding to make sense.
-------------------------------------------------------------------
Mon Aug 06 16:27:25 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180806:
* SoftGPU: Fix some minor rounding on viewport cull.
* GE Debugger: Arrange matrices properly.
* SoftGPU: Always clip, without special neg z case.
* SoftGPU: Drop verts only when depth not clamped.
* GE Debugger: Fix preview crash.
* GPU: Rename clipping flag to depth clamp.
* Update glslang again. Might fix #11276
-------------------------------------------------------------------
Sat Aug 04 20:47:22 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180801:
* add libretro hooks for memory pointers to allow usage of new retroarch cheat code searching and rumble-on-memory change features
-------------------------------------------------------------------
Mon Jul 30 11:34:36 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180730:
* GPU: Optimize > 0 alpha test using discard rules.
* Headless: Fix graphics tests for Vulkan/Direct3D.
* GPU: Restrict alpha test to zero for dest blend.
-------------------------------------------------------------------
Sun Jul 29 11:46:32 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180729:
* Savedata: Reset data size when retrying hash.
* OpenGL: Fix bug where we could end up calling glUniformMatrix without a bound program. Found by GL debug callback on NV.
* GPU: Allow skipping discard when write disabled.
* GLES: Avoid discard when we can blend.
* Vulkan: Avoid discard when we can blend.
-------------------------------------------------------------------
Sun Jul 22 19:57:43 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180721:
* Be extra careful about never ever binding null textures when drawing backgrounds. See #11243
-------------------------------------------------------------------
Tue Jul 17 18:52:42 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180716:
* Update SPIRV-Cross to a fresher version.
* Vulkan validation: Ignore the depthreplacing error for now
* Update glslang to latest as of 2016-06-26
* Reduce the estimated transform cost of an additional light from 10 to 7 cycles, see #5530.
-------------------------------------------------------------------
Wed Jul 11 13:02:37 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180711:
* Debugger: Add force resume/kill thread API.
* Debugger: Add backtrace API.
* Debugger: Add function symbol add/remove API.
* Debugger: Add APIs for texture and CLUT.
-------------------------------------------------------------------
Tue Jul 10 08:06:59 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180709:
* max res x2
-------------------------------------------------------------------
Sun Jul 08 12:40:39 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180707:
* Just a quick fix for a typo made in last big rewrite of cheat engine.
-------------------------------------------------------------------
Fri Jul 06 13:21:00 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180705:
* Don't cut below 2
* SaveState: Fix stale state threshold.
-------------------------------------------------------------------
Sun Jul 01 21:14:09 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180701:
* Debugger: Update to latest armips.
* Savedata: Use file hash to validate hash mode.
* GLES: Include shader compile status in log/report.
* GLES: Specify unsigned shift for Adreno bug.
* GLES: Read compile/link errors consistently.
-------------------------------------------------------------------
Fri Jun 29 18:43:49 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180629:
* GPU: Use hw tess only for hw transform.
* GPU: Use HW transform for flat spline/bezier.
-------------------------------------------------------------------
Wed Jun 27 18:16:01 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180627:
* Made X11-Vulkan default. Provided explanatory toolchain file as overriding is more complex.
* Changed cmake option to exclude X11 rather than Vulkan itself.
* Added Vulkan disable and forced CPU detection options
* Restore the vertexCount to 32-bit, needed in some tesselation situations
* GE Debugger:Fix indices memory allocation of bezier.
* [spline/bezier]Modify D3D11 hwtess texture buffer to structured shader buffer.
* Moved from using enum to enum class
* Update AndroidManifest.xml
* Update build.gradle
* Update gradle-wrapper.properties
* Update build.gradle
* Added "oldest save" and "slots 1-5" as options for "auto load savestate"
* [spline/bezier]Fix tex coords.
-------------------------------------------------------------------
Mon Jun 25 17:19:08 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180625:
* Savedata: Upgrade secureVersion by default.
* Savedata: Map secureVersion modes correctly.
* Savedata: Add validation on secureVersion param.
* Savedata: Return result codes from Save/Load.
* Vulkan: Assert on some creates failing.
* thin3d: Cleanup some unused/uninitialized warnings.
* UI: Keep rendering UI even while stepping.
* UI: Disable stepping on unthrottle touch button.
* UI: Fix leak in control visibility screen.
* UI: Make touch control visibility more consistent.
* UI: Sort touch control visibility better.
* UI: Show custom speed toggle buttons.
* UI: Refactor touch control config handling.
* Core: Allow toggle between 2 custom speeds.
* UI: Make sliders able to show disabled.
* Core: More consistently use config enums.
* Core: Move config enums to separate file.
* UI: Add a virtkey for holding alt speed.
-------------------------------------------------------------------
Sat Jun 23 20:02:45 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180623:
* Debugger: Use Break instead of Stop.
* Windows: Separate Pause and Break actions.
-------------------------------------------------------------------
Sat Jun 23 12:04:06 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180623:
* UI: Interpret "unthrottle" to mean leave stepping.
* CoreTiming: Reset CPU mhz on reset.
* SaveState: Initialize some memory that is saved.
* http: Don't crash on unclean client disconnect.
-------------------------------------------------------------------
Wed Jun 20 20:26:16 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180620:
* Vulkan: Workaround Adreno discard bug. (#11197)
-------------------------------------------------------------------
Tue Jun 19 22:55:15 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180619:
* Make HideSaveWarnings global (#11196)
* Android: Allow desktop GL if available.
* Android: Fix C++ EGL code path with threaded GLES.
* GLES: Cut down on use of USING_GLES2.
* Vulkan: Workaround stencil upload bug on Adreno.
* GLES: Add missing semantics for stencil upload.
* GLES: Cleanup stencil upload w/h handling.
* native: Avoid an absolute value error.
* Jpeg: Avoid signed shift warnings.
* GPU: Avoid a switch case warning.
* Vulkan: Fix some missing switch warnings.
* GPU: Remove some unused fields.
* Debugger: Fix some format warnings in udis86.
* http: Check fread() result to avoid warning.
* Debugger: Update to latest armips.
* SDL: Avoid alpha on Mali/ARM devices using GLES.
* SDL: Buildfixes for EGL lookup.
* SDL: Allow more EGL configs.
* GLES: Restore stencil/depth readback for debugger.
* Debugger: Add some docs for new APIs.
* Debugger: Add APIs to retrieve render image.
* Debugger: Allow GPU actions while stepping.
* GPU: Screenshot output in BGRA if that's native.
* thin3d: Fix requesting BGRA buffers.
* http: Discard output buffer on disconnect.
-------------------------------------------------------------------
Sun Jun 17 17:15:13 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180616:
* Added Gioteck VX2 detection
-------------------------------------------------------------------
Sat Jun 16 19:44:33 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180616:
* SaveState: Show only after 4 hours.
* SaveState: Use latest version if initial missing.
* SaveState: Add a setting to ignore warnings.
* SaveState: Show warning on old / long use state.
* UI: Show warning when in a temporary dir.
* UI: Make button padding configurable.
-------------------------------------------------------------------
Fri Jun 15 23:09:38 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180615:
* GLES: Use accurate GLSL ver in postshader convert.
-------------------------------------------------------------------
Thu Jun 14 18:06:17 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180614:
* MediaEngine: adjust for AVStream.codec deprecation
* GE Debugger: Stall less liberally on GE dump exec.
* GE Debugger: Use a class for dump execution.
* GE Debugger: Fix asserts when reading debug tex.
* GE Debugger: Prevent hang on shutdown.
-------------------------------------------------------------------
Mon Jun 11 22:37:45 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180610:
* SDL: Start with window hidden.
* SDL: Use UpdateScreenScale().
* Qt: Allow for larger screen sizes.
* Qt: Toggle fullscreen like on all other platforms.
* Qt: Return correct refresh rate.
* triangles
* fx
* triangle fan
* cullmode fallback
* flush back cull mode
* handle cull mode by indices, improve performance for GVGNP, refer to #10172
-------------------------------------------------------------------
Sun Jun 10 11:02:26 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180610:
* Vulkan: Properly transition stencil/depth for read.
* Debugger: Prevent infinite loop on dead socket.
* Debugger: Fix bounds warnings in debug mode.
-------------------------------------------------------------------
Sat Jun 09 22:50:41 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180609:
* Qt: Use Roboto Condensed like on other platforms.
* Qt: Remove bundled assets reader.
* Debugger: Ignore invalid branches.
* Debugger: Add func name and data symbol to disasm.
* Debugger: Allow conditions on threadID/moduleID.
* Debugger: Allow stepping based on thread.
* Debugger: Avoid some lock ordering issues.
* Debugger: Add HLE API funcs.
* Debugger: Add debug interfaces for threads.
* Debugger: Use a lock for memory reallocs.
* Debugger: Add some missing memory locks.
* Debugger: Add memory breakpoint management.
* Debugger: Initial breakpoint APIs.
* Debugger: Disasm search API.
* Debugger: Avoid asserts in disassembly.
* Debugger: Add thread safety to breakpoints.
* Debugger: Fix resume not skipping breakpoints.
* Debugger: Include assembler API.
* Debugger: Poll frequently after stepping.
* json: Optimize writing a bit.
* Debugger: Use fragments for long chunks.
* Debugger: Add stepping to WebSocket API.
* Debugger: Add cpu.evaluate method.
* Debugger: Prevent crazy disasm range.
* Debugger: Add additional encoding/symbol info.
* Debugger: Initial disasm API.
* Debugger: Lock during startup/shutdown.
* Debugger: Add version event for future proofing.
* Debugger: Include PC and ticks in stepping events.
* Debugger: Add current game info.
* Log: Use a separate field for the timestamp.
* Debugger: Disconnect on shutdown/disable.
* Debugger: Add checkbox to enable remote debugger.
* Debugger: Add config for remote debugger on start.
* Debugger: Use a counter when entering stepping.
* Debugger: Allow pinging current status.
* Debugger: Name the WebSocket debugger thread.
* Debugger: Add cpu.stepping and cpu.resume.
* Debugger: Reorganize state handling.
* Debugger: Cleanup, add initial API docs.
* Debugger: Allow setting regs to inf/nan.
* Debugger: Improve JSON number parsing.
* Debugger: Initial register get/set APIs.
* Debugger: Minor cleanup in MIPSDebugInterface.
* Debugger: Synchronize error events using tickets.
* Debugger: Organize WebSocket event handling.
* Debugger: Serve a simple log listener WebSocket.
-------------------------------------------------------------------
Fri Jun 08 17:51:00 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180608:
* Add missing include
* net: Use WSAAddressToString for Windows XP.
* http: Move web server to core and use flags.
* thread: Add a simple thread executor.
* http: Correct WebSocket close when code missing.
* http: Use a buffer for WebSocket output.
* http: Allow selecting a WebSocket subprotocol.
* http: Allow fragmented data for WebSocket.
* http: Add a simple WebSocket server class.
* http: Add some operations to avoid blocking.
-------------------------------------------------------------------
Thu Jun 07 18:55:18 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180607:
* jit: Remove unused breakpoint code.
* armjit: Enable breakpoints.
* arm64jit: Enable breakpoints.
* Debugger: Run memory breakpoints on mobile.
* Core: Remove sleep on stepping.
* Core: Wake up inactive waits on game exit.
* Debugger: Fix initialization issues.
* Core: Process stepping on other platforms.
* Core: Refactor stepping and locking.
* json: Switch to gason instead of vjson.
* json: Avoid encoding inf/nan in JSON.
* json: Be precise by default.
* json: Fix formatting of nested arrays/objects.
* json: Allow formatting read json back to writer.
* json: Actually include in build.
* json: Escape strings in the json writer.
* Debugger: Add assembler to build.
* net: Listen on ipv6 and ipv4.
* net: Support local ipv6 formatting.
* net: Support ipv6 lookups.
* Core: Remove some unused coreState funcs.
* UI: Use UISTATE_PAUSEMENU while game still running.
* Debugger: Consistently handle invalid addresses.
* Debugger: Add mutexing to disassembly manager.
* Debugger: Lock startup/shutdown for threadsafety.
* Debugger: Track a counter when entering stepping.
* Debugger: Allow multiple clients more properly.
* GLES: Removed unused skip copy code.
* GPU: Use unordered_map for tempFBOs.
* GPU: Minor framebuffer code cleanup.
* D3D9: Reuse BGRA conversion code.
* D3D9: Use an unordered_map for offscreen.
* thin3d: Convert BGRA8888 to RGB888 for screenshots.
* GPU: Remove some unused code.
* GPU: Dirty tex when clearing or rendering to self.
* SDL: Fix EGL build.
-------------------------------------------------------------------
Wed Jun 06 18:44:56 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.3~git20180606:
* UI: Quit sorting when done.
* UI: Add option to sort saves by size.
* Sas: Correct calculation of VAG end.
* Sas: Correct delay in playing samples.
* GE Debugger: Cleaned repetition in spline preview.
* GE Debugger: Show bezier/spline in preview.
* Qt Debugger: Remove texture viewer.
* Qt Debugger: Remove memory viewer.
* Qt Debugger: Remove display list debugger.
* Qt Debugger: Remove disassembly.
* Qt Debugger: Remove VFPU dialog.
* Qt: Fix build on Mac.
* Qt: Mark git-version.cpp to skip automoc.
* Qt: Load texture replacement images.
* Reporting: Fix typo.
* Reporting: Provide suggestions on negative reports.
* UI: Show compat rating radios next to each other.
* Headless: Default memory stick inserted.
* Ctrl: Always mark non-user buttons released.
* GPU: Use software transform for flat shading.
* GPU: Correct sw flat shading color on Vulkan/D3D.
* D3D9: Implement flat shading via state.
* D3D11: Implement flat shading in shader.
* Rename device choice config options as requested.
* D3D11: Allow the user to select rendering device.
* If there are multiple Vulkan devices, show a setting to allow the user to choose.
* SDL: Move EGL init code into SDLGLGraphicsContext.
* SDL: Use fullscreen for mobile/GLES.
* SDL: Properly try multiple GL versions.
* Update to 1.6.3
* Android: Reformat Java files.
* cityhash: disable SSE 4.2 optimization on x86
* Update default firmware version to 6.60.
* Savedata: Respect secureVersion parameter.
* OpenGL: Similar to NvOptimusEnablement, use AmdPowerXPressRequestHighPerformance.
-------------------------------------------------------------------
Tue Jun 05 13:10:37 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.2~git20180604:
* Update lang submodule again
-------------------------------------------------------------------
Mon Jun 04 18:58:55 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.2~git20180604:
* save cache before clear
-------------------------------------------------------------------
Sat Jun 02 11:34:52 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.2~git20180602:
* UI: Reinit UI texture during game when used.
* Fix a GL error when taking a screenshot in non-buffered. May help #11056
* Vulkan image readback: Fix a couple scary cases of wrong argument order in image transitions, leading to transitioning 0 mips
* Better return the right pointer.
* When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
* Never bind a NULL image view in Vulkan no matter what.
-------------------------------------------------------------------
Fri Jun 01 17:18:08 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.2~git20180601:
* Update lang submodule
* fx depal int precision for opengl es
-------------------------------------------------------------------
Thu May 31 10:09:48 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.2~git20180531:
* D3D11: Fix crash on screenshot.
* Update to 1.6.2
* Fix another of these pesky GL task switching bugs.
* More (disabled by default) gl error logging..
* Add a missing virtual destructor, fix a warning
-------------------------------------------------------------------
Wed May 30 13:00:22 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.1~git20180529:
* sprintf->snprintf. Don't think any of these are likely overflows though.
* Thin3D: Handle binding a null texture better.
* GLES: Properly restore the pointer to the render manager in more places
-------------------------------------------------------------------
Tue May 29 12:37:09 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6.1~git20180528:
* Update to 1.6.1
* Vulkan: Update shaders/state when dirty properly.
* Vulkan: Don't merge render passes if read from.
* Minor cleanup
* GLES: Refresh the draw context in DrawEngineGLES on DeviceRestore. How did we miss this?
* More paranoia from Google Play
* Add some paranoid checks guided by stack traces from Google Play
* Change some log levels to verbose
* Check for a valid screen manager in NativeIsAtTopLevel
-------------------------------------------------------------------
Sat May 26 17:13:26 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.6~git20180526:
* Update version to 1.6 in AndroidManifest.xml
* Update lang
* Android immersive mode: Fix display size stretch and touch screen inaccuracy when toggling immersive mode
* Android: In v21 and later, make the navigation bar black using styles.xml
* Improve README for 1.6
* Update README.md for 1.6
-------------------------------------------------------------------
Mon May 21 12:30:41 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180521:
* SaveState: Fix rename when undo disabled.
* Core: Shutdown properly on load failure.
-------------------------------------------------------------------
Tue May 15 12:46:43 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180514:
* GLES shader depal fix. Again, this is disabled by default so should not affect anything.
* Minor code simplification
-------------------------------------------------------------------
Mon May 14 12:23:33 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180513:
* GLES depal (currently disabled): Use high int precision.
* Always specify GLSL version 450 when compiling Vulkan shaders.
* Let's try to update the sustainedperformancemode in yet another place... See #11018
-------------------------------------------------------------------
Fri May 11 23:46:29 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180510:
* Another directory, plus no need to use c_str
* Create vital directories on Android storage permission grant. Should help #11020
-------------------------------------------------------------------
Thu May 10 12:41:21 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180510:
* Allow showing version only for Qt
* Allow showing version only for SDL
-------------------------------------------------------------------
Wed May 09 23:50:19 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180510:
* Win32: Not really appropriate to call exit() on a bad filename. Fixes #11030
* Call updateSustainedPerformanceMode from surfaceChanged as well. May help #11018
-------------------------------------------------------------------
Wed May 09 12:50:26 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180509:
* Display: Prevent delaying flips inside interrupts.
* Io: Prevent error when file locked for writing.
* Android: Only keep the screen bright ingame.
* Call updateSustainedPerformanceMode on app focus changes. Should help #11018
* Update to the current gradle version, 4.4
-------------------------------------------------------------------
Mon May 07 12:53:31 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180507:
* Minor optimization
* Shader depal (VUlkan): Apply a half-texel offset when bilinear filtering, fixing #11008
* Io: Cleanup file not found error codes.
* D3D11: Use a dedicated slot for the depal texture.
* GPU: Prevent temp FBOs from overwriting each other.
-------------------------------------------------------------------
Sun May 06 10:39:39 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180505:
* Correct compatibility server link.
-------------------------------------------------------------------
Sat May 05 09:58:02 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180504:
* Buildfix.
* Update lang submodule
* Fix regression caused by the new depal code for Vulkan. Fixes #10993
* softgpu: remove RIP addressing from SamplerX86
-------------------------------------------------------------------
Fri May 04 12:41:56 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180503:
* D3D11 CopyFBToMemory: Clamp rect to fb size. Last-minute style fix, should really debug where the bad parameters came from.
* Windows: If neither OpenGL nor D3D9 is available, offer an escape route into D3D11.
* Vulkan: Leave removed commands in render passes.
* Vulkan: Keep state on Clear cmds when used later.
-------------------------------------------------------------------
Thu May 03 12:13:36 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180503:
* Vulkan: Discard draws immediately before clear.
-------------------------------------------------------------------
Wed May 02 12:16:29 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180502:
* Revert "Limit the flip delay in the other direction to try to work around #10763."
-------------------------------------------------------------------
Sun Apr 29 22:38:23 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180430:
* UI: Cleaning loading handling and use tags.
-------------------------------------------------------------------
Sun Apr 29 19:43:52 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180429:
* Android: Properly reset home on config reload.
* thin3d: Report unsupported format conversion.
* GLES: Fix game screenshots.
* Vulkan: Fix use-after-free crash on shutdown.
* Savedata: Report secureVersion param usage.
-------------------------------------------------------------------
Sun Apr 29 14:01:02 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180429:
* Remove misleading log
* Limit the flip delay in the other direction to try to work around #10763.
-------------------------------------------------------------------
Wed Apr 25 15:21:49 UTC 2018 - pousaduarte@gmail.com
- Restore SDL build
-------------------------------------------------------------------
Mon Apr 23 12:21:13 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180422:
* Depal: Reapply texture when bounds change.
-------------------------------------------------------------------
Sun Apr 22 16:23:36 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180422:
* README: Add more to the issue template.
* README: Cleanup and move some out to history.
* Android: Add missing graphics shutdown calls.
-------------------------------------------------------------------
Sat Apr 21 16:07:25 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180421:
* Fix build with ffmpeg 4.0
-------------------------------------------------------------------
Sat Apr 21 11:16:31 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180421:
* Update UWP.vcxproj
* Fixed Certification and img issues
-------------------------------------------------------------------
Fri Apr 20 12:15:27 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180420:
* Oops, meant to commit this.
* Disable the loading state string display, creates too much translation work for 1.6
* Android: Buildfix.
-------------------------------------------------------------------
Thu Apr 19 12:24:00 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180418:
* Conditionally revert "Remove the bad orientation hack. Seems the Nexus 5X bug is fixed."
-------------------------------------------------------------------
Tue Apr 17 18:41:42 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180417:
* Replay: Skip recording virtual disc reads.
-------------------------------------------------------------------
Mon Apr 16 12:47:56 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180415:
* add support for File app on iOS 11
-------------------------------------------------------------------
Sat Apr 14 22:43:26 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180414:
* Vulkan: Fix shutdown crash when device lost called.
* Android: Avoid overload shadowing.
* GLES: GlPushBuffer was a little too friendly.
* Vulkan: Fix cache file error handling warnings.
* Vulkan: Fix a log formatting issue.
-------------------------------------------------------------------
Sat Apr 14 11:12:59 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180414:
* Fix glitch in MGS: Acid perf hack. yeah, slippery slope..
* Shader depal: fix bilinear filter coord
* Implement shader depal for GL as well, but disabled by default.
* Let's try it on SR2 as well.
* Add a queue processing hack for Sonic Rivals too. Now it's fast.
* Vulkan: Semi-gross hack that massively improves the perf of MGS2:Acid.
* Fix various bugs.
* Shader depal: Implement bilinear filtering.
* Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented.
-------------------------------------------------------------------
Fri Apr 13 12:16:31 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180413:
* Just add some constants for the GL texture slots.
* Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable.
-------------------------------------------------------------------
Thu Apr 12 12:59:25 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180412:
* Avoid some GL errors on older devices
* GL: Add a lot of conditional error checks (normally not enabled)
* Some comment fixes and cleanup.
* Don't forget to dirty some state after depal. May help #10906 ?
* Replay: Fix a silly typo applying analog.
* Android: Do the same file_offset_bits checks for pread64 as before. Should help #10901
* Temporary workaround for another IR interpreter crash. See #10897
* IR Interpreter: Add some missing instruction metadata. May help part of #10897
-------------------------------------------------------------------
Tue Apr 10 22:46:15 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180410:
* Update lang submodule (restore software skinning option)
* Buildfix.
-------------------------------------------------------------------
Tue Apr 10 13:10:44 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180410:
* Inner interpreter safety check - in hw skinning mode, we need to flush if any part of the vertex format changes.
* Remove some obsolete checks - software skinning is now supported even if morphcount isn't 1.
* Revert "Start removing support for hardware skinning."
* Revert "VertexLoader: Remove now-unused weights translation code"
* Revert "Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number)"
* Revert "Remove further remains of hardware skinning."
* Revert "Remove gstate_c.deferredVertTypeDirty"
* Revert "Comment fixes, reindentation."
* Fix DecFmt bug
* Revert "Further cleanup after the removal of hardware skinning."
* Revert "Remove some remains of software skinning"
* Module: Fix function hashing typo.
* UI: Assert on invalid permission status.
* Android: End GLES renderer after emu thread join.
* GLES: Defrag using deleter off render thread.
* Use tabs for indentation
* fix “crash on exit”
* allow padding specification, remove NSLog
* add updated Obj-C version of SubtleVolume
* Android: Avoid pread64 for > 2GB offsets.
* Replay: Handle long button presses correctly.
* Replay: Initial file handling and control funcs.
* Replay: Track replay of file operations.
* Replay: Prep side data structure.
* Replay: Initial structure for replay functionality.
-------------------------------------------------------------------
Sat Apr 07 15:57:28 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180407:
* UWP: Fix (or patch up...) a race condition in StorageFileLoader. Might help #10882, fixes some other freezes.
* UWP: Remove the rendering backend picker. Fixes #10883, sort of.
* UWP buildfix
* Update lang submodule
* Vulkan: Ease off on the allocator "slab pressure" if texture scaling is enabled.`
-------------------------------------------------------------------
Sat Apr 07 10:34:53 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180407:
* Vulkan: Increase base slab allocation size.
* Vulkan: Report old allocations when enabled.
* Vulkan: Add tags to UI textures too.
* Vulkan: Track tags on emu textures.
* Vulkan: Allow reusing memory more aggressively.
* Vulkan: Decimate when there are many slabs.
* Vulkan: Add code to track allocator usage info.
* Assorted cleanups. Don't assert on no clear mask.
-------------------------------------------------------------------
Fri Apr 06 11:17:34 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180405:
* Vulkan: Remove the wrapper struct around VulkanTexture
-------------------------------------------------------------------
Thu Apr 05 21:49:40 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180405:
* Fixes to in-game GPU shutdown/switching. Fixes #10860
* Fix issue in TextureCacheGLES::DeviceRestore
* Auto unregister push buffer on deletion.
* Auto register new push buffers on creation
* Move pushbuffer deletion to the render manager.
* Also take control over Begin/End
* Minor refactoring moving creation/deletion of GLPushBuffer to GLRenderManager
* OpenGL debug log: Filter out some buffer mapping info from the NV driver
* More GL shutdown fixes. Partially fixes #10868
-------------------------------------------------------------------
Thu Apr 05 12:45:08 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180404:
* arm64jit: Fix reg size in jr delay slot path.
* Change to int to allow higher supersampling scale.
* Add SSAA flag for post process shaders, enforces 2x auto resolution, to be used with blurry effects Also includes a perf. friendly example using simplified gauss filter
-------------------------------------------------------------------
Tue Apr 03 09:53:20 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180403:
* GPU: Fix s8 norm with skin and morph.
* Add "--pause-menu-exit" option.
-------------------------------------------------------------------
Mon Apr 02 10:54:49 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180402:
* Android: Fix initial start from shortcut.
* GLES: Show post-shader compile errors to user.
* Vulkan: Show post-shader compile errors to user.
* GLES: Show post-shader translate errors to user.
* jit: Apply hasSetRounding at compile time.
* arm64jit: Update rounding mode on thread switch.
-------------------------------------------------------------------
Sun Apr 01 10:41:50 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180401:
* arm64jit: Fix a case of R() on unmapped.
* arm64jit: Update some comments.
-------------------------------------------------------------------
Thu Mar 29 23:23:32 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180329:
* Oops, fix mistake in #10834
-------------------------------------------------------------------
Thu Mar 29 14:11:58 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180329:
* Include renderpass definition in Vulkan shader cache entries, should make it more effective again.
* When binding a framebuffer to a texcache entry, delete its texture. Should help #10823
-------------------------------------------------------------------
Thu Mar 29 10:08:41 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180329:
* Libretro needs core staticly linked even on Android
* Fix libretro compile for gles platforms
* OpenGL: Fix texture wrapping of render targets.
-------------------------------------------------------------------
Wed Mar 28 11:02:33 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180327:
* Android: Properly restore screenshots on the Pause screen on task switching away and back.
* GCC buildfix (can't use things without definitions in templates).
* Make sure the renderpass cache hashmap is never accessed from the main thread at runtime. Should help #10811
-------------------------------------------------------------------
Tue Mar 27 11:04:07 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180327:
* Fixed the new shader error on OpenGL ES (#10799)
* Libretro: update Makefiles.
* Libretro: style nits.
* Libretro: set cache_context to true, fixes GL and D3D11 context reset.
* Libretro: msvc build fix.
* TexCache: unit test the quick tex hash.
* Libretro: add experimental D3D11 support.
* Libretro: update libretro.h
* Headless: Quick update to use render thread.
* SDL: Fix shutdown ordering.
* SDL: Use wstrings in Windows API calls.
* Libretro: Declare TARGET_ARCH for ARM before the include flags
* libretro: msvc build fix.
-------------------------------------------------------------------
Mon Mar 26 12:58:40 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180326:
* Don't leave "reduceHash_" uninitialized. Probably won't help #10796 though..
* Don't forget to initialize.. fixes #10802
-------------------------------------------------------------------
Sun Mar 25 20:49:32 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180325:
* Headless: Add simple GL thread handling.
* Quick try on fixing new shader for mobiles that are less forgiving.
* PPSSPPSDL: Throttle refresh rate when in menu. Fixes #10445
* Remove the bad orientation hack. Seems the Nexus 5X bug is fixed.
* Show chosen postshader display name properly, plus some additional bugfixes. Fixes #10790
* Android: Have haptic feedback ignore the global setting, but default to off.
* Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
-------------------------------------------------------------------
Sun Mar 25 12:59:02 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180325:
* When listing post-shaders, use the "name" specified in the ini as default, when looking up translations.
* Redirect the user to download the D3D9 runtime if D3D9 is not available and they don't want to switch to OpenGL.
* Fix updating light constants when light type changes (we handle dir/pos lights differently). Fixes #10132
* Added new Natural Colors PP shader (removed blur) (#10782)
* GPU: Count clears during frameskip.
-------------------------------------------------------------------
Sat Mar 24 17:49:45 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180324:
* Remove "experimental" tag from Hardware Tessellation
-------------------------------------------------------------------
Sat Mar 24 16:01:52 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180324:
* Remove some unnecessary logging. Fixes #10753
* nits.
* Android: Reload the config after getting storage permission, and ask immediately. Should help #10670
* remove all usage of __LIBRETRO__
* Libretro port.
* add missing include.
* Windows/Vulkan: use the width and height arguments in ReinitSurface when provided.
-------------------------------------------------------------------
Sat Mar 24 10:36:10 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180324:
* set _WIN32_WINNT to 0x0601 in stdafx.h
* Android: Prevent a text bitmap size from becoming 0 on '\r\n'. Fixes #10764 (unless there are more platforms where it's broken...)
* Win32 textdrawer: Fix rare crash affecting Patapon 2 in savedata manager. See 10764.
* fix most write-strings warning.
* remove unnecessary NULL assignment.
* fix mingw and msvc cmake builds.
* prevent reads of uninitialized memory.
* vulkan: perform delete callbacks first since they can also queue deletes.
* add missing inclues.
* fix return value / plug leak.
* prevent use-after-free.
* fix va_list reuse without a va_copy.
* SaveState: Default undo slots off on mobile.
* SaveState: Show undos in save data manager.
* SaveState: Keep an undo for each slot by default.
-------------------------------------------------------------------
Wed Mar 21 20:11:30 UTC 2018 - opensuse-packaging@opensuse.org
- Update to version 1.5.4~git20180321:
* Revert "Update glslang to the latest version" to fix #10748
* Enable FlushInstructionCache on UWP, it's been allowed finally.
* Landscape Auto for Android
* Map SDL controller's `back` button to Sony DualShock 4 V2's share button
-------------------------------------------------------------------
Tue Mar 20 14:25:46 UTC 2018 - opensuse-packaging@opensuse.org
- Update to version 1.5.4~git20180319:
* Android: Restore auto screen orientation.
* Buildfix
* Vulkan: Improve handling of shader compile failures (don't crash)
* Vulkan: Workaround for bug in Adreno shader compiler affecting color tests.
-------------------------------------------------------------------
Mon Mar 19 15:01:54 UTC 2018 - opensuse-packaging@opensuse.org
- Update to version 1.5.4~git20180319:
* Delete some mistaken logging code
* Minor improvement in pipeline-to-string (debug)
* Vulkan: De-duplicate pipelines when storing cache
* Vulkan: Minor logic fixes in the transition elimination
* Vulkan: Use finalLayout to optimize away barriers before framebuffer copies.
* Vulkan: Get rid of more explicit barriers by merging the finalLayout color transitions into renderpasses.
* Add a super focused workaround for the Mali bug, see #10723
* Vulkan: Fix a barrier to be more permissive, there's no outstanding writes from the GPU to wait for.
* Merge framebuffer layout pre-transitions into render pass subpass dependencies.
* Vulkan Clear-renderpass merging: If a copy step is found that reads from the affected buffer, don't merge the clear into the later renderpass.
* Shrink the vertexCount field in DeferredDrawCall to the 16 bits required.
* Inner interpreter: Add support for the Gran Turismo hack.
* Add another SDL game controller config, fixing #10724
* Pass new vulkan validation layers. Fix math in FindTransferFramebuffers.
* Module: Clarify insertSymbols usage.
* Module: Hash functions only once during loading.
* Maybe slightly safer vulkan detection code. Might help #10732
* Vulkan: Load shaders/pipelines on thread.
* OpenGL task switching fix
* Do more detailed checks for Vulkan availability. Should hopefully solve #10729.
* Remove some unused tracking of whether lighting is used by a shader
* Update Vulkan headers to 1.1. Might as well keep up.
* Bump GL shader cache version
* Don't allow wrapping on framebuffer textures. Fixes GTA on old NV Shield
* Update glslang to the latest version
* Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
* Remove some remains of software skinning
* Vulkan pipeline: Merge a few property fields to a flags field.
* Update lang submodule
* Vulkan: Fix bug where we didn't always reset dynamic state after readbacks.
* Oops, remove logging
* Vulkan: Also check for empty clearing renderpasses later in the frame.
* If the first renderpass is an empty clear, merge it into the next one that touches the same framebuffer. Works around #10723 in Wipeout.
-------------------------------------------------------------------
Thu Mar 15 15:30:30 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180315:
* Vulkan: Add a (disabled) facility to force image layouts to GENERAL, for debugging barrier issues
-------------------------------------------------------------------
Wed Mar 14 18:42:55 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180314:
* GL: Fix bug where we could crash if a readback happened at the same time as a buffer expansion.
* Fix a typo extra " in some header
-------------------------------------------------------------------
Tue Mar 13 18:57:46 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180313:
* Tiny unification of code. Save the GL shader cache a bit less often.
* Fix the loading status. Prettify the loading screen by putting the status and spinner along the bottom edge.
* UI: Show more detailed loading status.
* Fix crash happening with glGetFloatv on GPDXD devices
* Fix VSync on Windows. Should fix #10711
* Sort Vulkan function pointers by use. Might save us a cacheline or two during command submission..
-------------------------------------------------------------------
Mon Mar 12 13:46:38 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180312:
* Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
-------------------------------------------------------------------
Sun Mar 11 18:18:43 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180311:
* Let's not do immediate flips in non-buffered. Should help #10395
* Fixes to vulkan restart logic on Android. Should help #10696
-------------------------------------------------------------------
Thu Mar 08 18:17:35 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180308:
* Fix #10692 (crash when starting games from command line). Throw in some minor Vulkan fixes as well.
-------------------------------------------------------------------
Tue Mar 06 14:24:04 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180305:
* MOVUPS to be safe.
* Minor simplification in X86/X64 vertex decoder jit
* Optimize the "inner interpreter" for God of War character drawing. Speeds the games up by 4% or so.
* Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible.
-------------------------------------------------------------------
Mon Mar 05 15:55:11 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180305:
* Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number)
* Fix indentation mistake, minor cleanup.
* Further cleanup after the removal of hardware skinning.
* Comment fixes, reindentation.
* Remove gstate_c.deferredVertTypeDirty
* Remove further remains of hardware skinning. Fixes #10661
* VertexLoader: Remove now-unused weights translation code
* Start removing support for hardware skinning.
* Remove checks that disabled software skinning if there was morph.
* Add necessary decode functions to support morph+skin
* Small refactoring in VertexDecoderCommon
* Minor cleanup
* GLES: Support more buffer mapping strategies.
* GLES: Fix force alignment on buffer map.
* GL: Use AllocateAlignedMemory to make sure localMemory is always aligned. Fixes #10666
* GLES: Buffer handling cleanup.
-------------------------------------------------------------------
Sat Mar 03 12:22:43 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180303:
* Qt: Set window title asynchronously. Should fix #10674
* Split out QtHost.h from HostTypes.h
* Android: Fix fallback from Vulkan to GL.
-------------------------------------------------------------------
Fri Mar 02 13:39:49 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180302:
* Turn off the inner interpreter when stepping in the GE debugger. Fix comment.
* Fix custom UI backgrounds again by initializing lazily (turned out to be the cause of #10662)
-------------------------------------------------------------------
Thu Mar 01 13:41:47 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180301:
* Buildfix, warning fixes
* Some error handling and assert improvements, trying to understand #10662
-------------------------------------------------------------------
Thu Mar 01 10:51:50 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180301:
* D3D9/D3D11: Fix GPU feature detection. Enforce accurate depth on nVidia as well, they no longer seem to support reverse depth so it's needed as a workaround. Fixes #10655
* inner interpreter: support skipping regular nops
* Qt: Don't call SDL_PumpEvents from the emu thread. Fixes #10660
* b.sh: Add --qtbrew as a shortcut to use a Qt installed by homebrew.
* Fix something found by -fsanitize=undefined
* Buildfix, oops
* GL: Fix depal issue where we forgot to set vp/scissor properly. Update some asserts.
* Don't use the inner interpreter when debug recording
* Execute_Prim: Add a smaller "inner interpreter" to avoid going back to the runloop during long sequences of PRIM commands.
-------------------------------------------------------------------
Wed Feb 28 14:03:34 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180228:
* GL: Filter away redundant glEnable/Disable(GL_STENCIL_TEST)
* Add an extra check to FindTransferFramebuffers to avoid misdetecting fb blits that end up out of bounds when we perform them.
* Add comment trying to clarify shutdown of GPU_GLES, restore the wipe, minor tweaks. Should help #10652
* UWP buildfix?
* Minor code/logging cleanups.
-------------------------------------------------------------------
Mon Feb 26 17:49:58 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180226:
* GL: Don't wait-for-idle when shutting down the PSP GPU, it's the wrong place. Should fix #10652
* Remove duplicate declaration of GPUCommon::CmdFunc
* Avoid the most common virtual call when possible.
* Unify FramebufferDirty()/FramebufferReallyDirty() for the hw backends
* Unify FastRunLoop for the hardware backends.
* Unify UpdateCmdInfo
* GPU: Unify command table (cmdInfo_)
* Virtualize CheckGPUFeatures
* Unify DispatchSubmitPrim as much as possible
* Unify Execute_LoadClut
* Unify Execute_Prim
* Unify all the DrawEngine::SubmitPrim
-------------------------------------------------------------------
Mon Feb 26 14:36:29 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180226:
* Improve a bunch of Vulkan copy-rect asserts by adding more debug info
* Minor naming and init cleanups in VulkanTexture
* Some log level changes.
-------------------------------------------------------------------
Mon Feb 26 11:01:48 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180226:
* GLES: Disable buffer mapping for non-NVIDIA.
* Vulkan: Remove the old method of uploading images.
* Try to be more consistent when initializing vulkan structs.
* Follow the spec rules about errors when allocating from descriptor pools
* Extract RecreateDescriptorPool()
-------------------------------------------------------------------
Sun Feb 25 15:31:07 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180225:
* Buildfixes
* Separate T3DCreate* into its own header to avoid including Windows.h etc in some cases.
-------------------------------------------------------------------
Sat Feb 24 22:51:09 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180224:
* Vulkan: Need to count allocated descsets per frame separately from the map, since tess isn't even in-frame cached.
* Vulkan: Dynamically grow descriptor pools as needed. Should help #10641 and similar issues.
* GLES: Fix texture scaling.
-------------------------------------------------------------------
Thu Feb 22 18:27:47 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180222:
* iOS: fix hang on exit
-------------------------------------------------------------------
Tue Feb 20 11:58:27 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180219:
* Qt: Remove old texture debug API.
* GLES: Fix unpack misalignment, Qt debugger freeing.
* GLES: Properly free when upscaling textures.
-------------------------------------------------------------------
Sun Feb 18 23:11:41 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180218:
* TexCache: Decimate aggressively with many variants.
* TexCache: Decimate CLUT variants more often.
-------------------------------------------------------------------
Tue Feb 13 13:22:57 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180213:
* Fix issue with Vulkan task switching and resolution changes on Android.
-------------------------------------------------------------------
Mon Feb 12 21:40:06 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180212:
* Postprocessing: Fix bug where scissor cut off the image if render resolution > display resolution
* GL: Need to recompile postshaders on Resized() (which is a bit of a misnomer)
* Oops, didn't mean to update the submodules backwards (remains from a bisect)
* Whitelist mapbuffer usage to NVIDIA only (should maybe add Qualcomm too), it's murder on Mali
* GLES: Fix shutdown while stepping.
* GLES: iOS buildfix.
* GLES: Android buildfix.
* GLES: Use buffer storage and explicit flush.
* GLES: Free localMemory later.
* GLES: Use buffer range mapping where appropriate.
* GLES: Use mapped device memory when possible.
* Cheats: Fix a debug assertion.
* iOS: Attempt to fix shutdown race condition.
* GLES: Prevent race condition on shutdown.
* GLES: Wait for queue idle properly.
-------------------------------------------------------------------
Sun Feb 11 18:13:30 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180211:
* GLES: Use aligned memory for textures.
* Global: Fix some type comparison/shadow warnings.
* Tiny change to work around internal compiler error (!) in 32-bit builds with latest MSVC update
* GLES: Prevent crash on screenshot without buffers.
* Windows: Allow GL thread on graphics restart.
* Windows: Prevent shutdown lag for non-GL.
* SDL: Apply shutdown race condition fix.
* Android: Fix race condition on shutdown.
* Windows: Trigger StopThread() on shutdown.
* GL: Fix clearing alpha on stencil uploads.
* SDL: Fix issue with vulkan-to-opengl fallback
* Windows: Consistently shutdown the main thread after exiting the message loop.
* Improve assert messages in VulkanRenderManager (minor)
* For some reason we use DrawActiveTexture in the GL stencil stuff, don't want to disable stencil unconditionally..
* Fix another way the scissor test could accidentally get disabled
* Remove the confusing "DisableState" across the codebase
* GL: Set a plain render state in DrawActiveTexture, without relying on the caller having called DisableState
* Add a simple spinner to the game load screen to not look frozen.
* Minor Qt cleanup, force OpenGL since we don't yet support Vulkan in Qt
* Buildfix
* gl-render-manager: Oops, fix scissor tests after clears
* Avoid causing a gl error on startup on core contexts.
* Another go at the deleter problem. Still not feeling 100% good about how this works.. but it does seem to work fine.
* Get rid of an unused codepath (gl rendering is now always threaded)
* GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583
* GLES: Fix minor memory leak
* Qt: Fix emuthread management to exit cleanly without hanging
* Cleanup the Windows thread stuff to work like the other platforms. Not quite perfect yet.
* Android: Fix emuthread management to exit cleanly without hanging. Helps with task switching on Android.
* SDL: Fix emuthread management to exit cleanly without hanging.
* Add an option to use the system libzip, to please grumpy package maintainers.
* Always use the bundled libzip to avoid compatibility issues. Should fix #10575
* Noticed that the UWP build has been broken for some time, fix it.
* Fix another Qt memory leak
* Qt: Prevent some race conditions on shutdown by deleting emugl.
* Fix further memory leaks
* Move SDLGLGraphicsContext.h to the correct location. Minor cleanup
* Minor cleanups
* Split the SDL graphics contexts into their own files.
* SDL: NativeInitGraphics/NativeShutdownGraphics should run on the emu thread.
* Qt: Some cleanup and fixes. Still not working correctly with gl-render-manager.
* Temporarily disable symbols on Qt, crashes strangely.
* Warning fixes
* Fix some memory leaks
* Revert "Simpler way to deal with the GL deleter"
* gl-render-manager: Use properly scaled scissor rectangle, oops. Fixes higher resolutions.
* gl-render-manager: Fix postprocessing shaders. Fixes #10566. Live switching is broken though for some reason.
* gl-render-manager: Support scissored clears, as used by the GL backend. Fixes GT.
* b.sh: Add a build option for address sanitizer. When enabled, we turn on some compatibility options to make it work right.
-------------------------------------------------------------------
Wed Jan 31 13:03:51 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180131:
* Rough fix for threaded GL for Qt.
* Simpler way to deal with the GL deleter
* Minor: Make the Vulkan allocator debug visualizer slightly better looking by adding a border.
* Buildfixes
* Avoid linking error on MacOSX.
* Include order fix. Darn X11 headers.
* Debug visualization for the Vulkan memory allocator. Shows some interesting behaviour.
* Fix readback color conversion
* Fix some accidental extra-indentation
* Don't crash on missing readback formats.
* Enough JNI/threading hackery to get it to run on Android! Broken readbacks make it crash alot though.
* Work towards threaded GL on Android. Now TextDrawer barfs on wrong JNI context.
* another whitespace fix
* one more whitespace fix
* whitespace cleanup
* disable the iOS thread before shutting down
* use GLRenderManager on iOS
* SDL: Oops, only start the emu thread for GLES.
* Core: Set thread names when possible.
* GLES: Fix segfault on GL 2.x.
* SDL: Allow running GL on thread.
* GLES: Handle glGetString() on GL thread.
* GPU: Fix shader blending recopying.
* GLES: Correct shader blending.
* GLES: Run ThreadFrame until frame complete.
* GLES: Fix race crash on shutdown.
* GLES: Reintroduce out of memory checks.
* GLES: Re-enable texture scaling.
* GLES: Add TODO note for shader blend texture.
* GLES: Use linear for high-res FBO tex copies.
* GLES: Report errors for link failures.
* GLES: Keep the GLRShader desc around.
* GLES: Avoid using failed depal shaders if possible.
* D3D11: Remove potentially misleading rebind func.
* GLES: Skip blend reset after stencil upload.
* GLES: Reset blend state on clear.
* Reintroduce check for GE_LOGIC_COPY
* ES2 buildfix - glGetTexImage is not available
* gl-render-manager: Fix updating sampler modes when texturing from framebuffer
* gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit.
* GLES: Avoid a shutdown race condition.
* Debugger: Fix texture preview in GLES.
* GLES: Actually stop the thread on shutdown.
* Vulkan: Fix alpha clear on stencil upload.
* GLES: Consistently reset state on new steps.
* GLES: Fix intra-buffer block transfers.
* gl-render-manager: Implement logic ops
* GLES: Accept a color mask for clears.
* GLES: Prevent writing to gutter in readback.
* Vulkan: Correct zero stencil upload fast path.
* Vulkan: Fix stencil-only clear for stencil upload.
* GLES: Document stencil clearing bug.
* GLES: Move stencil upload state into render pass.
* GLES: Ensure stencil upload clear in render pass.
* GLES: Bind texture on MakePixelTexture().
* More work on shutdown, still hanging though.
* Fix for deletes, add some debugging stuff
* gl-render-manager: Now threaded mode seems to work fine (and fast!). Shutdown doesn't, though, and there are stability issues.
* OpenGL: Now run GL on a secondary thread. Sync issues remain.
* Fix use-after-free in shader error reporting
* TODOs and indentations
* StencilBufferGLES: Move SetNoBlendAndMask to the right places.
* Fix goof with the stencil buffer drawing
* GL render manager: Improve shader error reporting.
* Minor fixes, indentation and comments
* Vulkan: Use push_back instead of resize(+1)
* Truncate the '\n' from GL debug strings before logging them.
* iOS buildfix
* Move GL sampler state tracking into GLRenderManager/QueueRunner.
* More state dirtying, a comment
* Fix terrible drawing glitches when we do sync readbacks.
* Assorted cleanup
* Rip out async readbacks from FramebufferManagerGLES. They should be implemented in GLQueueRunner, differently.
* Remove the old CPU threading remains, start redesigning interfaces.
* GL render manager: Simple implementation of synchronous framebuffer readbacks.
* Remove viewport flipping where it's not needed
* GL render manager: Add some more dirty tracking.
* GL render manager: Merge BindInputLayout into BindVertexBuffer.
* Fix bug, works on Android now. Don't reuse textures.
* Run the depal stuff, seems a bit broken. Add some state filtering.
* Scissor fix
* Fix showing savestate screenshots (needed mips)
* Make sure we set GL_TEXTURE_MAX_LEVEL somewhere.
* Fix some texture memory bugs (yeah need to make copies..)
* gl-render-manager: Need to actually bind newly created textures.
* GL render manager: Various fixes and cleanup including a buffered rendering fix, rect primitive fix
* Start moving the framebuffer stuff over to the render manager
* Fix more gl-render-manager problems
* Kill off the GL state cache
* Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes.
* Initial texture work. Bugfix indexed drawing
* More GLRenderManager
* Start messing with the draw engine...
* Finish the shader manager (almost)
* PushBuffer added. Thin3d works now on top of GLRenderManager, except framebuffers.
* Fix clears and textures. Things still broken due to memory overwrites.
* First garbage graphics output!
* Even more gl-render-manager
* More gl-render-manager
* More work on gl-render-manager
* Begin implementing GLQueueRunner and GLRenderManager
* Additional header cleanup
* Split Android graphics context implementations into their own files.
* Windows: Fix loading files with a long path.
* Revert "EditorConfig: Workaround MSVC2017 bug."
* Windows: Use sufficient buffer for config file paths.
* Windows: Fix a small memory leak.
* Experimenally try a new gamecontrollerdb.txt line for 360 wireless receiver on linux. See #10181
* Allow up to 10x window size on Windows.
* Windows: Fix extracting UMD block data.
* Add taptic feedback on virtual buttons
* Don't prevent use of make's long options
* Update Inno installer
* Check for Vulkan Xlib/Wayland surface support before enabling
* Update lang submodule
* IR: This optimization is safe when all three regs are consecutive, so avoid disabling it unnecessarily.
* Minor cleanup
* Use more accurate words
* irjit: Remove Comp_ITypeMemLR.
* Use more specific words when applicable
* GPU: Improve some bezier logging.
* irjit: Improve multiple lwr in a row.
* irjit: Swap moves when it may allow clobbering.
* irjit: Convert lwr and friends to easier code.
* irjit: Combine lwl/lwr and swl/swr, like before.
* irjit: Handle Left/Right ops in passes.
* irjit: Add dedicated ops for lwl/swl and friends.
* irjit: Optimize out temp lhs copies.
-------------------------------------------------------------------
Tue Jan 09 00:29:43 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180108:
* irjit: Skip preloading blocks with jump to 0.
* irjit: For debug, return the best block at addr.
* irjit: Allow precompiling funcs at start.
* jit: Add interface to precompile functions.
-------------------------------------------------------------------
Fri Jan 05 16:17:02 UTC 2018 - pousaduarte@gmail.com
- Update to version 1.5.4~git20180105:
* irjit: Add a safety check for block num overflow.
* irjit: Enable more debug UI for block selection.
* irjit: Calculate bloat statistics.
* Cleanup GetBlockNumberFromStartAddress
* Fix that weird unordered compare mode, hopefully
* IR: More fixes. Still something wrong with VFPU compares (not caused by this PR).
* require iOS 8, add a launch screen
* On Linux, can't even include nmmintrin without explicitly enabling SSE 4.2 support.
* IR interpreter: Add some braces to allow variable declaration in the switch cases.
* Add some more SIMD support to IR interpreter. Mostly just because, but also serves as implementation reference for later code generation backends.
* IRInterpreter: Fix bugs in floating point truncation functions
* Fix running the CPU test from the UI.
* Show IR disassembly in JIT Compare screen
* IR Interpreter: Add missing break; to switch case IROp::FSign.
* irjit: Encode downcount directly as a constant.
* irjit: Embed constant inside IRInst.
* Minor fix for previous commit.
* irjit: Fix swr typo.
* VertexDecoderCommon: A few more cases.
* IR Interpreter: Add a comment, minor cleanup, minor SSE stuff.
* VertexDecoderCommon: Avoid reading the destination during vertex decode, might be some kind of memory that's not good to read from...
* Module: Avoid scanning stubs if possible.
* Module: Scan modules with no sections at all.
* Module: Correct detection of executable sections.
* UI: Fade in loading much slower to avoid flicker.
* UI: Actually offset text shadow.
* UI: Show PIC1 while loading.
* Core: Asynchronously load the main ELF.
* irjit: Properly account for delay slots in size.
* iOS: ViewController cleanups - delete unused code and properties
* iOS: call PROFILE_INIT so we don't crash with USE_PROFILER
* iOS: Nix iosCanUseJit and targetIsJailbroken. Move NativeInit call to main so it can take cmd line args.
* Remove references to AudioEngine, which isn't used anyway
* HLE: Reset latestSyscall on save state load.
* irjit: Implement lwl/lwr/swl/swr.
* irjit: Add options for compile/optimize steps.
* irjit: Add extra temps to make lwl/swl/etc. easier.
* irjit: Cleanup some invalid op handling.
* arm64jit: Avoid spilling an extra reg for lwl/lwr.
* jit: Report blocks with uneaten VFPU prefixes.
* Logging: Use AndroidLogger for all mobile devices.
* nil out sharedViewController in case bindDefaultFBO is called again
* iOS: convert all obj-c source code to ARC
* iOS: fix a reference counting bug that may have caused ViewController to never be deallocated
* Modernize property syntax and don't use viewDidUnload (deprecated in iOS 6)
* Create AppDelegate the standard way instead of in PPSSPPUIApplication init
* irjit: Speed up icache block invalidation.
* Change iOSCoreAudio from cpp to mm. Explicitly activate the audio session. Always set the same mDataByteSize.
* Add AVFoundation to linked frameworks on iOS
* Handle iOS audio session interruptions by reinitializing audio
* add an include for PPSSPP_PLATFORM
* fix cmake when building for iOS in a path with spaces
* Fix build on iOS (only iOS 9 and up support thread_local)
* Stencil copy: Avoid clearing the depth buffer.
* Remove outdated comment.
* Oops, forgot these.
* Complete the separation of depth and stencil renderpass flags
* Start separating depth and stencil renderpass actions, only internally in the Vulkan code so far.
* Vulkan: Create renderpass objects on demand. Just a refactoring to prepare for some later features/optimizations.
* Vulkan: Use VK_KHR_DEDICATED_ALLOCATION for frame buffers for minor speedup on some GPUs. Check for the debug report extension before enabling it.
* Typo fix
* Add a bit of logging to try to figure out #10477
* arm64jit: Negate in ADDI2R/SUBI2R as well.
* Debugger: Fix hang when viewing invalid RAM.
* arm64jit: Statically allocate ra as well.
* Profiler: Show the slowest thread's categories.
* Profiler: Fix cat display on small screens.
* Profiler: Separately track texture hashing.
* arm64jit: Free up W23 for static alloc.
* arm64jit: Cleanup method names, temp discard.
* UI: Fix dev menu scroll on small screens.
* UI: Only default focus visible things.
* arm64jit: Enable safe memory for lwl/lwr.
* arm64jit: Avoid arithmetic movs.
* arm64jit: Fix spilling for more than one temp reg.
* arm64jit: Use TBZ/TBNZ for vfpu branch as well.
* arm64jit: Use TBZ/TBNZ for fp branches.
* arm64jit: Use CBZ/CBNZ for zero compare branches.
* arm64jit: Handle more imm compare cases.
* arm64jit: Use CMN for CMPI2R if possible.
* arm64jit: Avoid temporary on variable shift.
* arm64jit: Reuse code in I2R funcs.
* Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly.
* arm64jit: Oops, properly init temp locked flag.
* UI: Check existance outside of game info lock.
* UI: Use atomic flags in game info cache.
* arm64jit: Remove unnecessary address masking.
* HLE: Replace starocean framebuf clear func.
* GPU: Track stats on uploads.
* arm64jit: Avoid flushing when mapping as pointer.
* arm64jit: Jit lwl/lwr with proper temp regs.
* arm64jit: Fix and enable imm lwl/lwr.
* arm64jit: Allow ANDI2R/etc. with zero.
* arm64jit: Attempt to reuse imms on sw/etc.
* x86jit: Fix safemem on WX exclusive.
* jit: Skip unlinking blocks on clear.
* arm64jit: Autodetect pointerify support.
* arm64jit: Allow reg ptr offsets when unaligned.
* arm64jit: Allow ARMREG_AS_PTR to be dirty.
* arm64jit: Use reg sum for LDR/STR.
* arm64jit: Fix an integer truncation warning.
* arm64jit: Reprotect fixed code after icache flush.
* arm64jit: Remove buggy icache invalidate.
* arm64jit: Avoid MOVK elsewhere without pointerify.
* arm64jit: Allow static alloc without pointerify.
* arm64jit: Skip storing spilled but not dirty.
* arm64jit: Only adjust pointers if pointerified.
* arm64jit: Allow disabling pointerification.
* Module: Reload imports later in save state load.
* Android cmake buildfix
* GPU: Reset context version on init.
* UI: Trigger view recreate on static sized screens.
* Display: Avoid limiting FPS without a clear.
* Debugger: Defer active symbol updates.
* Vulkan: Allow full depth range with depth clamp.
* Vulkan: Use depth clamping, where available.
* GPU: Match GE saved context better.
* Vulkan: Fix fragment depth rounding.
* Qt: Fix OpenGL init.
* GPU: Reset GPUBackend on graphics init.
* GPU: Remove duplicate BACKEND constants.
* Check for Wayland headers in CMake
* Remove VULKAN_STATIC
* Support Vulkan on any Unix
* Add support for Vulkan on Wayland
* GPU: Avoid memory corruption on bone matrix > 96.
* UI: Remove auto-download options.
* GPU: Remove FBO auto-download hack.
* irjit: Allow continuing from mips break.
* GPU: Add quick method for debugging.
* UI: Fix graphics API display on start.
* Windows: Track minimize as lost focus.
* GPU: Reduce depth blits when not updated.
* Software: Execute bounding box tests.
* Vulkan: Decimate the texture allocator.
* GLES: Allow dual src blend on newer Intel.
* GE Debugger: Allow enable/disable of prim preview.
* GE Debugger: Keep prim preview on pan/zoom.
* GE Debugger: Fix preview when zooming.
* GE Debugger: Fix some crashes while stepping.
* GE Debugger: Save with alpha for PNGs.
* GPU: Cleanup some feature flags usage.
* GLES: Improve HW tess requirements validation.
* Core: Allow more formats for screenshot.
* GE Debugger: Allow image export from previews.
* Core: Refactor screenshot saving.
* Android cmake fix
* SDL: unbreak on more non-Vulkan platforms
* GLES: Reduce conversion buf size if possible.
* GLES: Avoid buffer on GLES2 for h=1 / CLUT.
* Vulkan: Cleanup unused code.
* GLES: Pack without stride where possible.
* SDL: Fix OpenGL init again. Fixes #10424
* Build Vulkan on all platforms, won't be used if not supported.
* Get Vulkan going on Linux
* Statically link a vulkan loader on Linux. Use to to init vulkan on X11. Unfortunately, it's broken.
* Cleanups in PCMain.cpp
* WIP vulkan on linux stuff
* SDL: really try lower GL profiles & add GLES context support
* Vulkan: Fix bug where we'd do the initial layout transition for an image before binding memory to it. Should help the issue uncovered in #10413
* Add missing includes. Remove some more unnecessary #ifdef _DEBUG checks - the debugger is supposed to work in release mode too.
* CMakeLists: relocate EGL library name detection
* Move QtMain.cpp and PCMain.cpp to more sensible locations. Native isn't standalone anymore...
* Remove more obsolete ifdefs
* Some ifdef cleanup.
* Get rid of the old custom "Event" sync primitive.
* Win32: Use the standard thread APIs to manage the emu thread.
* Avoid including platform-specific headers in VulkanContext.h
* Implement warning when trying to play Ghost of Sparta with a modified CPU clock, as suggested by unknownbrackets in #7411
* Update vulkan headers, add linux .so loader lib for easy builds, like Sascha does.
* Fix annoying name clashes (Status is in X11 headers..)
* Just some log cleanup
* Fix typo causing #10408
* Another buildfix, sigh. Also extend the safe region a little bit to the thing from a couple commits ago.
* Add a tiny bit of safety margin to the RipAccessible check. Should be enough for 128-bit SSE data.
* Update lang submodule
* Oops, buildfix
* Move vulkan debug callback out from WindowsVulkanContext into a file that can be shared with other platforms later.
* UI: Properly center storage perm prompt.
* UI: Use less space with recent + need storage.
* UI: Allow skipping transitions on set current tab.
* UI: Fix AnchorLayout size when wrapping content.
* UI: Pass UNSPECIFIED through on scroll views.
* UI: Give ItemHeaders intrinsic size.
* UI: Add flex pressure to tab content.
* Update bounds in NativeResized as well to fix glitches on layout screens that use it.
* Improve very small display on very large surface, And change some variables to constants.
* Limit smallest zoom to match it's slider and well.
* Respect sticky edge by center option and make it stick from smaller range
* Stick display to edges of the screen/window size
* Improve display layout editor for zooming into corners, also limit the scale to 10 to match slider.
* GPU: Rename GPUBackend setting to apply default.
* GPU: Default to Vulkan if possible.
* http: Allow sharing automatically on PPSSPP start.
* UI: Always clip tab contents.
* UI: Clip scissor to screen.
* UI: Transition tab strips on select.
* UI: Allow negative left/right for anchor layouts.
* UI: Add tween for translating anchor offsets.
* Windows: Fix UI text measurements with &.
* UI: Reset transitions after too long a time.
* UI: Translate API on start screen.
* UI: Allow translating system info.
* Another driver version check change, should help Galaxy A5 2017 on issue #10361
* Force AccurateDepth on, on older Mali drivers which don't handle reverse Z viewports. Should help #10361
* Make a minor correction to Vulkan driver version display.
* Store: Maintain icon aspect ratio.
* Store: Highlight active item, reselect on resize.
* Store: Wrap item descriptions on small screens.
* UI: Transition button and item focus/presses.
* UI: Add an event for tween finish.
* UI: Add delay to tweens.
* UI: Show a few more flags in build config.
* UI: Show extensions at full width.
* And yet another case of the same problem as the previous commit.
* Fix another case where we trusted std::move to clear the origin, which is not guaranteed.
* Tweak logging and asserts in VulkanDeviceMemory::Destroy
* Don't hold the lock when processing messages, only when taking them off the queue. Fixes #10383
* Display: Only reapply state on load.
* Display: Reset cycle counter on load state.
* UI: Always apply tweens after restore.
* UI: Add threadsafety to cache item file loaders.
* Loaders: Depriorize disc streaming queue items.
* GLES device lost/store fixes
* Apply a fix to the ARM64 emitter ported over from Dolphin
* Add a comment, revert a reporting change.
* UI: Cancel loaders on shutdown.
* Loaders: Add cancelation to all file loaders.
* UI: Reset touch controls after config load.
* UI: Persist tween data on view recreate.
* Add missing IF statement for instance rendering check..
* Minor uniform cleanup
* Try to fix build with the old Android build system too...
* SPIRV-Cross should build on Android now, so remove another platform check.
* Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362
* Update travis config to use NDK 16b
* Also update Application.mk for the old build system.
* From NDK 16, libc++ is out of beta and gnustl will be deprecated soon, so switch.
* Fix another little inconsistency (two uniforms were merged for bad reasons)
* Clean up a small inconsistency
* Rework GL lost-device to work more like Vulkan. Gets rid of gl_lost manager etc.
* Recreate views after boot is done, to workaround #10360 . Not the best solution..
* Vulkan: Add facility to auto-generate mipmap levels. Not yet used.
* Vulkan: Show samplers in "shader debug"
* Avoid multiple flips per frame, fixes immediate flip for God of War
* Add mitigation for games like GTA that never call sceDisplaySetFramebuf
* Flip immediately if that's OK. This can save up to a frame of graphics latency, in games that display "immediately" instead of latched.
* UI: Show loading message while shaders preload.
* fixup! UI: Ensure tweens always complete.
* GLES: Avoid hanging while precompiling shaders.
* System: Allow GPU to have delayed loading.
* UI: Apply tweens on Update().
* UI: Reorganize EmuScreen so it renders on loading.
* UI: Ensure tweens always complete.
* UI: Add a simple tween class.
* UI: Add colorBlend() helper.
* Display: Correct max FPS limiting skew.
* Windows: Request a core profile by default.
* SDL: Use core profile, fixing old Mac GL issues.
* arm64: Use LDRUH instead of two LDRBs.
* Savedata: Show icon for new saves more often.
-------------------------------------------------------------------
Tue Dec 05 18:26:05 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.5.4~git20171205:
* v1.5.4
* Try to fix iOS builds on the Travis buildbot. #10254
* Replacement: Break the mip loading loop if a level is wrong. Also shrink the log output.
* Reject texture replacement mipmaps of the wrong size
* Just some debug output for future decisions
* Update submodule lang
* Also disable dualsrc blend on Tegra K1. Should help #10208
* Missing -lEGL when -DUSING_EGL=ON
* Android: Warn if PPSSPP fails to save the config file.
* RIFF: Add check for truncated files, cleanup a little more.
* Try to protect against bad data in RIFF files (used for menu background audio only)
* Even more cleanup of RIFFReader
* Kill off more unused code in RIFFReader
* Remove write support from chunk_file, rename to RIFFReader
* Reformat chunk_file. Don't usually reformat whole files, but this was too ugly to work on :P
* GE Record: After recording a frame, log the filename of the output file.
* Disable "Accurate Depth" in Burnout games, they have trouble with it on Mali (Z-fighting...)
* Vulkan: Allow shutdown with init commands.
* Android: Fix race condition on lock/unlock.
* Android: Reset immersive after native dialogs.
* Vulkan: Swap in more forceful asserts.
* Global: Silence some unused declaration warnings.
* UI: Fix some virtual override warnings.
* Windows: Stop input poll before emu shutdown.
* UI: When stepping, clear on initial load.
* Android: Fix crash on shutdown/restart.
* UI: Fix D3D9 half-pixel offset at 1x.
* Clip block transfer destinations. Should fix crash in #10011. Stats: Invent some sort of usage metric for device memory allocators.
* Revert "Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation."
* Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation.
* Shutdown fix.
* Fix bugs in VulkanImage allocator support
* Add another assert, which gets hit.. Hm. Something is wrong..
* Change some Crash() to asserts in VulkanDeviceAllocator
* Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that.
* Vulkan: Only call EndCreate on the texture if it actually exists.. Though not having one would be bad.
* UI: Send prompt results even on back/cancel.
* D3D11: Change state caches to DenseHashMaps.
* Hashmaps: Fix missing maintain calls in non-GLES.
* Fix a use-after-free in sceKernelTerminateDeleteThread
* Android: Render text with newlines properly.
* UI: Wrap text properly with explicit newlines.
* UI: Clean up some unused code and flags.
* Hashmaps: Another cleanup.
* UI: Avoid pushing a screen on top of itself.
* UI: Cleanup common message handling.
* UI: Avoid navigation with an active dialog.
* UI: Send messages to dialog parents by default.
* Hashmaps: Reset count on clear.
* GLES: Log shader cache filesize error better.
* GPU: Minor cleanup.
* Hashmaps: Reset state when growing.
* Hashmaps: Change some crashes to asserts.
* GLES: Validate shader cache filesize on preload.
* GPU: Use more typesafe shader IDs.
* GPU: Annotate free shader ID bits.
* Update AndroidManifest.xml to 1.5.3.0, just in case anyone is still using the old build system where this isn't automatic.
* Update lang
* Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
* Vulkan: Remove misguided assert about backbuffer clearing mode.
* Reporting: Oops, fix module load log line.
* Add hotkey to toggle audio and video dumping together in sync.
* Add a github issue template. Let's see if this works.
* Reporting: Use a different link message on preload.
* GPU: Add missing shader id to short desc.
* Improve reporting for imm buffer exceeded. Reset the immCount_ every frame to avoid getting "stuck" permanently in case some garbage is executed..
* Try a silly workaround for an otherwise unexplainable crash seen in Google Play Console
* Reporting: Don't report with locked CPU speed.
* Reporting: Improve bezier/spline morph/skin data.
* Try to help Mali 400 shader reg alloc by reusing variables. It's still commonly reported.
* Comment, minor cleanup
* Reporting: Improve no pos verts message.
* Reporting: Skip reporting reused depthbuffers.
* Module: Cleanup magic number.
* Reporting: Remove unused code.
* Reporting: Stop reporting module load versions.
* Adhoc: Remove incorrect thread create param.
* Reporting: Disallow feedback for fake game ids.
* Buildfix, oops
* Vulkan: Fix crash bug when post processing shaders failed to compile.
* Clean up all the FBOs in DestroyAllFBOs. Missing any can have bad consequences after app switching on Android/Vulkan where we recreate stuff.
* Checks and paranoia in response to a crash report..
* Check for HW-transform and through when loading GL shader cache.
* Minor cleanup. Add a debug assert in shader ID calculation
* Oops:]
* Despam a sceDmacMemcpy report. Happens in Naruto Shippuden: Ultimate Impact, accordint to reports.
-------------------------------------------------------------------
Fri Dec 01 09:47:28 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.5.2~git20171201:
* Clear postprocess confusion in d3d9 backend by hiding the option:]
* Vulkan: Report more info on texture from target.
* GPU: Try to avoid FB download without an FBO.
* GLES: Report shader errors with shader desc.
* Add some debug asserts, useful for debugging shader mismatches locally (though haven't found any..)
* Module: Stop reporting bad magic numbers.
* Memory::Memset: IsValidRange is a better solution.
* Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too.
* Avoid wrapping when shifting down the audio after scaling by a 20-bit value. Fixes #9967
* Add sanity check in Memory::Memset
* Still seeing asserts in this function, weakening remaining to debug-only.. but these really shouldn't trigger.
* DX9: Revert a bad optimization, hopefully fixing #10205. Vulkan: Add a missing check.
-------------------------------------------------------------------
Thu Nov 30 10:42:23 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.5.2~git20171130:
* Add some comments.
* Oops;p, I always mess this up.
* Change some other substr used with cheats and smuggle a fix for another problem
* Change str.substr(x, 1) == "y" to str[x] == 'y'
* Fix a cheat menu crash with invalid cheat name. Also stop #comments from being removed by cheat menu.
* VKRFramebufer: Just some checks to be slightly safer in case creation failed..
* Fix UI crash when keyboard navigating out of popup list.
* Can't call functions through known-nil pointers, even if they don't touch local data - LLVM's optimizer might have done something stupid.
* Fix a java exception around the GPS stuff
* Vulkan: Avoid duplicate image pre-transitions (actually eliminated later anyway, but a small saving)
* Vulkan transitions after render: Add a missing case that seems like it could be common?
* Avoid an assert in ARM64 emitter, seen in Google Play crash logs
* Move pushbuffer map/unmap to the .cpp file to avoid inlining (for stack traces)
* Crash in a more appropriate place if missing a drawcontext (happens on really weak devices only)
* Fix another possible Vulkan shutdown bug
* Loosen up some asserts that seem to trigger unexpectedly... need investigation.
* Crash reports from 5% rollout of 1.5: Make some asserts dbg_asserts for now, try to fix an issue with framebuffers when postproc is enabled.
* Try to get androidgitversion to behave. It thinks the build is dirty when it's not.
* Add privacy policy link to app, as required by Google Play since we use the CAMERA permission now.
* Update AndroidManifest.xml to 1.5.0
* Update lang submodule
-------------------------------------------------------------------
Tue Nov 28 19:09:54 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171128:
* Readme for 1.5: Small rewording
* Coldbird's up and running again, restore the proAdhoc default. See issue #9984
* More README updates
* More 1.5 README fixes
* Update the README for 1.5.
* Fix a text overdraw problem on the title screen on very small displays.
* Fix the fix for Thrillville. See #7459
* Add ability to simulate a few kinds of Vulkan initialization failures, to test the GL fallback.
* Minor error checking improvement
* Android: Call setDisplayParameters early with the display w/h in pixels. Without this, was defaulting to 1x rendering on S8 which is silly.
* Windows: Avoid UWP for desktop api family.
* UI: Fix alphaMul clamping.
* Kernel: Fix delete thread null check.
* Global: Fix some warnings.
* Windows: Fix error formatting with % signs.
* GPU: Fix block transfer write breakpoint.
* Just reduce some log levels
* Unbreak save states, fix other minor issues from review
* Fix some comments
* Add safety check.
* Hack that converts immediate draws to through-mode draws. This won't work correctly in all cases - but it's enough for Thrillville which uses it to clear only. Works around #7459.
* Process immediate draw commands. Not yet sending to graphics backends.
* Fix D3D11 push buffer overflow
* Fix the prefix problems on ARM 32-bit as well.
* Core: report Debian GNU/kFreeBSD separately
* Common: implement GetExeDirectory on NetBSD
* ARM64 JIT: Fix additional VFPU prefix problems
* Fix JIT bug in ARM64. Fixes #10183
* Vulkan vertex cache: Fix memory leak
* Fix _assert_ on Android to assert properly
* Revert "Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit."
* Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit.
* UI: Minor pause screen cleanup.
* UI: Draw actual, not aligned, text width.
* UI: Clear font bitmap after aligning size.
* When drawing text using our truetype backends, round coordinates to pixels. Fixes #10180
* Fix text width measurement on Android when there are spaces at the start/end of the string (bounds doesn't handle that). Fixes 10174
* Get rid of collision-prone font cache keys. Stress the font cache a little less on slider dialogs.
* Yet another buildfix, sorry :/
* Oops, android buildfix
* ARM buildfix
* Allow loading graphics dumps (*.ppdmp) through the regular UI.
* Add a hidden debug option [Graphics]GfxDebugSplitSubmit to try to narrow down some Vulkan issues, see #10163. Also improve some asserts.
* Make our release mode asserts actually fire properly in release mode again...
* Android: Use __android_log_assert facility to get pretty message-asserts into crash dumps.
* Fix gl scissor rect issue. Fixes #10119
* Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
* Add a missing break that would explain the odd AUTO mipmap test results on D3D11 and Vulkan...
* Disable the DisableAccurateDepth compat flag on AMD/Vulkan, see #9545. Ugh.
* Android: Fix #9697 where we'd hang if we lacked permission and got a filename as a command.
* Android: Update to gradle 3.0.1
* Workarounds for issue with "accurate depth". See #9545, #10087
* Update armips to latest. See #10161
* The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working.
* Fix message asserts on Android. Add more of them to check things in Vulkan code.
* Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
* Vulkan: Break apart DecodeVerts
* GL: Compute "availableUniform" when generating shaders instead of by querying.
* GL: Compute the attrMask while generating the vshader instead of querying.
* Move aniso to the sampler cache key.
* Disable anisotropic filtering in headless, screws up mipmap test
* Cleanups
* Fix headless to work better in vulkan mode
* Make test.py python3-compatible, print out command lines better.
* Attempt to unbreak D3D9 mipmapping (still disabling SLOPE mode)
* Buildfix, update comments slightly
* Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan.
* Properly zero samplercache keys before filling them out.
* Mipmaps: Disable LOD bias in slope mode as that's not how it works.
-------------------------------------------------------------------
Sat Nov 18 20:08:27 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171118:
* Remove trailing whitespace from CMakeLists.txt
* Vulkan: Fix stencil clears to a specific value. Should help #10150
* Silence travis gcc version errors.
-------------------------------------------------------------------
Fri Nov 17 19:49:33 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171117:
* Remove wrong comments
* GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554, finally!
* Win32: Improvements to vulkan init error handling
* Temporarily turn off Vulkan threading on AMD, see issue #10097.
* Vulkan: Forgot to enable our various depth rounding features.
* Vulkan: Flush at display list waits. Fixes #10095
* Minor cleanup, and more terrifying orientation hackery
* Android: When creating shortcuts, put the file path in data, not in Extras.
* Fix the "vulkan not found" message on android. Fixes #10034
* Make remoteiso_subdir and server editable on Android. Fixes #10142. Really need a better mechanism for these fields.
* Workaround orientation bug in Android when unlocking the screen.
* Unify RebindFramebuffer, mostly.
* Vulkan: Fix bug where shader blend texture overwrote normal texture binding. Fixes #10135
* Update .gitignore for libretro builds.
* Fix headless to work better in vulkan mode
* Make test.py python3-compatible, print out command lines better.
* Vulkan screenshots: Fix R/G swap bug. Thanks unknown.
* Make sure the device supports transfers from swapchain images when taking screenshots.
* Windows/Vulkan: implement screenshots. Something is iffy with the red/blue swap though...
* Vulkan: Dual Src blending strikes again! Disable it on nVidia X1 (Shield TV) due to driver bugs, sigh.
* Vulkan: Show the preferred depth-stencil format in the feature list.
* Just more accurate feature flags for Vulkan.
* Headless: Prevent segfaults with Vulkan.
* Headless: Fix crash with null GPU.
* Links from the UI: Change from http:// to https:// wherever possible.
* Add missing ID for CTTR compat hack.
* Fix Memory Leak :D
* spaces->underscores:)
* Fixes problem switching between non-through triangles and rects. Helps a small part of #6554
* More duplicate code removal
* Small changes. Thx [Unknown]
* Change KernelTimeNow to KernelTimeNowFormatted and return nice timestamp.
* Requested changes.
* Blah;p. Buildfix.
* Fix linux build.
* Add an option to allow resetting video/audio dump on save/load state.
* Use gameID and emulated timestamp for Avi/Wav dump filenames.
* Fix texture conversion.
* Vulkan: Use optimal alignment for texture uploads. May help stutter in #10105 ?
* Kill off more unused duplicate code
* Oops
* Delete unused duplicate functions
* Fix annoying little flicker when starting a game.
* Vulkan shader view (debug): Add a simple textural representation (incomplete) of pipelines
* Vulkan: Make sure to clear the pipeline key to avoid padding bytes causing us to allocate duplicate pipelines.
* D3D11: Similarly to the last vulkan commit, don't create lots of dupe vertex input layouts
* Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats.
* DevScreens: In shader viewer tabs, show the number of each shader type.
* Unify Execute_Bezier and Execute_Spline
* Minor cleanup, fix a comment.
* Vulkan: Minor validation error fix
* Nitpicking! Correct minor version for non Nvidia.
* Win32: Add (debug) to window title in debug builds
* Fix driver version display on Vulkan. Enable dualsrc blend on newer AMD drivers. Fixes #10109
* SoftGPU: Oops, fix silly typo.
* Vulkan: Remove experimental warning.
* Vulkan: Cut down on asserts during init.
* TexCache: Add NEON alpha checks for Vulkan.
* TexCache: Simplify CheckAlpha funcs and SIMD.
* TexCache: Check alpha before scaling.
* TexCache: Remove simple 0/1 alpha check.
* Vulkan: Avoid checking texture alpha after scale.
* Fix bug where readback buffers would be created too small sometimes. Should help #10098
* Vulkan: Tweak stencil value from clears.
* Vulkan: When deriving stencilref from color, don't forget to update the value.
-------------------------------------------------------------------
Sun Nov 12 18:31:34 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171112:
* UI: Typo fix.
* Buildfixes for Android
* Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P
* Vulkan: Speed up and simplify hardware tesselation by using storage buffers.
* hwtess: Shrink Vulkan UV textures
* Make the interface to hw tess slightly more flexible.
* Vulkan: Use a device allocator for tesselation data textures. Add comment about better solutions.
* Vulkan: Support wide lines if available on the GPU.
* Vulkan readback: Resize the readback buffer dynamically as necessary.
* SoftGPU: Add a clear mode fast path.
* Debugger: Prevent clear while stepping.
* SoftGPU: Thread by width for wide polygons.
* SoftGPU: Fix crash when stride is 0.
* Vulkan hw tess: Assorted minor fixes. Works on Mali now.
* Vulkan hw tess: Use pushbuffers instead of temp images to upload data.
* Vulkan hw tess: Don't reuse the same dynamic texture for multiple draws, not safe.
* Remove unused pointer.
* Vulkan: Noticed a framebuffer refcount leak, and changed my mind regarding those :) Let's do it this way instead.
* Reduce a ERROR_LOG_REPORT to a warning (vfpu branches in delay slots)
* SaveState: Avoid clearing shaders in all backends.
* D3D11: Clear input layouts on shader clear.
* D3D11: Avoid clearing shaders on load state.
* SaveState: Fix use-after-resize iterator.
* Vulkan: Enable the "accurate depth" codepath, using the same formula as D3D9.
* Android: Cleaner way to avoid double-resizing the backbuffer.
* Fix blackscreen when resolution is set to auto. Fixes #10081
* Experimenally disable dual source blending on AMD too for Vulkan, see #10065
* MotoGP: Compat hack to disable framebuffer readbacks.
* Buildfix 32-bit
* Ditch a silly vertex count limit that only makes sense for GLES, so move it there.
* Fix race condition.
* Fix a few more device-loss bugs.
* Avoid double-initializing the Vulkan backbuffer on startup.
* Logging improvements, avoid resetting the Android text drawer unnecessarily
* More minor vulkan fixes and cleanups. Don't actually call "Resized" if the size stays the same.
* Change Android logging ID from "NativeApp" to "PPSSPP"
* More logging and tweaking
* Vulkan: Remove duplicate depalShaderCache, fix a number of instances where we didn't use the deleter properly.
* Keep the draw context up to date in a bunch of places. More logging.
* Vulkan: Improve init/shutdown logging on Android. Fix a bug where we'd not run InitDeviceObjects on GPU_Vulkan sometimes.
* Fix some ports
* Upgrade glslang to a fresh version (used to compile Vulkan shaders). Might help #10065 ?)
* Ooops
* Vulkan: Disable dual source blending on Intel GPUs, fixes #10074.
* Show textual names of Vulkan GPU vendors
* Improve Vulkan device selection mechanism to prefer discrete GPUs
* Cleanup gradle output.
* Cheats: Fix pointer command count offset.
* Cheats: Clamp pointer command data to avail.
* Fix 0x6 code types
* Vulkan: Apply simple workaround for Mali driver bug (see #10070), and minor cleanup.
* Fix some minor things found by running Sizer on PPSSPP
* Cheats: Enable for any non-zero number.
* Disable lwl/lwr on ARM64 JIT again. Seems b9b2656e9313 broke things, see #10020
* Count readbacks in a frame and show in GPU debug stats.
* Cheats: Split parsing and execution.
* Try harder to free up memory from the Android native font rendering system. Might help #10069
* Vulkan: If acquiring a frame fails (happens sometimes during window resize), skip swapping the frame. Should help #10063
* Vulkan: Wait for orderly thread stop on resize.
* Vulkan: Fix deadlock on resize.
* Vulkan: Some error handling improvement. Might get us a clue for #10065
* Vulkan: The validation layers don't like zero-size blits.
* Vulkan: Better way to make sure we bind the backbuffer at some point.
* Vulkan: Convert depth format on readback.
* Vulkan: Show textures in GE debugger.
* Vulkan: Add texture image readback.
* Vulkan: Fix non-16 bit indexed drawing.
* Vulkan: Allow clearing the backbuffer to any color.
* D3D11: Show FBO-as-texture in GE debugger.
* TexCache: Warning fix.
* Use W^X on OpenBSD.
* Don't use "threadsafe events" for Ge stuff.
* Vulkan: Fix leak in WipeQueue().
* Turn on multithreaded vulkan
* Remove/deprecate GPU tick sync
* Get rid of GPUCommon's "Internal" functions.
* Delete ProcessEvent and the GPUEvent enum
* Delete GPUCommon::ScheduleEvent
* Get rid of a bunch of sync stuff that's no longer needed.
* Get rid of the sync around curTickEst
* Delete the mutex in GPUCommon.
* Vulkan: Fix framebuffer leak.
* Remove the setting to run the display list interpreter on a separate thread.
* Vulkan: Correct logicop dirtying.
* Vulkan multithread: Fix race condition.
* TexCache: Detect textures in FBO gutters.
* GPU: Properly Release() FBOs.
* SaveState: Correct free on error and uncomp format.
* SaveState: Use malloc to avoid Android OOM crash.
* Vulkan: Make sure backbuffer is bound for UI.
* Vulkan: Resignal unexecuted fences on thread stop.
* Vulkan: Wait for queue idle in DestroyBackbuffers.
* GPU: Restore initial readback on output.
* Vulkan: Refcount framebuffer deletes.
* Vulkan: Account inside frame from push side.
* Add missing Google Maven repository
* Buildfix again. Should fix #10046 this time.
* Unify a little bit of depal code.
* Vulkan: Fix bug in depal causing Sonic Rivals to be grayscale.
* Minor depal state dirtying fix
* Add <cmath> include. Will hopefully help #10046
* Cleanups and fixes around Vulkan stencil upload. thx unknown
* Should be bufferWidth here, not width. Thanks unknown.
* Vulkan: Fix a comment.
* Vulkan: Allow sync when using threading.
* Vulkan: Fix out-of-sync frames on threading.
* Vulkan: Trigger condvar only at frame end.
* Vulkan: Fix segfault on swapchain fail.
* Fix issue in framebuffer size calculation when viewport is bogus in through mode. Fixes #10043.
* Tiny cleanups.
* Vulkan: Minor fixes.
* Stop leaking framebuffers on shutdown. Fix other shutdown issues.
* Minor optimization.
* Remove some code duplication
* Vulkan: Implement stencil upload (for Star Ocean).
-------------------------------------------------------------------
Wed Nov 01 14:46:49 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171101:
* Small fix for a bad block transfer in Soul Calibur
* Fix bug in Vulkan's vertex shader generator, causing stretched characters in Jeanne D'arc.
* DenseHashMap: Speed up clearing. Became more important since I had to disable keeping descriptor sets around between frames.
* Complete a comment.
* Vulkan: Fix colors for low-bpp depal (actually fixing the shadows of ff-type0)
* Make VulkanTexture "immutable".
* Add some disabled code to submit "init" command buffers separately to the queue for debugging.
* Always recreate DrawPixelsTex to avoid inter-frame races.
* Use the global curFrame counter. No need for a vector for pushing cmdbufs.
* Add a QueueRunner logging facility. Set up a subpass dependency for the backbuffer pass.
* Add and update some comments.
* Vulkan: Make backbuffer transitions part of backbuffer render pass. Optimize depth buffer memory operations.
* Decimate descriptors every frame until I find a better solution. Fixes flicker in videos in several games.
* Remove disabling of validation warning. It works.
* Vulkan: Fix depal and shader blending.
* Vulkan depal code now passes validation, but produces black.
* Implement the rest of Vulkan framebuffer depal. Not yet working though.
* Some reorganization. Start implementing framebuffer depal for Vulkan.
* Delete superfluous bind of temporary render target on creation.
* Implement GetFramebufferAPITexture for Vulkan
-------------------------------------------------------------------
Sun Oct 29 19:28:27 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171029:
* Share the conversion code between vulkan and D3D, fixing the missing format thing.
* Color-convert directly during the readback, saves a copy. Like we already do in D3D11.
* Revert most of the last commit - will do it differently.
* Use the CPU color conversion from GLES for readbacks in Vulkan (and D3D11). Fix bug.
* Fix Vulkan framebuffer readbacks, as long as they're in R8G8B8A8.
* Vulkan: Rough untested implementation of synchronous readbacks.
* VulkanRenderManager: Split out BeginFrame and EndFrame from Run
* Comment cleanup
* Refactor: Split out VulkanQueueRunner from VulkanRenderManager
* Forgot to update the Android target version here to 26.
* Another buildfix
* Fix integer overflow affecting very large draw calls
* More buildfixes, warning fix, memory leak fix
* 32-bit android buildfix attempt
* Bump descriptor set limits, which became insufficient with the addition of tesselation (should really use separate big desc layouts for them)
* Remove misguided hack.
* Warning fixes
* Remove a bad check making us use the wrong way to copy depth buffers. Add a cap so we can try to unify BlitFramebufferDepth later.
* Assorted fixes
* Fix (some) crashes on blits. Validation issues remain.
* Forgot to add the CMakeLists.txt change to the last commit.
* Warning fixes, CMakeLists.txt/Android.mk fixes
* Fix some resource leaks and excessive logging in VulkanRenderManager
* Clean out some obsolete code
* VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions.
* Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it?
* Avoid re-binding pipelines.
* Let's try a mutex. Doesn't completely solve the problem though..
* Make sure not to begin and end the init command buffer on different threads.
* Vulkan: Don't forget to specify stencil load op in render passes
* This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar)
* Synchronization is HARD. need a rethink, methinks.
* Move the VulkanRenderManager stuff to thin3d, fits in better there.
* Rendering basics now works.
* A multitude of fixes. The UI now works correctly, though of course ingame still broken.
* It builds! With some shortcuts, of course.
* Use RenderManager for thin3d stuff
* Initial work on render queue manager
-------------------------------------------------------------------
Thu Oct 26 11:00:35 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171026:
* Update gradle files to Android Studio 3.0 defaults.
-------------------------------------------------------------------
Tue Oct 24 22:15:17 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171024:
* Automatically scroll textboxes when the caret ends up outside. Fixes #10026 .
* Fix issue with caret position in text boxes caused by a bad hash function. Fletcher is 2-bytes-at-a-time and thus very inappropriate for short strings.
* Can't use the camera stuff on Android versions before 11. Fixes #10029.
-------------------------------------------------------------------
Mon Oct 23 15:37:55 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171023:
* Separate -Bsymbolic Shared linker flag
* Ops typo
* Better path fix x86_64 android
-------------------------------------------------------------------
Sun Oct 22 20:02:03 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171022:
* Comment and typo fixes.
* Vulkan: Fix silly mistake in blend constant checks, thanks Unknown.
-------------------------------------------------------------------
Sat Oct 21 14:09:54 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171021:
* Bit more Vulkan barrier cleanup.
* Various Vulkan image transition fixes and related
* More work towards passing 1.61 Vulkan validation layers
* Initial work on passing the latest Vulkan validation checks.
* Don't call functions in asserts, they get compiled out in release...
* Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed).
* Have GetFramebufferDimensions return the backbuffer size for null in all backends.
* Another minor cleanup (DescribeCodePtr)
* Unify and move around code to cleanup some debug accessors
* Unify GetFramebufferList() (trivial)
* Unify DownloadFramebufferForClut
* Remove more dummy code from Vulkan backend.
* Unify FlushBeforeCopy. Remove old dummy methods from Vulkan framebuffer manager.
* Add some safety checks. Fix some inadvertent Y-flips (bit hacky).
* Unify some more framebuffer functions. Leave the GL stuff alone for now due to async.
* Unify (well, almost) GetOutputFramebuffer (D3D11/GL)
* Unify GetDepthBuffer/GetStencilBuffer in GL/D3D11
-------------------------------------------------------------------
Wed Oct 18 17:42:02 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171017:
* Minor refactoring of framebuffer readbacks.
* Start moving PACK_ALIGNMENT into SafeGLReadPixels
* Minor OpenGL refactor.
* More format support in thin3d GL
* Move GL readback to a Thin3D abstraction
* Get rid of BindFramebufferForRead
* D3D11: Move to CopyFramebufferToSync where easily possible.
* Unify GetFramebuffer in GLES and D3D11.
* D3D11: Fix a bug, add depth/stencil support to CopyFramebufferToMemorySync
* Will fix Android-x86_64 cmake
* restructure some flags x86_64 android
* Re-enable gradle x86_64 android build
* Address review comments.
* Buildfix
* Remove comment, add check.
* RPI: use new vendor graphics library names
* Add a controller profile for X360 controllers on RPI, fixes issue #10019
* Update lang submodule
-------------------------------------------------------------------
Sun Oct 15 11:11:45 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171015:
* Windows: Fix over/under write for multibyte chars.
* Savedata: Handle disk full properly in GETSIZE.
* Gamedata: Fix savestates for data install.
* OSK: Limit allowed keyboards based on input mask.
-------------------------------------------------------------------
Thu Oct 12 16:54:16 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171011:
* UWP buildfix. See comments in #9575
-------------------------------------------------------------------
Mon Oct 09 13:26:00 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171009:
* Extra safety when switching GPU backends, fix possible Vulkan shutdown issue. Should help #10005
-------------------------------------------------------------------
Fri Oct 06 13:55:05 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171004:
* Added default control pad mapping for control pads not found in SDL's game controller database file.
* Fix savestates from before 1.4.2-420. Fixes #9998. Unfortunately this also breaks states between 420 and 468, so please save normally before upgrading if you were using one of those.
* Add ini-only "Savedata Upgrade" setting.
-------------------------------------------------------------------
Mon Oct 02 15:35:55 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20171002:
* Add additional button defines.
* Finish making extra psp keys mappable.
* Remove unnecessary ifdef. Thanks Bracket-. See #9548 comments.
* Oops, forgot this one.
* Fix typo causing Y axis in joystick tester not to be mirrored correctly if backwards. Should fix #9300
* Add Horipad One config.
* gamecontrollerdb.txt: Add 8Bitdo NES30 Pro mappings for Linux
* Reorder SDL init a bit, allowing us to read the fullscreen option early enough to fix #9086
* Vulkan: If there are no GPUs available, fail properly instead of asserting.
-------------------------------------------------------------------
Thu Sep 28 12:06:47 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170928:
* Fix the build on the buildbot by avoiding fancy new Java features. Fixes #9979
* Don't default to coldbird adhoc server, it doesn't run anymore (?)
-------------------------------------------------------------------
Mon Sep 25 13:59:21 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170923:
* GLES: Add OpenGL 3.x core profile support.
* GLSL: Set extension flags for elided core exts.
* GLES: Android buildfix.
* GLES: Allow hwtess for GL 3.1 w/o shader4.
* Update lang submodule
-------------------------------------------------------------------
Fri Sep 22 12:54:22 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170921:
* Headless: Add support for SDL.
* GPU: Reset shader state on shader reset.
* Headless: Reduce some duplication.
* Headless: Oops, call SDL_Init().
-------------------------------------------------------------------
Fri Sep 15 18:49:23 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170914:
* add support for smart keyboard
* map '`' to back instad of esc
* forget to modify cmakelists
* GPU: Dirty viewport on RT width/height change.
* Add uniform to make post process aware of videos. And an example effect ~ subtle AA in-game/heavy smoothing for videos.
-------------------------------------------------------------------
Wed Sep 06 14:40:28 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170903:
* Add Sony PS3 controller mappings
-------------------------------------------------------------------
Fri Sep 01 15:46:54 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170901:
* Integrate sceUsbGps and sceUsbCam with Android
* Integrate sceUsbGps and sceUsbCam with Android - 2
* More mingw patches
* More mingw patches pt. 2
* Simplify this conditional
* PACK should be defined different for Win32 based on whether we compile with Mingw or MSVC
* Revert "PACK should be defined different for Win32 based on whether"
* Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11
* Remove snprintf compatibility hacks for MSVC versions before 2015
* Remove Globals.h
* Buildfix
* Linux buildfix
* mingw patches
-------------------------------------------------------------------
Wed Aug 30 14:41:46 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170830:
* Assorted cleanup of Vulkan init code. Show Vulkan extensions in system info.
* Separate VulkanContext::CreateDevice into ChooseDevice and CreateDevice to give an opportunity to enable extensions.
* Buildfix
* Minor cleanups
* Fix bug in vulkan init. Add some sanity checks to GL shader cache loading.
* Add a hack to override the default framebuffer on non-iOS, to unblock the new RetroArch port attempt (#9936)
* Fix a PIC compliance bug in the VFPU. Comment other cases properly (for easy searching).
* apple buildfix
* Patches to make it possible to compile with mingw, pt. 1
* Removed MSVC check
* Change this to _MSC_VER
* Remove this too - we will use UNICODE and _UNICODE defines for mingw build
* SafeMem: Remove the "far" optimization that saves 3 bytes sometimes but is really dangerous and not worth the complexity.
-------------------------------------------------------------------
Sun Aug 27 10:01:28 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170825:
* Another couple of control mappings, see #9825
* Fix possible crash when loading GL shader caches. Should help #9930.
-------------------------------------------------------------------
Fri Aug 25 10:02:54 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170824:
* Bump the GL shader cache version
-------------------------------------------------------------------
Tue Aug 22 13:05:30 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170821:
* Make keys names translatable in pop-up
* Reuse some already translated strings
* Add a new translation category for the remote ISO feature
* Oops, forgot this one
* Implement vertex caching for Vulkan.
* Vulkan vertex cache: Fix bug with "pure prim" draws (where we avoid the index buffer)
* Make FLAG_FLUSHBEFORE a no-op, move flushes into the execution functions.
* Fastpath in fastrunloop when diff=0. Remove need for Execute for UV scale/offset.
* Minor cleanups
* Buildfix for X86 Android
* Crashfix on older devices
* Vulkan: Add code (disabled) to be able to run with more in-flight frames. Only improves performance marginally and needs more testing.
* FRAGMENT_SHADER needs to be marked dirty if shademode changes. Fixes #9904.
* Make control mapping pop-up title translatable
* Make dev menu pop-up title translatable
* Fixed invalid preprocessor directive
* ARM: Delete obsolete comments and check
* More vulkan microoptimizations. Add more profiler scopes.
* Vulkan: Fix some inefficient command pool usage, might also fix a race condition
* Vulkan: Fix bug sometimes causing the wrong renderpass to be ended at exit, causing crashes.
* Add hooks for Marvel video copy func.
* Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap.
* SIMD-optimize some data conv routines used in uniform updates.
* Include Hashmaps.h in CMakeLists.txt.
* Maintain the hashmap from time to time. Fix a bug in count reset on grow.
* Optimize uniform uploads for D3D9 and GL as well.
* Buildfix
* 32-bit buildfix
* And yet another buildfix.
* Minor optimizations (use the new hashmap in a few more places)
* ... And also for the vertex decoder (DenseHashMap)
* Switch over the GL shader manager to the new hashmaps.
* Buildfix
* Fix some missing dirty flags (affects FS_BIT_LMODE)
* Keeping descriptorsets around between frames can cause problems if we run out.. Try to prevent that. Need a better method than this though.
* Linux buildfix
* GPU: Consider bbox failed with zero verts.
* GPU: Fix alignment on signal jump/call.
* This might not always be 16-byte aligned.
-------------------------------------------------------------------
Wed Aug 16 21:38:47 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170816:
* Simple micro-optimization in AdvanceVerts
* Can't dirty VERTEXSHADER_STATE before the flush in Execute_VertexTypeSkinning, causes obscure bugs when software skinning is enabled
* NEON-optimize bone matrix loads
* Vulkan: More minor optimization (avoid pipeline cache lookups when possible)
* NEON-optimize CLUT loads
* Neon-optimize the audio s32->s16 packing function
* Initial work on supporting sustained perf mode
* Cleaner Vulkan shutdown
* Add controller entries from gabomdq/SDL_GameControllerDB
* Oops, forgot to update NativeQueryConfig, thanks unknown
* Spacing
-------------------------------------------------------------------
Tue Aug 15 09:58:20 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170815:
* Ensure everything is dirty on frame start.
* All: Only convert blend state if "dirty"
* All: Only convert depth stencil state if dirty
* All: Only convert raster state if dirty
* Dirty RASTER_STATE when switching between rect and non-rect primitives (culling)
* All: Only convert viewportscissor state if dirty
* Dirty viewport state on framebuf resize.
* Add some missing VIEWPORTSCISSOR dirtying.
* D3D11: Make better use of the dirty flags to avoid state calls
* All: Only recompute the vertex shader ID when dirty
* Dirty vertexshader state on hw bezier/spline.
* Dirty things on stencil buffer upload.
* Dirty-flag the fragment shader ID.
* Add some missing fragment shader state changes.
* Dirty on various framebuf state helpers.
* Oops, broke Vulkan in the rebase somehow. Fixed.
* Use dirty-flags more in Vulkan state setting
* Dirty-track the current pipeline to avoid many vkBindPipeline calls.
* Fix minor blendstate oversight, restore a disabled optimization
* Vulkan: Fix some more state dirtying issues.
-------------------------------------------------------------------
Thu Aug 10 13:07:18 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170808:
* Common: fix MAP_32BIT after 9f24203ef8f6
* Windows: Use system API to toggle fullscreen.
* GPU: Correct 1080p/720p crop for ultrawide/similar.
* Windows: Support multi-display full screen.
* Core: Handle 20-bit volumes in SIMD optimizations.
* GLES: Set target w/h in buffered rendering.
* Update submodule lang
* Make a state object for the Android audio wrapper
* Make the OpenSL wrapper an object too, to make sure it's always initialized the same.
* Minor GPU disassembler update
* Android: Turn off resizability until we can properly fix the sizing logic. Helps #9866
* Android: Fix scaling issue on configuration changes. Why was that division by 2 there??
* Turn g_dpi into a float, because why not
* Separate X and Y dpi_scale
* Re-enable resizing the window on Android, change onConfigurationChanged flags
* More splitting of dpi vars
* updateDisplayMetrics was a poorly defined method, removed it.
* Consolidate DPI/sizing handling on Android
* Buildfixes
* Another buildfix
* Review fixes, thanks unknown
* Android: Add some missing codepaths when using Vulkan, might fix audio/controller issues on task switching
* Format string fixes in DPI logging
* Misc cleanup
* Always shut down audio, regardless of why the task is being destroyed. Might help #9771
* Disable codepath that requires vibration permission which we don't have
* Make some decls private
* Android: Fix bug where the surface size could be wrong after task switching and automatic recreation
* Reset the UI state properly in NativeInit. Fixes #9771
* Disable the x86-64 Android build until it can be debugged. Works around #9814 (all such devices can run the x86 build instead)
* Strip spaces from pasted IP addresses. Helps #9795. Fix accidental typo
* Fix space stripping in a few more string input methods. Helps #9795
* Update lang, add language name for Laotian
-------------------------------------------------------------------
Mon Jul 31 20:30:26 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170724:
* Update lang submodule
-------------------------------------------------------------------
Mon Jul 17 15:11:32 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170713:
* Vulkan debug mode: In case of missing validation layers, warn, don't error out.
-------------------------------------------------------------------
Mon Jul 10 15:54:23 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170710:
* x64: Use context register to access saved_flags
* X64 vertex decoder: Use relative memory accesses when loading matrices.
* X86/X64: We have the context register loaded, let's use it more.
* X64/X86: Even more use of the context register
* Remove more RIP addressing
* Buildfix attempt
* Some code cleanup. More work towards removing RIP addressing
* More RIP removal
* Move mscxr_temp to MIPSState
* Remove RIP access from some matrix ops, SafeMem
* Move another couple of temps into MIPSState
* Move tempValues into MIPSState
* More RIP elimination
* Guess what? More RIP elimination (but keep the fast path too)
* Surprise! More. Making many commits for easier bisects.
* Access FPU temps through CTXREG
* More RIP removal. Also add some comments to make it easy to just search for "M(&" to find remaining offenders.
* Get rid of sincostemp global. Solution not tested on linux yet.
* Remove some rip addressing in vertex decoder
* Get rid of remaining RIP addressing in vertex decoder
* X64: Fix bug in a case in the MOVQ emitter : rex byte should be after the 0x66 prefix
* x64: Enable non-RIP addressing for FPU registers
* vminmax_sreg only needs a single element
* Replace vminmax_sreg with mips->temp
* RegCacheFPU
* Workaround
* Fix software skinning
* Buildfix for platforms with standards-compliant offsetof (no dynamic indexing allowed)k
* 32-bit fixes
* Delete some unnecessary loads. These loads are done properly inside trigCallHelper.
* x86-64: Linux ABI fix
* Turning off the "close memory finder" lets us find more RIP addressing...
* More RIP elimination
* More RIP addressing in software skinning..
* More RIP fixes
* x64: Fix coreState rip checks.
* x64: Avoid clobbering jr dest in cases.
* Update gamecontrollerdb.txt
-------------------------------------------------------------------
Tue Jul 04 16:45:18 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170703:
* Fix Windows XP support in LocalFileLoader
* D3D11: Fix texture scaling with blank first half.
* GPU: Clean up some GLES3 defaults.
* UI: Show slow message based on refresh rate.
* Minor debugging feature: Show vertex normals in GE debugger
* Don't use stat64 unless we need to
* Fix build with NDK 15. This does force us to make do with 32-bit file sizes...
-------------------------------------------------------------------
Tue Jun 27 15:21:15 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170627:
* Fix running slow message , it's always show when game run stable above 98% speed
* Oops
* Add credit developer
* Add 1 line
* Fixes
* Fixes
-------------------------------------------------------------------
Mon Jun 26 18:12:12 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170624:
* Make the Loader API thread-safe
* Also support atomic windows readAt
* Add conservative locking arond Caching/HTTP FLs
* Remove use of C file api in LocalFileLoader
* Add a note about thread-safety req in FileLoader
* Fix windows build
* Core: Windows buildfix.
* Core: Buildfix.
-------------------------------------------------------------------
Mon Jun 19 07:45:17 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170618:
* GE Debugger: Buildfix for BSD.
-------------------------------------------------------------------
Wed Jun 14 10:42:41 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170613:
* Apply a hack to simulate USB created files.
-------------------------------------------------------------------
Fri Jun 09 15:37:05 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170609:
* Fix UWP build
* D3D11: Fix Star Ocean again (wasn't clearing stencil properly)
* Port a small simplification to D3D9
-------------------------------------------------------------------
Fri Jun 09 09:00:28 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170608:
* Warning fix
* Start sketching native text rendering for Android
* Fix assorted JNI issues, the calls work now.
* Font rendering code runs but it sure ain't right
* It works!
* Fix vertical positioning, eliminate double-&
* Buildfix buildbot
* Address comments, make things closer to the Win32 code. Things work better.
* Fix some comments
* Buildfix qt
* We are already shipping Roboto-Condensed.ttf, let's use it
* Implemented sceUtilityGetSystemParamInt
* Format fix
* Fix get/set confusion
* Fix minor overallocation during elf loading
* Refuse to load truncated ~PSP files.
* ELF loading potential out-of-bounds fix
* GE Debugger: Gah, fix some pointer size errors.
* SoftGPU: Avoid some compile warnings.
* UI: Add some missing overrides.
* Build: Include Roboto in buildscripts.
* Core: Set cwd for non-ms0:/ games on boot.
* sceVaudio: Fix typo in constant name.
-------------------------------------------------------------------
Tue Jun 06 09:05:04 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170605:
* GPU: Refactor common frame dumping code.
* Core: Refactor repeating disc id homebrew code.
* GE Debugger: Initial structure for GE data dumping.
* GE Debugger: Implement basic recording.
* GE Debugger: Record memcpy/memset too.
* GE Debugger: Simple framework to load dumps.
* GE Debugger: Oops, emit transfer/clut cmds.
* GE Debugger: Start a module/thread for dump runs.
* GPU: Add a debug method to grab list tick wait.
* GE Debugger: Initial GE dump replay.
* GE Debugger: Oops, don't record if not active.
* GE Debugger: Record init state and display buf.
* GE Debugger: Clear after replay finished.
* GE Debugger: Fix matrix dumping.
* GE Debugger: Wait to get the right display buf.
* GE Debugger: Load commands more directly.
* GE Debugger: Fix memmem and cleanup.
* GE Debugger: Implement memory transfer commands.
* GE Debugger: Fix recording in softgpu.
* GE Debugger: Fix clut command recording.
* GE Debugger: Align texture/vertex/etc. data.
* GE Debugger: Allocate replay memory smarter.
* Jit: Fix syscall outside delay slot.
* GE Debugger: Fix replay FPS.
* GE Debugger: Run replay using stalling.
* GE Debugger: Compress GE dumps.
* GE Debugger: Add record button.
* GE Debugger: Reduce memory allocation.
* GPU: Stall properly on matrix data.
* GE Debugger: Add some comments and cleanup.
* GE Debugger: Pass filename into dump replay.
* GE Debugger: Fix replay timing drift.
* Patch unusual way of checking for firmware version.
-------------------------------------------------------------------
Mon Jun 05 07:59:44 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170604:
* Add "ignoreAddress" to texture replacement.
* Expose XXHASH for Texture Replacement
* Disable ignoreAddress on quick hash and inform the user about it.
* Add reduceHash option, to hash 50% of texture when it's otherwise unreliable.
* Fix jpeg's with width not matching psp buffer size.
* Needs to be square! O.o
* Initialize pspWidth and increase the max size.
* UI: Fix Take Screenshot support.
* SoftGPU: Support Take Screenshot partially.
* GLES: Copy only depth in BlitFramebufferDepth.
* Vulkan: Allow blit/copy of depth or stencil only.
* SoftGPU: Fix separate mip cluts in linear jit.
* Implement software skinning for the Vulkan backend. Fixes #9753
* Fixes for D3D11 postprocessing
* UI: Translate AVI start/stop strings.
* Some unification in DrawEngine
* Unify DecodeVertsStep
* Unify ComputeMiniHash
* Unify transformed arrays
* Unify SetupVertexDecoder
* UI: Fix fade-out when editing touch controls.
* UI: Enable mouse settings only if checked.
* UI: Allow texture ini create only within game.
* UI: Remove padding hack for setting info message.
* UI: Fix text wrap when kerning adjusts spaces.
* UI: Make some tooltips less technical.
* Fix reported null pointer error in the Java code
* Split TextDrawer into interface and implementation.
* Split out DrawTextWin32 into its own file, to be further split later.
* Split out the Qt font drawer in its own file.
-------------------------------------------------------------------
Thu Jun 01 09:49:57 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170601:
* SoftGPU: Move sampler code to a dedicated file.
* SoftGPU: Stub a jit for texel fetch.
* SoftGPU: Implement basic jit structure.
* SoftGPU: Refactor out texture format logic.
* SoftGPU: Jit texel fetch for non-clut/non-swizzle.
* SoftGPU: Stop calling bufw pixels bytes.
* SoftGPU: Jit swizzled texel lookup.
* SoftGPU: Jit CLUT lookup.
* SoftGPU: Jit 16 bit texel decode.
* SoftGPU: Expose jit cache for profiling.
* SoftGPU: Reduce overhead in sampler jit.
* SoftGPU: Specialize CLUT4 jit.
* SoftGPU: Implement separate CLUT in samplerjit.
* SoftGPU: Reduce sampler id fuzz.
* SoftGPU: Jit the linear sampling too.
* SoftGPU: Support separate mip CLUTs with linear.
* SoftGPU: Correct linear filter rounding issue.
* Android: Just like on Windows, prompt to restart when changing graphics backend.
* Simplify some cwc detection code, respect _C2 as activation.
* Remove unnecessary \ / conversion.
* Vulkan: Fix minor bug when clearing the back buffer (loaded stencil for no reason)
* Delete obsolete function ClearBuffer
* Fix scaling post-shaders on OpenGL. See #9742
* Update glslang submodule
* Update lang submodule
* Update submodule SPIRV-Cross, remove workarounds that are no longer needed
* Remove obsolete workaround.
* Implement sceJpegDecodeMJpeg & sceJpegDecodeMJpegSuccessively
* UI: Start a render pass while stepping.
* Vulkan: Increment engine version.
* GLES: Fix startup crash on desktop OpenGL < 4.
* GPU: Block mipmap autogen for matching size.
* GPU: Fix negative mip levels with const workaround.
* Vulkan: Fix Cardboard rendering.
* Fix crash on macOS. Fixes #9751
-------------------------------------------------------------------
Wed May 31 08:30:30 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170530:
* Android: Fallback to OpenGL if Vulkan fails to init.
* Only show the Vulkan setting if Vulkan might be available.
* For now, only check for vulkan availability on Windows and Android.
* Fix a bunch of emu features for Homebrew by better identification.
* Try using first screenshot as an icon if no icon is present.
* Add savestates to the list(with automatic rename)
* Add new format to CWC as well, don't think it's worth auto-rename.
* Add matching title for savestates. Cosmetic ~ for savestate manager.
* Oops, missed this one:].
* Corrections, some %i->%d around other code as well.
* Oops.
* Postprocessing fix after the Vulkan refactor. Should help #9742.
-------------------------------------------------------------------
Tue May 30 08:50:56 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170530:
* Reporting: Add compat description to UI.
* Reporting: Default better when perfect selected.
* Separate BeginFrame from BeginSurfaceRenderPass
* Start work on separating frame from backbuffer renderpass
* BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr)
* Draw overlays at the proper time in the frame.
* Start refactoring things to be more vulkan-friendly
* Thin3D GL: Avoid using external functions internally.
* Remove some unnecessary framebuffer binding
* Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
* Further steps towards Vulkan framebuffer support
* Silence a perf warning
* Further steps towards Vulkan framebuffer support
* Vulkan backend: Fix various issues, can almost run in buffered now (except the final blit)
* Buffered rendering is starting to work, though still kinda broken.
* Vulkan: Use suboptimal clears instead of no clears in buffered
* Vulkan: Fix binding framebuffers as textures
* Add a way to query the current renderpass (for debug checks)
* Fix a number of bugs and stuff affecting Vulkan on Mali
* Increase the number of sampler/image descriptors further.
* Clearing fix, drawpixels fix/hack
* Don't forget to initialize logicop..
* Vulkan: Some barrier optimization
* Address a bunch of review comments.
* Fix more review comments.
* Vulkan: Implement depth buffer copies. Not sure all the barriers are right..
* Vulkan: Implement BlitFramebuffer
-------------------------------------------------------------------
Sun May 28 16:04:56 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2~git20170527:
* Android: Fix minor typo.
-------------------------------------------------------------------
Sat May 27 12:51:23 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.2.0~git20170527:
* added ps1controller mapping in gamecontrollerdb for Linux
* Remove the Mipmap setting. One step forward for #8171
* Remove "Always Depth Write" setting. One step forward for #8171
* Make extra sure that asserts arrive in the Android log.
* Show the Android "board name" in system information.
* Don't erase and rewrite the dispatcher when the cache is cleared. Fixes #9708
* Buildfix
* Update README for 1.4.2
* Strncpy doesn't terminate correctly, switch to truncate_cpy.
* Switch strncpy to truncate_cpy in a bunch of places.
* Buildfix, oops
* Should probably stick to the old way here.
* SoftGPU: Correct mipmaps for points.
* SoftGPU: Support UVGen for points and lines.
* SoftGPU: Stop calling bufw pixels bytes.
* GPU: Cleanup some gstate accesses.
* Slightly speed up booting when there are symbols to load.
* Update to v1.4.2
-------------------------------------------------------------------
Thu May 25 08:21:25 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.1.0~git20170524:
* SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718
* Some constification in ElfReader, sanity checks in sceKernelMutex. Might help #9718 a little bit, though probably not the Elf issue (and if the workarea pointer is bad, it's not likely the game will limp along for much longer)
* Fix crash when pressing F12 in software mode.
* thin3d gles: Unbind buffers after drawing. Fixes #9715
* Use InitMemoryForGamePBP also for homebrew(PSP_PBP_DIRECTORY).
* Throw in a few more checks in ElfReader
* Reset (through renaming) and hide the software rendering setting on Android. Only show it if it's already enabled.
* Typo fix, MOBILE_DEVICE
-------------------------------------------------------------------
Wed May 24 08:16:46 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.1.0~git20170524:
* Init rtcBaseTime.tv_usec to 0
* D3D9: Correct half-pixel offset.
-------------------------------------------------------------------
Tue May 23 17:59:44 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.1.0~git20170523:
* Update readme for 1.4.1, which will be released soon
* README: Add mention of framebuffer blit fix
* Update version to 1.4.1
-------------------------------------------------------------------
Mon May 22 07:59:04 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170521:
* Add sceKernelLoadExec_28D0D249.
* Don't use partial-restart unless debugger is present.
-------------------------------------------------------------------
Sun May 21 14:09:37 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170521:
* Quick hack to enable analog stick sensitivity on non-windows platforms.
* Make sure the analog sensitivity defaults correctly on non-Windows
* Windows: Avoid input race condition on GPU switch.
* SoftGPU: Use vertexjit for submitted primitives.
* SoftGPU: Fix rendering when using Direct3D 9.
-------------------------------------------------------------------
Fri May 19 11:58:12 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170519:
* gradle: Add a "flavor dimension" to make Android Studio 3.0 happy
* Remove unused methods
* Minor GameInfo memory handling improvements. Still not great.
* When what we need is a shared_ptr, we should just go ahead and use one.
* More paranoia
* Found a suspicious hang report that makes me think this mutex should be recursive.
* Many reported ANRs were from homebrew installs. Make sure installs run on the background thread.
* Prevent a deadlock between View::eventMutex_ and ScreenManager::inputMutex_ by locking here so the reverse lock order can't happen.
* Move up Software Rendering to Rendering where it belongs. Makes it easier to turn it off if enabled by accident. Also warn if used and it runs slow.
* Since we know from #9601 that e9d5eb694b is wrong, at least make it more specific.
* Really no need to hold eventMutex_ while dispatching events, only when interacting with the queue. Might fix further deadlocks (see #9698)
* Update gpu_features.cpp
* Typo fix
-------------------------------------------------------------------
Wed May 17 18:47:08 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170517:
* Update gpu_features.cpp
* Update buildassets.sh
* Update copyrelease.sh
-------------------------------------------------------------------
Wed May 17 07:43:49 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170516:
* Update ab.cmd
* Update gradle plugin version
* Remove slowness warning if software renderer is enabled, it'll show on almost everything.
* Update ab.sh
-------------------------------------------------------------------
Mon May 15 10:57:15 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170515:
* GPU: Consistently bias const mip levels.
* GPU: Flush on mipmap slope change.
* SoftGPU: Multiply S/T early via SIMD.
* SoftGPU: Improve wsum recip SIMD.
* Fix typo in VertexDecoder
* SoftGPU: Correct texturing for pixel centers.
* SoftGPU: Correct rendering for pixel centers.
* SoftGPU: Match GLES lighting better, use floats.
* SoftGPU: Correct fog for rectangles.
* SoftGPU: Don't wrap negative positions.
* D3D11: Fix initialization of mipmaps.
* GE Debugger: Fix bias display for auto mip mode.
* SoftGPU: Fix texture vertex preview in debugger.
* SoftGPU: Avoid rcp due to precision issues.
* SoftGPU: Quick hack to fix scissor w/2x2 pixels.
* SoftGPU: Implement lines in transform mode.
* SoftGPU: Support flat shading for lines.
* SoftGPU: Bias bottom right side of line drawing.
* SoftGPU: Implement simple mipmapping for lines.
* SoftGPU: Implement pretend antialias.
* SoftGPU: Clip lines entirely outside early.
-------------------------------------------------------------------
Tue May 09 19:09:24 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170509:
* Update lang
-------------------------------------------------------------------
Tue May 09 08:02:56 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170509:
* x86: More optimal 4444 in vertexjit.
* x86: Minor memory copy perf improvement.
* x86: Minor optimization for s16 through positions.
* SoftGPU: Apply clamp/wrap in through.
* SoftGPU: Improve texcoord rounding.
* SoftGPU: Refactor mask calculation and use SSE.
* SoftGPU: Fix separate mipmap cluts.
* SoftGPU: Process mipmaps in texturing.
* SoftGPU: Round screencoords.
* SoftGPU: Calculate mip level based on float bits.
* UI: Enable some settings for software rendering.
-------------------------------------------------------------------
Sun May 07 18:16:59 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170507:
* UnitTest: Correct vertex and jit tests.
* GPU: Remove now-unused vertex decoder funcs.
* arm: Jit throughmode 16-bit texcoords.
* Work towards a clean vulkan shutdown.
* More vulkan fixes
* More vulkan shutdown fixes
* Vulkan: Remove obsolete warning suppressions. Increase descriptor pool sizes.
* Windows debug builds: Only break on Vulkan validation warnings if a debugger is attached.
-------------------------------------------------------------------
Fri May 05 18:29:35 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170505:
* Fix to partial restarts (when switching backends), plus misc. Helps #9666
* Oops again.. sigh
* Windows: Initialize WindowsHost in EmuThread.
-------------------------------------------------------------------
Fri May 05 09:36:58 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170505:
* Handle alt+tab and drop down menu when mouse is confined and game is running
-------------------------------------------------------------------
Thu May 04 07:33:00 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170504:
* Experiment (#9647): Wipe RawInput buffers
* Experiment (#9647): Prevent NaN values from getting into the UI system through TouchInput
* Add a constructor to GestureDetector, to see if that fixes initialization
* Also memset.
-------------------------------------------------------------------
Mon May 01 14:32:56 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170501:
* Windows: Fix minor leak in disassembly UI.
* UI: Make GPU events more consistent.
* D3D11: Free swapchain on graphics reset.
* Minor OCD fix;].
* Fix "copy type" pointer cwc
* UI: Allow choosing bgs (android)
* Remove blank line
* Windows: Simplify host shutdown.
* Core: Cleanup MAC address handling.
* UI: Fix crash on item select with hidden items.
* System: Use a separate API for bool props.
* Windows: Init with OpenGL 4.5 if possible.
* SoftGPU: Implement CONTINUE prim type.
* Arg, gcc buildfix.
* Add some paranoid checks around touch IDs that probably won't help #9647
* Oops
* Fix: in some extreme case on-screen touch controls get stuck on iOS
-------------------------------------------------------------------
Fri Apr 28 07:56:49 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170427:
* Mouse Control(Windows only for now)
* Try on a nicer mapping workaround.
* Polish the new workaround, seems to be nice and simple.
* Add Tip to inform user how to use mouse control.
* Handle more mouse buttons(middle, 4, 5)
* Add an option to trap mouse within window/display area.
* Fix ALT key mapping.
-------------------------------------------------------------------
Wed Apr 26 08:18:23 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170425:
* GPU: Rebuild FBOs when they now have storage.
* Core: Fix PPGe text drawing with missing icon.
* GPU: Attempt recreate of FBOs if failed.
* Core: Fix log spam in debug mode.
* GPU: Consistently use useBufferedRendering_.
* GPU: Centralize fb resize, move to begin of frame.
* GPU: Fix black screen on buffered render enable.
-------------------------------------------------------------------
Mon Apr 24 15:35:55 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170424:
* Fix postprocess shader submenu.
-------------------------------------------------------------------
Mon Apr 24 07:47:39 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170423:
* Headless: Fix DirectX11 support on Windows.
* Headless: Enable mipmaps.
* GPU: Correct const mip 0 detection.
* D3D11: Approximate AUTO/CONST mip bias.
* D3D9: Disable mips when mip filtering disabled.
* D3D9: Support AUTO mip bias and approximate CONST.
* Vulkan: NULL initialize some handles.
* GLES: Support AUTO and CONST mip bias.
* SoftGPU: Use texture bufw in bytes.
* SoftGPU: Rasterize triangles in chunks of 4 pixels.
* SoftGPU: Interpolate through texturing better.
* GLES: Avoid MIN/MAX LOD without LOD control flag.
* SoftGPU: Grab 4 S/T coords in non-through too.
-------------------------------------------------------------------
Fri Apr 21 08:14:57 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4~git20170421:
* Windows: Fix buffer overflow on load.
* Headless: Fix graphics tests.
* IR: Cleanup some invalid ops.
-------------------------------------------------------------------
Tue Apr 18 08:37:28 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170418:
* UI: Proxy devmenu keypress through an event.
-------------------------------------------------------------------
Mon Apr 17 18:59:15 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170417:
* Linux: add another PS3 controller GUID
-------------------------------------------------------------------
Sun Apr 16 14:37:36 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170416:
* Vulkan: Detect swapchain init failure.
* Add a restarting flag to NativeInit/NativeShutdown.
* Windows: Avoid restarting completely on GPU change.
* Core: Remove bRestartRequired config hack.
* EditorConfig: Workaround MSVC2017 bug.
* SoftGPU: Correct negative coord handling.
* SoftGPU: Fix crash on matrix load.
* SoftGPU: Force render res to 1x.
* SoftGPU: Use common spline/bezier rendering.
* SoftGPU: Fix indices starting after 0.
* SoftGPU: Simplify index conversion.
* SoftGPU: Remove old spline handling code.
-------------------------------------------------------------------
Sat Apr 15 17:09:51 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170415:
* Remove unused parameter to DestroyAllFBOs().
* Destroy FBOs only on actual resize.
-------------------------------------------------------------------
Sat Apr 15 00:47:52 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170414:
* Disable pause button when not using touch. Remove per-game status from some settings which shouldn't be per-game.
-------------------------------------------------------------------
Thu Apr 13 08:54:57 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170413:
* Update lang submodule
* UI: Respect the pause button display setting.
-------------------------------------------------------------------
Wed Apr 12 10:01:26 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170412:
* Windows: Fix mismatch on multitouch finger up.
* Windows: Cleanup type conversion in touch.
* Fix framebuffer size flopping back and forth.
* Fix largest framebuf size in throughmode.
-------------------------------------------------------------------
Tue Apr 11 12:50:41 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170411:
* Fix issues with software GPU on D3D11
-------------------------------------------------------------------
Mon Apr 10 19:07:51 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170410:
* Update lang
* Track flags to reduce unnecessary VRAM zeroing.
* Cleanup 16-bit VRAM clearing.
* Skip downloads of cleared VRAM.
* Linux: Added support for Hidromancer gamepad device driver
-------------------------------------------------------------------
Sun Apr 09 11:59:20 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.0~git20170409:
* Windows: Make the window positioning code slightly saner and more straightforward.
* Switch back to using CXSCREEN/CYSCREEN for centering instead of the virtual screen.
* Typo fix
* When not resetting Y position, clamp Y to 0 early. See #9563
* When resetting Y, make sure we don't end up outside the screen. See #9563
* SaveState: Correct crash on rewind usage.
-------------------------------------------------------------------
Fri Apr 07 08:36:15 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.20170407:
* Fix out-of-bounds framebuffer blit on color bind.
* QtMain: Renamed mis-named variable assets_dir to external_dir
* Use the root of the memstick as a tempdir for downloads. Should help #8711
-------------------------------------------------------------------
Thu Apr 06 16:22:05 UTC 2017 - pousaduarte@gmail.com
- Update to version 1.4.20170406:
* Further fixes to #9554
* Make the gesture detector treat all touches fully individually. Fixes issues with last commit.
* Windows: Fix check state after menu translate.
* Allow using any touchId to scroll. Should help #9554.
* Restore calls to UpdateUI from sceUmd, now that it's faster.
* Fix XInput polling in UWP apps. Should help #9555
* Touch on Windows Desktop: Apply the DPI scale *after* ScreenToClient.
* Minor cleanup with GOLD define - only use it in System_GetPropertyInt
* Operator precedence fix in ifdef
* Remove unused code
* Make scroll gesture detector compatible with other touches than #0. Should help #9554.
* Remove unnecessary disable-buildtime-git-version-creation.patch
-------------------------------------------------------------------
Mon Sep 26 14:54 UTC 2016 - pousaduarte@gmail.com
- Update to latest git snapshot
* use qt build