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Marcus Meissner bb570e99f5 Accepting request 579959 from home:xenonpk
- Update to version 1.5.4~git20180225:
  * Buildfixes
  * Separate T3DCreate* into its own header to avoid including Windows.h etc in some cases.
- 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.
- Update to version 1.5.4~git20180222:
  * iOS: fix hang on exit
- 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.
- Update to version 1.5.4~git20180218:
  * TexCache: Decimate aggressively with many variants.
  * TexCache: Decimate CLUT variants more often.
- Update to version 1.5.4~git20180213:
  * Fix issue with Vulkan task switching and resolution changes on Android.
- 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.
- 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.
- 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.

OBS-URL: https://build.opensuse.org/request/show/579959
OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=21
2018-02-26 14:05:07 +00:00
_service Accepting request 498653 from home:xenonpk 2017-05-29 06:46:59 +00:00
_servicedata Accepting request 579959 from home:xenonpk 2018-02-26 14:05:07 +00:00
.gitattributes Accepting request 183035 from home:dvlara 2013-07-29 07:55:41 +00:00
.gitignore Accepting request 183035 from home:dvlara 2013-07-29 07:55:41 +00:00
ppsspp-1.5.4~git20180225.tar.xz Accepting request 579959 from home:xenonpk 2018-02-26 14:05:07 +00:00
ppsspp.changes Accepting request 579959 from home:xenonpk 2018-02-26 14:05:07 +00:00
ppsspp.spec Accepting request 579959 from home:xenonpk 2018-02-26 14:05:07 +00:00