Marcus Meissner
bb570e99f5
- 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 |
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ppsspp-1.5.4~git20180225.tar.xz | ||
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