dd8559dccf
- 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 - Update to version 1.5.4~git20180410: * Update lang submodule (restore software skinning option) * Buildfix. - 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. - 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.` - 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. - Update to version 1.5.4~git20180405: * Vulkan: Remove the wrapper struct around VulkanTexture - 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 - 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 - Update to version 1.5.4~git20180403: * GPU: Fix s8 norm with skin and morph. * Add "--pause-menu-exit" option. - 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. - Update to version 1.5.4~git20180401: * arm64jit: Fix a case of R() on unmapped. * arm64jit: Update some comments. - Update to version 1.5.4~git20180329: * Oops, fix mistake in #10834 - 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 - 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. - 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 - 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. - 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 - 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. - 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. - Update to version 1.5.4~git20180324: * Remove "experimental" tag from Hardware Tessellation - 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. - 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. - 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 - 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. - 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. - Update to version 1.5.4~git20180315: * Vulkan: Add a (disabled) facility to force image layouts to GENERAL, for debugging barrier issues - 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 - 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.. - 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. - 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 OBS-URL: https://build.opensuse.org/request/show/596042 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=23 |
||
---|---|---|
_service | ||
_servicedata | ||
.gitattributes | ||
.gitignore | ||
ppsspp-1.5.4~git20180412.tar.xz | ||
ppsspp.changes | ||
ppsspp.spec |