3193 lines
148 KiB
Plaintext
3193 lines
148 KiB
Plaintext
-------------------------------------------------------------------
|
|
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
|