forked from pool/rpcs3
dd145724a6
- Update to version 0.0.5~git20180410: * Minor bugfix * SPU: fix non-TSX path * Fix typos (#4410) - Update to version 0.0.5~git20180408: * cellVdec: Do not decode next frame during end_sequence * Implement sys_vm_invalidate * SPU: fix possible livelock * Rewrite vm::reservation - Update to version 0.0.5~git20180406: * SPU: improve TSX usage * Use vm::passive_lock for SPU threads * SPU: cache barrier/fence masks - Update to version 0.0.5~git20180406: * Bundle libstdc++6 with AppImage to make it work on trusty - Update to version 0.0.5~git20180405: * vk: Squash some spec violations that went unnoticed * rsx: Fix alphakill * rsx: Fix vertex input detection - Properly detect inline array registers vs constant value registers - Silence needless spam, 306E is 2D surface engiine, the assumption that y is multiplied by 306E pitch is not crazy * rsx: Implement proper Z-order curve in 3 dimensions - Should fix garbage palette textures getting uploaded (LSD graphics) * rsx: Texture cache updates - Properly implement section gather for 3d and cubemaps Implements render-to-3d and fixes some corner cases for render-to-cubemap - Update to version 0.0.5~git20180403: * Silence some annoying terminal output * Make loading StyleSheets work for AppImages and if installed via make install - Update to version 0.0.5~git20180402: * Improve save data dialog - Update to version 0.0.5~git20180401: * Fix MMIO on SPU * Fix vm::check_addr usage * Process RawSPU MMIO in do_dma_transfer * Fix MFC_SYNC_CMD - Update to version 0.0.5~git20180401: * cellVdec: log error when using interlaced frame instead of throwing an exception * rsx_debugger: clear command count when not used * rsx_debugger: use PerformJump on doubleclick instead of the mouse scroll * rsx_debugger: handle show buffer per doubleclick through an event filter * Qt: add show_windowed_image to qt_utils * rsx_debugger: move debugger table resize to qt_utils for reusability * rsx_debugger: save/restore table header states * rsx_debugger: layout refactoring for highdpi and resizeability * Qt: simplify resetGeometry occurances * stub cellGem some more (#4349) * PPUTranslator: Ignore relative relocations * Return parameter error if the result of funcFixed is invalid. * Corrected logic for handling number of returned save data list entries and total number of save entries. * Handle some invalid save function parameters. * Calculate save data file size more accurately and return size in savedata_get_list_item if requested. * Remove mfc_thread * RawSPU: reset status register on start * [LLVM] Fix thread limiter * [LLVM Cache] Minor workaround - Update to version 0.0.5~git20180331: * qt: Do not deploy Qt5Quick * cellCamera: Implement cellCamera*NotifyEventQueue and do some refactoring * fix debug build * dx12/vk/gl: implement use of vertex_data_base_index when calculating index * remove redundant error messages in sceNpTrophy * improve sceNpTrophyGetTrophyInfo and sceNpTrophyGetGameInfo - Update to version 0.0.5~git20180329: * rsx: Fix copypasta * rsx: Disable gamma control on WZYX textures - Gamma is seemingly used for (D/X/A)RGB only. Data textures are unaffected * rsx: Dubious fix for broken B8 swizzle remap - Update to version 0.0.5~git20180329: * Strict Rendering Mode (SRM) fix. Move old surface copy before texture upload. * Qt: minor fixes - Update to version 0.0.5~git20180328: * vk: Improve compatibility workarounds - Disable fence reset on gcn1 - gcn3 - Enable polaris+ workarounds on linux if proprietary driver is used * Qt: use seperate icon sizes for game list and game grid * Fix a typo in gcm_enums.cpp (#4333) * Update settings to indicate speed differences between Interpreters and Recompilers for less confusion (#4345) - Update to version 0.0.5~git20180325: * vulkan-build: use stub sha1 to bypass spirv_tools check when running setup scripts * rsx: Clamp negative fog distance - Update to version 0.0.5~git20180325: * rsx: Fix some texture cache problems - gl/vk: Properly handle remapping temporary resources * gl: Fix leaking occlusion queries - GL queries share the target binding (not asynchronous!) - Discard active queries by closing them, leave closed queries alone (nothing to be done for discard op) * gl: Always use indexed blend caps to avoid conflict with the state cache. - glEnable/glDisable should not be used with GL_BLEND as the main renderer uses the indexed variant * rsx: Overhaul rendertarget sampling/shuffles - Reimplements render target views used for sampling - Optimizes access using an encoded control token - Adds proper encoding for 24-bit textures (DRGB8 -> ORGB/OBGR) - Adds proper encoding for ABGR textures (ABGR8 -> ARGB8) - Silence some compiler warnings as well - TODO: Real texture views for OGL current method is a hack * gl: Implement video-out calibration for gamma and dynamic range - Seems to be of limited use but if it is determined to be useful, a vulkan implementation can be done * rsx/fp: Fragment program overhaul - Separate TXB from TXL: They are completely different! - Properly perform TMU emulation in the fragment shader. Implemens SRGB conversion and alphakill at the moment - Properly perform ROP emulation in the fragment shader. Implements FRAMEBUFFER_SRGB. While support on the chip looks to be incomplete (and wierd), it does work - Document some more bits in SHADER_CONTROL register * video out: Set up video configuration options in fxm - TODO: Actually do something with the values * vk: Fix AMD primitive restart emulation when strict mode is active The restart emulation is there to keep the proprietary drivers from randomly crashing when using primitive restart * rsx/gl/vk: Obey channel remapping on framebuffer resources if requested * rsx/fp: Improvements - Export some debug information in the free texture register space components zw Very useful when analysing renderdoc captures - Enable shadow comparison on depth as long as compare function is active and texture is uploaded for depth read Some engines (UE3) read all the components in the shader and use mul/mad with the result * rsx: Texture format fixes - Implement SRGB (gamma corrected) textures (DXT1, DXT3, DXT5, RGBA8 only) - Fix channel map decode for XY data texture formats - Fix remap layout for X16 textures (verified with Mass Effect 3) - Update to version 0.0.5~git20180324: * unimportant teepo fix (#4328) - Update to version 0.0.5~git20180324: * sys_spu: dont check prio if spu group type is 0x20 * RawSPU/MFC: fix get start type proxy commands * sys_spu: fix spu image loading address calculation * sys_crash_dump user_log_area improvements * Partial compilation fixes for osx - Update to version 0.0.5~git20180324: * Fix missing Detection for AVX OS Support * Fix git-version.h not correctly updating. * sys_fs: returns the correct error value when the path is 0 or an empty string * stub sceNpScoreWaitAsync and sceNpScorePollAsync * Fix VTC source index increment * VTC tiling - fix source offset increment. * Add end condition for VTC copy. This handles the case when depth is not a multiple of 4. * Fix code formatting * Remove Volume Texture Compression (VTC) tiling for Vulkan, DX12 and ATI (OpenGL). * Use lowercase for FNIDs for consistency * Implement fmt::base57 * Implement patch support for PRX * Implement SPRX precompilation - Update to version 0.0.5~git20180322: * rsx/Qt: add option to disable the shader compilation hint * Qt: sort the game list case insensitive initially * Qt: use QString::simplified() instead of get_single_line * Qt: clean up gui_settings.h - move general functions to qt_utils.h * Qt: move compat_status to game_compatibility.h * Qt: enable hiding on game list and optimize the game list filter * visual studio: add filters for some module headers - Update to version 0.0.5~git20180321: * Check if the compiler supports "-march=native" * Use "USE_NATIVE_INSTRUCTIONS" variable instead of a specific "TRAVIS" variable * Teepo fix - Update to version 0.0.5~git20180320: * set logging stack mode to true by default * qt: make description of disabled AF setting a bit clearer * qt/spu: remove max dma write size setting * add enc_temp_folder to gitignore * gl: Compat support for mesa drivers Needs CLIENT_STORAGE bit set for persistent buffers to make them useful - Update to version 0.0.5~git20180319: * rsx: fixups gl/vk: Bump shader cache version gl/vk: Disable anisotropic override when strict mode enabled as it is proven to alter some games negatively gl: Clamp buffer view range to not exceed the backing buffer size. Also add assert for the same condition * Prevent accessing incomplete RPCS3.log.gz * Add return codes when camera handler is set to null * Make cellCameraInit returns CELL_OK when no camera is plugged in. - Update to version 0.0.5~git20180313: * rsx: Disable async count verification to avoid lockup due to zombie reports in ZCULL * fix linux builds * vk: Implement reading from cell if swap image isn't found * rssx" Halfplement alpha-to-coverage AA transparency * rsx: ZCULL synchronization fixes - Track asynchronous operations in RSX core - Add read barriers to force pending writes to finish. Fixes zcull delay flicker in all UE3 titles without forcing hard stall - Increase zcull latency as all writes should be synchronized now * rsx: ZCULL rewrite and other improvements - ZCULL unit emulation rewritten - ZCULL reports are now deferred avoiding pipeline stalls - Minor optimizations; replaced std::mutex with shared_mutex where contention is rare - Silence unnecessary error message - Small improvement to out of memory handling for vulkan and slightly bump vertex buffer heap * rsx: Improve transform constants management - Removes the duplicate local_transform_constants - Resets the transform constants on every context reset - Simplifies the code abit which should make it faster - NOTE: Transform constants are persistent across context re-init events (VF5) * rsx: Simplify MRT blend setup; Enable separable MRT blend on vulkan and fix corner cases for GL * rsx: Properly implement raster window offsets * rsx: Improve FIFO commandlist flattening - TODO: Alot of work is still needed to execute draw commands out of order Thats the only solution to games sending many draw calls with high frequency of state changes * rsx: Basic performance counters * vulkan: Support APPLE - Adds support for compilation on MAC with moltenVK. Note that vulkan does not work on MacOS yet. There are two main blockers:- 1) Texture component swizzles are not supported except for RGBA8_UNORM->BGRA8_UNORM. 2) There is a bug in their SPIR-V -> MSL generator. GLSL.std.450.xxxx functions are not implemented which breaks rpcs3 functionality. Trying to compile a vertex shader will throw because unpackHalf2x16 is missing. * rsx/fp: Color output registers are always present and zero initialized - According to NV_fragment_program spec, registers are zero initialized always - A program even without writing to these registers will have black (0, 0, 0, 0) output Confirmed behaviour with MotorStorm games. Their engine uses this quirk to clear color buffers when doing depth replace Might be an unfixed game bug * rsx: Clear up confusion on depth writes. According to the NV_fragment_program spec, its not feasible to have 16-bit depth wries NOTE: NV_fragement_program precedes NV_fragment_program2 which is very close to what RSX consumes. It is hardware from that era afterall * gl/vk: Clean up some format casts - TODO: Byte ordering considerations on data casts * rsx/vk/gl: Enforce format matching for render target resources. Fall back to raw data copy if match fails - Forces Bitcast of texture data if input format cannot possibly be the same as the existing texture format * rsx/fp: Improve rgister component gather detection - Also avoids clobbering register data by keeping gathered bits in a temp var * rsx/vulkan: Add post-compilation key validation and dynamically determine attachment write maks based on decompiled shader - A new step is added between decompilation and pipeline object creation allowing for properties to be updated based on shader contents - Allos masking off attachment writes that are unmodified in the shader * rsx: Nvidia driver compatibility workarounds - Sanitize NaN values before they reach the driver. On nvidia (X * NaN = X) * rsx/gl/vk: Improvements - gl: Do not call makeCurrent every flip - it is already called in set_current() - gl: Improve ring buffer behaviour; use sliding window to view buffers larger than maximum viewable hardware range NV hardware can only view 128M at a time - gl/vk: Bump transform constant heap size When lots of draw calls are issued, the heap is exhaused very fast (8k per draw) - gl: Remove CLIENT_STORAGE_BIT from ring buffers. Performance is marginally better without this flag (at least on windows) * rsx/gl: Minor fixes - Identify depth textures reaching the gpu via shader_read upload path - Use correct timestamp counter for opengl - inline draw_state::test_property because msvc doesnt do it for us * rsx/vk: More optimizations - Do not bother rechecking the dirty sampler pool for hits. Its faster to create new sampler than to search the pool - Reserve some memory on vertex layout struct to reduce reallocation penalty * vulkan: Optimize vertex data upload - Reuse buffer views as much as possible, vkCreateBufferView is slow on NV Implemented as a large sliding window, reuseable until it is filled * rsx: Texture cache fixes - Optionally attempt to merge framebuffers into an atlas if partial resources are missing - Support for data update requests to the temporary subresource handler This is useful for framebuffer feedback loops where a new copy is needed after every draw call (resource is always dirty) * Remove an ugly hack pertaining to partial framebuffer-resident texture data - Its better to fill in the missing information with a wrap or clamp than to fake the texture reads in valid regions - Texture coordinate scaling is used to fill in for the cropped dimension available * Debugger improvements (#4026) * Thread: unbreak build on BSDs after ac82ecf387c6 * Use latest Qt patch level on appveyor. * cellGameContentPermit workaround * Improve cellGameCreateGameData error checks * Fix cellGame regression - Update to version 0.0.5~git20180312: * Travis Fixup Fixup (#4273) - Update to version 0.0.5~git20180311: * Use pthread_setname_np (Linux, GDB) * Fix crash on exit after access violation * Fix argv for DG category * Fix cellGameDataCheckCreate2 * Improve vfs::mount * Improve boot dir access * Relax /dev_bdvd mounting requirements * Fix safe_writer_lock (typo) * Fix Travis by using a PPA to install QT. (#4269) OBS-URL: https://build.opensuse.org/request/show/596039 OBS-URL: https://build.opensuse.org/package/show/Emulators/rpcs3?expand=0&rev=18 |
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rpcs3-0.0.5~git20180410.tar.xz | ||
rpcs3.changes | ||
rpcs3.spec |