File ppsspp.changes of Package ppsspp

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Sun Feb 12 09:41:58 UTC 2023 - virtuousfox@gmail.com

- Update to version 1.14.4

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Wed Dec 21 13:54:59 UTC 2022 - virtuousfox@gmail.com

- Update to version 1.14.1+8~git20221221.d4f5bff36:
  * Crash: Lookup block numbers more efficiently.
  * Crash: Ensure we never handle faults in faults.
  * Add .gitignore to ignore Vulkan validation layers on Android if added locally
  * Delete dead code path (initialize EGL from C++ on Android)
  * VRBase: fix build error with musl libc
  * Update version number in AndroidManifest.xml
  * Update README.md for 1.14.1
  * Build: Cleanup MSVC project files.
  * Utility: Report YugiohSaveFix usage.
  * std use c++14
  * Debugger: Don't hang mem dump if stepping in GE.
  * GE Debugger: Prevent double init.
  * Add some asserts in the hope of gathering some more info (and consolidating some crashes).
  * GL: Cleanup a check to use ARB instead.
  * D3D9: Avoid curve Z clip to be safe.
  * D3D9: Support old-style user clip planes.
  * GPU: Prevent GE_PRIM_INVALID on flush.
  * GPU: Keep prevPrim_ set on flush.
  * Update Russian translation
  * Add SDL controller string for iBuffalo 16 buttons.
  * Insert the new string in translation files
  * Clear the extra assert info on game exit
  * Supply some extra info in asserts (currently game ID and name).
  * Make "DPI" translatable
  * Build: Allow compiling without armips.
  * Config: Cleanup a few more settings commonly.
  * Config: Force jit off with game-specific configs.
  * Config: Cleanup Path usage for ini file load/save.
  * OpenXR - Final Fantasy rendering fixed
  * OpenXR - 3rd Birthday rendering fixed
  * Move the "Ignore insets when centering" setting to the display layout screen.
  * Update th_TH.ini
  * Update Russian translation
  * Add files via upload
  * Added all remaining strings translated
  * Fix bug swapping O/X visually on PSPOskDialog
  * Quickfix for texture uploads after #16599
  * Remove the 0th descriptor set, move everything else back to 0
  * Update zh_CN.ini
  * Add new translation string
  * Add translation string
  * Add setting for transparent UI background
  * Update zh_TW.ini
  * Update zh_CN.ini
  * Update zh_CN.ini
  * Update README.MD
  * OpenXR - Correct NULL type for XrSession
  * Update version number in AndroidManifest.xml
  * Disable pre-rotation for 270 degree transform (inverse landscape).
  * Update fa_IR.ini
  * Update zh_CN.ini
  * Use vendor instead of lazy memory to detect tiling GPUs.
  * SoftGPU fix
  * Don't refer directly to g_Config.iMultiSampleLevel, it can contain unsupported modes.
  * Plumb through multiSampleLevel so PipelineManager doesn't read config.
  * Add stub symbol for 'utimensat', making it work on Android 2.3 again
  * Vulkan: Cleanup some logspam.
  * Config: Remove unused values.
  * Disable geometry shader culling by default
  * Make shader cache loading a bit more lenient.
  * Rename Save/LoadCache to Save/LoadPipelineCache
  * Add accessor for UseFlags
  * Improve shader cache logging
  * Some logging improvements
  * Enable some wordwrapping in shader viewer, show variant bitmask
  * Drop the input attachment descriptor from the layout when unused
  * Tiny optimization in PipelineDesc
  * Re-link the readme
  * add links
  * compat.ini: Add MX vs ATV to "ForceLowerResolutionForEffectsOff".
  * Bump shader cache versions before release, just to be safe.
  * UI: Avoid crash on axis input during shutdown. (#16564)
  * Postshader: Reset ini keys for defaults.
  * Postshader: Don't save default setting values.
  * README: Add more for 1.14, note game names more.
  * Improve background drag behavior on display layout screen
  * README: Add some pull #s, more 1.14 updates.
  * More README updates, issue links, move to history.md
  * Update README.md for 1.14
  * Update URL to HTTPS (#16561)
  * Translation ja_JP.ini update (#16557)
  * Update Russian translation
  * Update th_TH.ini
  * Copy the VR section to all the other translations (th_TH already had it)
  * Add VR section to en_US
  * langtool: improve insertion of missing sections (logging, empty line)
  * jpn0_fix.pgf
  * Make the string "PPSSPP Homebrew Store" translatable in one more place
  * Update Russian translation
  * Fix Hz casing
  * Hides the D3D9 option on Intel Xe graphics.
  * Copy new lines to more translations
  * Fix Hz strings for translation, LCD persistence too
  * Update zh_TW.ini
  * Update Russian translation
  * OpenXR - Default color correction adjusted
  * Fix memory issues in homebrew store
  * Windows: Fix shutdown order (stop the main thread before the window gets destroyed)
  * Delete a few obsolete lines of code
  * Update zh_CN.ini
  * Core: Correct a use after free.
  * Global: Cleanup some type/range checks.
  * Global: Cleanup initialization/pointer checks.
  * Global: Set many read-only params as const.
  * Common: Remove some unused color conv funcs.
  * Global: Cleanup virtual/override specifiers.
  * Update zh_CN.ini
  * OpenXR - Default UI saturation adjusted
  * OpenXR - Allow to put HUD out of the screen
  * OpenXR - Release keys on activation of camera adjust
  * GE Debugger: Fix src/dst stride formatting.
  * Common: Fix worker thread names.
  * Update zh_CN.ini
  * Minor fixes
  * Minor optimization/cleanup
  * Fix regression in Tactics Ogre - the mipmap level hack broke
  * Some minor initialization fixes, and one potential crash found by static analysis
  * Silence address-sanitizer warnings in Math3D.h on ARM64 (not very serious but good to fix)
  * DXT5 fix
  * Fix case where we could write off the end of a buffer if texture width == 1 and 4-bit color.
  * OpenGL: Fix lifetime issue with uniform/sampler "locs" for thin3d pipelines
  * Silence address-sanitizer warnings in Math3D.h on ARM64 (not very serious but good to fix)
  * Fix "usePrevFrame" shaders for OpenGL
  * Force postshaders with the usePreviousFrame flag to the end of the order
  * rename
  * Motion blur
  * Fix SDL fullscreen
  * feat(Libretro): Cheat Support
  * Improve the pause screen in vertical layout
  * Added vertical layout for display layout screen
  * Add parameters to the Vignette shader
  * More strings
  * Auto-open settings if there's only one post-shader
  * UWP buildfix
  * add new image to controls
  * Add CSS-style padding support to LinearLayout. Use to improve the look
  * Add background to the scroll views. Not really pretty but more readable
  * Delete the InverseColors shader too
  * Delete the builtin Grayscale shader. Also make unknown shaders go away from list.
  * OpenXR - Separate config for VR build
  * OpenXR - SDK updated
  * Postshaders: Move delete button directly to the items.
  * Fix context menu translation support
  * LittleBigPlanet: Compat flag to work around smoke rendering problem
  * Expose MSAA option for libretro.
  * Translation: Copy missing lines
  * Rename Postprocessing shader to Postprocessing shaders. Make low-effort attempt at updating
  * Remove obsolete translation key "Postprocessing effects"
  * Remove postprocessing option from desktop menu (doesn't support multi-shader)
  * Combine two translation strings, add another
  * Change the Settings toggle to a specially styled checkbox
  * Make translatable
  * Declutter using a context menu, which I had to create from scratch.
  * Fix layout issues, misc cleanup and comments
  * Make the post shader list more editable
  * More usability tweaks
  * Few more icons
  * softgpu: Avoid clear hazard for last cached funcs.
  * softgpu: Avoid atomic structs.
  * softgpu: Optimize lookup of last jit func.
  * softgpu: Remove std::function usage.
  * softgpu: Expand fast path to all fb formats.
  * Couple more microoptimizations
  * Software rect raster: Speed up memory tracking in debug mode (ztag unused, remove allocations)
  * Ordering fix, should fix elimination of the DarkStalkers software blit
  * Minor alpha bit optimization in Darkstalkers rectangle code
  * feat(libretro): ios compile settings
  * Libretro: Set Interpreter as default CPU and get CPU from setting
  * Fix window icon path
  * softgpu: Allow no alpha blend in 5551 fast path.
  * softgpu: Use no-modulate fast path for REPLACE.
  * softgpu: Use a template for 5551 fast path.
  * softgpu: Avoid checking UVs for sprites w/o tex.
  * softgpu: Avoid tri combine to rect if clipping.
  * softgpu: Fix w culling of triangle rects.
  * Fixed omissions
  * Updated brazilian portuguese
  * Show the name of the chosen language on the choice button. Looks weird not to.
  * Load and cache langValuesMapping on demand
  * Swedish translation improvements
  * Turn language popup thing into a lambda
  * GPU: Use accurate depth for depth range hack.
  * softgpu: Fix double rectangle drawing at halfpixel.
  * softgpu: Force alpha test when it could skip blend.
  * softgpu: Force alpha test off in more scenarios.
  * Change package of the Android VR builds
  * softgpu: Remove an unused case.
  * Build: Get rid of legacy zstd support.
  * Build: Reduce include spam in CMake.
  * GPU: Avoid an override warning.
  * SaveState: Correct missing switch case warnings.
  * SaveState: Fix a format type error.
  * Build: Silence SFMT warning.
  * Build: Use Windows 2019 for UWP builds.
  * Remove dead code, validation fix in GE debugger
  * Add missing IDs
  * Don't ignore insets for UI on the display layout screen (no longer needed)
  * Vulkan: Reduce some logging when things are fast.
  * Vulkan: Defer deletion of shader module promises.
  * Vulkan: Track pipeline desc using a refcount.
  * Force "Lower resolution for effects" off in Ratchet & Clank and a few other games
  * softgpu: Optimize > non-zero alpha tests as well.
  * softgpu: Skip non-zero alpha test if impossible.
  * softgpu: Use CLUT to optimize out blending more.
  * TexCache: Correct alpha mask checks for SSE2.
  * softgpu: Check for queued compile.
  * Fix loading of texture shaders
  * Address feedback, also sort texture shaders
  * Reorganize the DisplayLayoutScreen again - flip left/right sides, move mode switch to bottom.
  * Add a new centering capability to AnchorLayout
  * Align the version number better on the main screen
  * Sort post-shaders alphabetically in the list.
  * Disable the MSAA selector if software rendering is selected. Move software rendering up.
  * Psmf: Fix pointer check.
  * GPU: Cleanup some bounds checks, assignments.
  * Fix missing 'else'
  * Fix comparison
  * Fix progress computation
  * Remove some unused/unnecessary code
  * Safer and simpler alternative to cbfa4bf.
  * softgpu: Skip fog when no verts have fog.
  * softgpu: Cleanup reapply logic.
  * softgpu: Apply optimizations to states generically.
  * softgpu: Calc flags on state as we queue verts.
  * softgpu: Force shading flag off in clearMode.
  * softjit: Switch to DenseHashMap.
  * Reserve some space in the checkpoints vector
  * Fix (?) the savestate bug in PSPSaveDialog/SaveDataParam
  * Add a NOOP state to reduce logspam after error
  * Verify that the Measure and Save passes match accurately through checkpointing
  * Savestate: Prepare some sanity checks
  * OpenXR - Default config updated
  * OpenXR - Adjust the render resolution for VR
  * softgpu: Handle inf-end + negative constant slope.
  * softgpu: Handle infnan fog coefficients better.
  * GE Debugger: Add breakpoint symbol for prim count.
  * Debugger: Add decimal constants.
  * OpenXR - GTA Chinatown wars rendering fixed
  * OpenXR - Assasins Creed rendering fixed
  * OpenXR - Tony Hawk HUD fixed
  * Use proper copies for depth blits between multisampled framebuffers.  Needed to keep all the information.
  * Implement copy operation properly for the multisampled case
  * Check resolve mode, just to be safe.
  * OpenXR - Monster Hunter HUD fixed
  * Address feedback
  * Revert "Centralize ClearCacheNextFrame"
  * Crashfix the other backends
  * GPU: Optimize out common case texture proj.
  * softgpu: Optimize out texture proj for UVs.
  * GE Debugger: Cleanup logspam on game exit.
  * Fix wrong vreinterpret neon intrinsic usage.
  * softgpu: Cull verts outside post-viewport Z.
  * Assert improvement
  * Not pretty, but with this, you can switch MSAA level at runtime.
  * softgpu: Interpolate Z for 3D lines.
  * Detect Apple/MoltenVK and allow multisampling. Unfortunately no support for sample rate shading.
  * Correctly handle input attachments with CreateRenderpass2. But also don't use it while not multisampling.
  * Headless buildfix. Crashfix in shader generator test.
  * Remove quality setting for now, we default to a balanced setting.
  * Implement "enhanced" multisample quality setting
  * Use raster copies to work around lack of working copy support in MSAA mode.
  * Add a pipeline flag for USES_DISCARD. Will be used for the MSAA quality setting.
  * Implement depth/stencil resolve. (We probably only need depth resolve since we don't texture from stencil, but whatever).
  * Add path that uses CreateRenderpass2, we're gonna need it for depth resolve.
  * Fix switching between MSAA levels
  * Basically working MSAA on desktop GPUs! Some glitches remain.
  * Multisampling groundwork
  * Add check for tiling GPUs. We'll use this to inform on what MSAA modes to support.
  * Add a flags parameter to InvalidateCachedState and rename it Invalidate.
  * Add NEON impl too, mostly for exercise purposes
  * SSE optimize Float4ToUint8x4, some uses
  * Minor VertexReader optimizations
  * Couple more FormatMemWriteTagAt
  * Restore optimization of memory info strings, avoiding allocations
  * UI: Darken game-as-background a bit more for UI legibility
  * Temporarily disable the UWP github CI job
  * Fix Aspect Ratio translation category
  * Update Russian translation
  * Remove std::string from VulkanTexture
  * Remove std::string from VulkanProfiler (the scope profiler for uploads)
  * headless: Update tests.
  * GE Debugger: Remove dup block transfer record.
  * GPU: Oops, simplify an expression.
  * GPU: Use common block transfer logic in all cases.
  * softgpu: Handle block transfer VRAM wrapping.
  * softgpu: Improve meminfo detail on block transfer.
  * softgpu: Account for width!=stride in xfer checks.
  * softgpu: Correct src/dst overlap in block transfer.
  * Disable the PowerVR swapchain hack after driver version 1.386.1368.
  * GLES: Correct unit tests for framebuffer fetch.
  * GPU: Correct fetch assert.
  * softgpu: Correctly fix inversions, matching tests.
  * Fix translatability of the string "Stereo display shader".
  * TouchControlLayoutScreen: Reduce the amount of scissor calls
  * Fix-jpn0.pgf
  * Redo the control UI screen layout, slightly update the look
  * Initialization cleanup (no effect)
  * Add checks preventing a number of "possible" divisions by 0 in layout
  * Update zh_TW.ini
  * Update zh_TW.ini
  * Fragment shader generator: Move the framebuffer fetch bit to the shader ID.
  * OpenXR - Enable HUD in a few more games
  * Fix saving of the new Stretch setting
  * OpenXR - HUD disappearing in Flatout fixed
  * Let the running game show through the background of all the PromptScreen dialogs.
  * Fix Burnout Dominator lens flare on OpenGL ES
  * Add missing lines to other languages
  * Add missing strings to en_US.ini
  * Clean up "GPU log profiler" translation strings
  * Langtool: Add --dry-run support
  * Put back the lost Language strings, now in the right category
  * Fix category for "Language" string. Swedish translation improvements
  * Fix skip buffer effect toggle not taking effect immediately
  * Update Russian translation
  * OpenXR - Hide unsupported layout options
  * OpenXR - HUD max scale fixed
  * OpenXR - Screen stretching fixed
  * Sneak in a minor software transform optimization
  * Stop logspam from bad block transfer corners.
  * SoftGPU: Range check block copies.
  * Update zh_CN.ini
  * Update zh_CN.ini
  * Update zh_CN.ini
  * Typo fix
  * GPU: Prevent decimating CLUT framebuffers.
  * GPU: Support framebuf depal from rendered CLUT.
  * TexCache: Support offset in rendered CLUTs.
  * Update zh_TW.ini
  * GE Debugger: Correct LastVRAM mirror wrap around.
  * UI: Add a slight glow around PSP in control map.
  * Vulkan: Correct maxAniso handling in Draw.
  * UI: Dry out code and check bounds to be safe.
  * UI: Fix right analog with single button.
  * Blind workaround for Shining Ark circle button problem
  * Empirical attempt at fixing #15661
  * OffsetY fix for non-vulkan backends
  * Some more UI fixes. Live update for the aspect slider
  * Fix for the aspect ratio plugin variable. Disable aspect ratio control in stretch mode.
  * Fix issue where render resolution wasn't applied correctly.
  * Another tweak to the OpenGL adreno bug detection.
  * Add new translation key "Aspect Ratio"
  * lang; Stretching->stretch
  * Lang: Remove old stuff, add missing lines
  * Qt buildfix, apply feedback
  * Fix drag-background-through-buttons problem by adding "touch exclusive" mode to viewgroups.
  * Break out the background into a separate view.
  * Rework UI a bit (first step, will clean up more).
  * Add back the old stretch-if-close-to-16:9 hack
  * Implement the new screen sizing parameters
  * Break out VKRFramebuffer/VKRRenderpass from VulkanRenderManager
  * Vulkan: Only use geometry shaders with accurate z.
  * exposed more emulator things to devctl api
  * softgpu: Allow inversions when w >= -1.0.
  * PPGe: Respect 512 texture limit.
  * Colin McRae: Use compat flag to avoid GPU readbacks for VRAM->VRAM copies.
  * MacOSX: Apply potential fix for #16376
  * MOve VR heuristics into a standalone method
  * typos fixed
  * OpenXR - Farplane distance limit adjusted
  * OpenXR - HUD fixes
  * OpenXR - HUD support improved
  * Add basic CI support for build-testing the Android-based VR build.
  * Make post-shader parameter values update live
  * Fix layout issues in AbstractChoiceWithValueDisplay. Remove title text from post shaders to fit.
  * OpenXR - Camera adjust reset fixed
  * OpenXR - Add a TODO for follow-up PR
  * Solve easy exercise left to the reader
  * OpenXR - Camera controls adjust HUD instead of FOV
  * OpenXR - HUD scale option added
  * OpenXR - Do not rescale the postprocess effects
  * Vulkan: Correct displayed depth/stencil format.
  * Vulkan: Use stencil export when available.
  * GPU: Upload stencil to latest buffer.
  * Remove "Load language ini" / "Save language ini" from devtools
  * Move stereo settings to developer tools, until developed further
  * A couple more reorderings
  * Rename "Display layout editor" to "Display Layout && Effects"
  * Remove unneeded translation string
  * Move more common settings to top
  * Consolidate translation strings
  * Move some settings around, delete a dupe
  * Snap from screen center
  * OpenXR - Fix HUD in many games which breaks postprocess effects
  * Move the screen scaling filter to the DisplayLayoutEditor
  * Libretro Buildbot Fix
  * Force LowerResolutionForEffects in Motorstorm, looks just fine
  * (Libretro) Huge MSVC Build Overhaul
  * Remove some logspam, oops
  * Warning fixes
  * Can't forget the texture in the callback, breaks texture-from-framebuffer-copy.
  * Replace the "GetCurrentStepId"-based state invalidation with callbacks
  * Vulkan validation: One more false positive related to input attachments
  * Add checks against rendering with depth against non-depth targets.
  * Don't forget to rebind the framebuffer after copying a framebuffer to CLUT.
  * Add more affected games to compat setting. Reorder checks, and check vendor flag.
  * Add compat flag / bug check for games on old Adreno/GL affected by #16015
  * iOS: Allow using interpreter.
  * Add a way to view the "GPU_USE_" flags at runtime. Useful for sanity checking on-device.
  * Update th_TH.ini
  * Fix shader debug description issue.
  * Forgot to commit the svg
  * Add GAS/BRAKE keymappings to Xinput default maps. Fixes #15992
  * Joystick input: Ignore in-deadzone events from a different device than previous events
  * Add trashcan icon to UI atlas, use in control mapper. Reorder a couple dev settings
  * Test fix
  * Cleanup
  * Wording tweaks, add scroll view
  * Move post-processing settings to DisplayLayoutScreen
  * Enable game backgrounds on more screens
  * OpenXR - Aspect ratio of menu background fixed
  * Rework the display layout editor to ditch the preview thing.
  * OpenXR - 2D stereo condition fixed
  * Add transparent background to the existing Display Layout Editor.
  * Pause menu background: Remove complicated transparency tricks, instead draw game as part of background.
  * Kernel: Respect partition param in heap funcs.
  * D3D11: Remove unused hack USE flag.
  * Move AsyncImageFileView to Common, which required some more shuffling around of stuff.
  * Extract the Vulkan descriptor binding cleanup from #16345
  * Test crashfix
  * Centralize ClearCacheNextFrame
  * Libretro fixes
  * Only check for display resized in emuscreen-under-pause-screen, not the other changes.
  * Some minor "centralization"
  * Split up the GPU config change notifications
  * One more refactoring step
  * Refactor: Split up updating the display and render size.
  * Forgot to commit this in PR #16404
  * softgpu: Fix compile hazard while running.
  * softgpu: Correct WX-exclusive platform hazards.
  * jit: Add more reasonable estimates for RX protect.
  * jit: Protect against write over-estimates.
  * Fix resizing issue. Took some refactoring.
  * Make the pause screen "transparent"
  * OpenXR - 3rd party controller support fixed
  * softgpu: Throw away all inverted polygons.
  * GE Debugger: Correct texture address corruption.
  * Orient Save State / Load State buttons horizontally
  * Debugger: Combine mem info on duplicates.
  * irjit: Consistently check vec4 safety.
  * irjit: Allow VV2Op SIMD with exact overlap.
  * irjit: Correct VV2Op SIMD check.
  * GPU: Prefer raster for depth blit if supported.
  * Typo fixed
  * OpenXR - Cursor aspect ratio
  * OpenXR - Accept scrolling from both controllers
  * OpenXR - Camera adjust issues resolved
  * OpenXR - Force PSP menu aspect ratio
  * OpenXR - Better dialog support
  * OpenXR - Allow higher 2D canvas distance
  * OpenXR - Use axis integration for camera adjust only
  * OpenXR - Use mouse control only
  * OpenXR - Support axis
  * OpenXR - Support camera adjust using joystick
  * Update zh_TW.ini
  * Update zh_TW.ini
  * Update zh_TW.ini
  * interp: Support memory breakpoints too.
  * interp: Centralize memory size handling.
  * interp: Allow breakpoints in release mode.
  * interp: Allow resume from breakpoint.
  * Debugger: Keep flag for any breakpoints.
  * Twinbee Portable: Add config flag to avoid the system languages the game doesn't work with
  * softgpu: Use threads on self-render if safe.
  * UI: Show standard back button on touch layout.
  * softgpu: Fix off-by-one rendering after half-pixel.
  * softgpu: Avoid splitting rectangles for fog.
  * softgpu: Correct tex on fogged rectangles.
  * GPU: Automatically reduce depth range on == test.
  * GPU: Remove unused GPU_USE flag.
  * GPU: Centralize more GPU_USE flags, like depth.
  * GPU: Add a small error-compensation to depth clip.
  * Vulkan: Mark Adreno bug resolved on recent driver.
  * Vulkan: Correct alpha in Adreno workaround.
  * GPU: Convert alphamask to FF/00 for 5551.
  * UI: Avoid enum/float comparisons.
  * VR: Remove unnecessary deprecated header.
  * SaveState: Switch from deprecated is_pod.
  * GPU: Correct Marvel copy hook size check.
  * GPU: Hook US version of Marvel Alliance upload.
  * OpenXR - Freezing on Pico 4 fixed
  * OpenXR - Test mirroring over 30 various games
  * OpenXR - Get all mirroring variants
  * Revert "OpenXR - Disable range culling properly"
  * GPU: Correct equal depth checks.
  * OpenXR - View matrix identity check breaking several games fixed
  * OpenXR - Don't get mirroring from identity matrix
  * OpenXR - Do not apply head rotation on identity matrix
  * GPU: Correct vertex decoder in software transform.
  * Mpeg: Correct YUV order from decode.
  * Mpeg: Fix ConvertToYuv420 return value.
  * GPU: Avoid enabling depth test pointlessly.
  * GPU: Prefer scaling depth to 16-bit if using 24.
  * GPU: Avoid clears for non-simple depth values.
  * TexCache: Cleanup BGRA flag dirtying.
  * Fix GLSL compilation issues on really old Adreno drivers.
  * GPU: Avoid self memcpy().
  * OpenGL ES: Crash as early as possible if things are bad
  * Update zh_TW.ini
  * Space added
  * TexCache: Correct 16->32 for CLUT4 with shift.
  * TexCache: Fix 16->32 colors with CLUT start pos.
  * TexCache: Align expandClut buffer, cleanup sizes.
  * Restore parallel GLSL builds
  * Lift length limit on Android logging
  * Log source code for failed pipeline creations
  * Avoid drawing with failed-to-create pipelines
  * Make Mailbox handle null values. Fixes hang.
  * Output shader descriptions directly in the source code
  * Improve VkResult logging
  * Warning fix in VR code
  * OpenXR - Disable range culling properly
  * OpenXR - Allow more extreme camera adjusts
  * OpenXR - GTA Liberty city stereo fixed
  * Properly buildfix GL/VR again
  * OpenXR - Camera sliders removed from settings
  * pl: fix a couple of typos and apply suggestions
  * Fix sky plane fix (broke in my last VR refactor)
  * OpenXR - Camera adjustment using PSP keys
  * pl: fix typo
  * pl: update analog stick translation
  * OpenXR - Keep status of PSP keys
  * Restore assert
  * Experiment (Vulkan): Temporarily disable GLSL parallel compilation on Android. For #16341 investigation.
  * pl: fix some typos
  * Disable remaining false positive.
  * Turn off boundSecondaryIsInputAttachment_ when we don't have one.
  * Vulkan: Use the very same view as input attachment and color attachment, not just the same image
  * Update zh_TW.ini
  * Update zh_CN.ini
  * Remove unnecessary assert
  * OpenXR - Move configs out of VRRenderer
  * OpenXR - Move matrix calculation out of VRRenderer
  * OpenXR - Simplify projection matrix creation
  * OpenXR - Matrix indexing fixed
  * OpenXR - Get rid of separate projection matrices
  * OpenXR - Get rid of ovrMatrix4f structure
  * Partially rescue translation by copying from Hack Settings
  * Setting should be reported
  * Blind libretro fix
  * Android fix
  * Blind Qt fix
  * lang: Remove obsolete keys, add new untranslated ones :(
  * Change "Simulate block transfer" to "Skip GPU Readbacks". Group the speed hacks together
  * Change "Rendering Mode" to just a "Skip buffer effects" checkbox. Reuse translations.
  * libretro fix, more games
  * GPU: Correct softgpu curve issue.
  * GPU: Always skin in decode for software transform.
  * softgpu: Always use software skinning.
  * GPU: Purify vertTypeIsSkinningEnabled().
  * Windows ARM/ARM64 buildfix
  * Remove now-unused lang keys
  * Change the "Retain changed textures" option into a compat.ini option.
  * GPU: Use skinned position always in bounding check.
  * GPU: Cleanup GetVertTypeID() usage.
  * Linking fix for normal Android devices
  * UWP build fix. Had to reshuffle some stuff and compile some Vulkan files.
  * Add a dynamic loader for OpenXR so the VR code can link. Make it all build on Windows.
  * Typo fix
  * Make a lot more code VR build for all platforms
  * Fix type of predictedDisplayTime
  * 6dof fix
  * Rename 6DOF_PRECISE to HAS_UNIT_SCALE
  * Remove ugly float conversion hacks from VR config
  * Finish previous buildfix...
  * Upgrade gradle, specify NDK version in android/build.gradle
  * Yet another gradle upgrade
  * Comment fixes (feedback)
  * Fix parsing ampersands in server listings for streaming
  * Drop some D3D11 screen rotation support (was only used on Windows Phone)
  * VK/D3D11: Move the rarely used "u_rotation" uniform to the frame uniform buffer.
  * Switch RenderPassType to be a "proper" bitfield enum.
  * Support Android file intents with up to 3 dots in path
  * Code formatting fixed
  * OpenXR - Get platform flags in runtime
  * OpenXR - Introduce platform flags
  * OpenXR - Fix ifdef ANDROID
  * OpenXR - Add an option to disable 72Hz update
  * OpenXR - Enable camera movement and stereo in flatscreen mode
  * [Libretro] Update core options to v2 + add a few new ones
  * Build: Use Makefile for libretro.
  * OpenXR - Settings code cleanup
  * OpenXR - Enable stereo for Split/Second
  * OpenXR - Workaround for not working inputbox
  * Memory initialization fixed
  * OpenXR - Let users set the movement length
  * OpenXR - Option to disable controller mapping
  * OpenXR - Map controller motions on keys
  * lang/pl_PL: add more translations
  * lang/pl_PL: translate controlls section
  * lang/pl: translate errors section
  * assets/lang pl_PL: edit some translations on game pause screen
  * assets/lang: translate more stuff in settings screen
  * Fix grid align

-------------------------------------------------------------------
Wed Nov 02 11:01:24 UTC 2022 - virtuousfox@gmail.com

- Update to version 1.13.2+1759~git20221102.92cd3fa5c:
  * Build: Enable libzip on libretro.
  * GE Debugger: Respect unchanged VRAM each frame.
  * GE Debugger: Try harder to identify unchanged VRAM.
  * GE Debugger: Dump textures only if possibly used.
  * GE Debugger: Restrict marking of dirty VRAM better.
  * Vulkan: Fix descriptor set binding in geometry shader generator. Should fix #16315
  * Replacement: Avoid issues with c++14 data().
  * UI: Install textures as a zip if supported.
  * irjit: Correct prefix validation.
  * interp: Correct dprefix accuracy for vrot.
  * irjit: Fix unordered float compares.
  * Replacement: Don't double count memory usage.
  * Replacement: Allow use of textures.zip for Android.
  * Replacement: Lock around shared data access.
  * Replacement: Cache file data across cache keys.
  * Replacement: Log only missing explicit filenames.
  * Replacement: Decimate aggressively with high usage.
  * Replacement: Reduce IO checks on startup.
  * Replacement: Avoid needless exists check per tex.
  * interp: Correct vscl/vmscl t prefix handling.
  * irjit: Handle vrot overlap more correctly.
  * SaveState: Restore replacements in only one place.
  * Debugger: Allow currently-invalid memory reference.
  * Debugger: Fix input.analog.send validation.
  * UWP: Avoid some float conversion warnings.
  * Windows: Avoid compile param conflict warning.
  * Draw: Correct ambiguous comparison overload.
  * typo fixed
  * OpenXR - Stereo support for Outrun 2006 added
  * OpenXR - Add new virtual key for camera adjust
  * OpenXR - Camera side adjust added
  * OpenXR - Camera height adjust added
  * OpenXR - Do not process key actions during camera adjust
  * Vulkan: Log additional queue command.
  * armips: Update to latest.
  * headless: Update tests.
  * Vulkan: Fixes validation errors with "null" textures
  * Address feedback
  * OpenXR - Allow updating camera in realtime
  * OpenXR - Make VR camera parameters floating numbers
  * Need to request the proper type of uniform buffer descriptors.
  * Add some extra checking for valid stereo shader.
  * Actually bind a global uniform buffer, too. Not yet used.
  * Vulkan: Reserve descriptor set 0 for frame-global data, move everything else to set 1
  * jit: Reduce some include pollution.
  * Update zh_TW.ini
  * Update zh_TW.ini
  * Fix UB
  * Format string fix
  * Shadergen fix for OpenGL
  * Crashfix in settings menu (Android only, for whatever reason)
  * Fix validation issue with clears, remove redundant code
  * Clean up GPU_Vulkan::BuildReportingInfo a bit
  * Improve compatibility checks for stereo rendering.
  * Fix for stereo with textureProj (emulated projection).
  * Fix depal texture binding bug
  * Name more image views. Very useful with a little patch to the Vulkan debug layers.
  * Fix rendering in non-stereo mode
  * Pass shadergen tests
  * Address feedback
  * Stereo now works through shader depal too
  * Fix more cases, GTA works now.
  * Use arrays more consistently.
  * Always use array textures for framebuffers in Vulkan for simplicity.
  * wip
  * Minor shaderwriter refactor
  * Stereo on mobile fixes
  * Some refactoring of framebuffer views, layer issues, more work.
  * More work. Things are starting to work now.
  * Add a couple of stereo display shaders, add infrastructure, compile stereo pipelines
  * Non-stereo bugfix
  * Start stereo postshader work
  * More multiview work
  * Misc multiview hackery
  * thin3d: Replace hint at future MRT support with basic multi layer support
  * Update zh_TW.ini
  * OpenXR - Lego Star Wars III stereo support added
  * OpenXR - 6DoF and stereo in Lego Star Wars II fixed
  * Build: Fix Android/macOS ccache.
  * Build: Update deprecated actions.
  * headless: Update tests.
  * GE Debugger: Correct UV display with prescale.
  * Minor ShaderWriter refactor, prep for later changes
  * GE Debugger: Allow reading tex on D3D11.
  * Vulkan: Use v2 feature checks, and add check for multiview features.
  * Testfix
  * Minor refactor of ShaderWriter flags. Extracted from the stereo PR
  * softgpu: Better approximate slope mip level mode (#16276)
  * x86jit: Correct vh2f NAN handling (#16275)
  * headless: Update tests.
  * VR: Always pass the bounding box check.
  * GPU: Account for scissor/viewport in bound test.
  * GPU: Respect depth clamp in bounding box check.
  * GPU: Allow/use indices in bounding box check.
  * GPU: Correct large morph vertex advance.
  * GPU: Consume cycles in bounding box check.
  * GPU: Correct bounding box for larger counts.
  * GE Debugger: List verts on bounding box command.
  * Make it possible to specify extensions for Vulkan in the ShaderWriter
  * Remove duplicate line in libretro makefile.
  * OpenXR - Wrong condition removed (#16271)
  * OpenXR - Refactor compatvr.ini file (#16270)
  * Apply Kyria's updates to tr_TR (Turkish) translation
  * Minor refactoring in PresentationCommon
  * PresentationCommon: Use refcounts to simplify shader module management
  * Vulkan: Fix frame ordering issue with postprocessing shaders
  * GPU: Respect matrix and reverse flag w/o normals.
  * softgpu: Multiply prev normal by world matrix.
  * softgpu: Respect negate normal flag without norm.
  * Update zh_TW.ini
  * Update zh_CN.ini
  * OpenXR - Camera distance adjust added
  * OpenXR - Rearrange VR settings
  * Update zh_CN.ini
  * Some more codestyle cleanup
  * Change wrap_mode to clamp for bicubic upscaler
  * Libretro buildfix attempt again
  * Remove "attachment" parameter from BindFramebufferAsTexture everywhere.
  * Libretro buildfix attempt
  * Vulkan: Correct some enum switch warnings.
  * Kernel: Fix reported StopThread error.
  * headless: Update passing tests.
  * headless: Fix crash running some tests on Vulkan.
  * headless: Allow screenshot to not be 512x272.
  * SDL: fix glew on wayland by ignore glx
  * OpenXR - Use only the first projection matrix in frame for mirroing detection
  * OpenXR - Ensure scene analyze is called the same way as before
  * Build/warning fix
  * Remove newly added dependencies on PPSSPP
  * Don't use PPSSPP-specific stuff in Common/VR for now.
  * Buildfixes
  * Android non-gradle buildfix
  * CMakeLists.txt fix
  * Make as much as possible of the VR code build on all platforms
  * Use GPU "use" flags to replace IsVRBuild in the renderer. It remains elsewhere.
  * Reorder the GPU USE flags a bit
  * OpenXR - Move VR passes count calculation
  * OpenXR - Reduce uniform calls
  * OpenXR - Simplify projection matrix analyze
  * OpenXR - Get rid of VR tweaks
  * OpenXR - Move matrix composing out of VR tweaks
  * Two more renames to make things read better
  * Rename GPU_SUPPORTS_ to GPU_USE_
  * Rename gstate_c.Supports to gstate_c.Use
  * GPU: Replace logic ops with blend for simple cases.
  * softgpu: Correct linear interp for uneven positions.
  * softgpu: Correct drawing outside TL of rectangle.
  * softgpu: Make triangle fan rect detection generic.
  * OpenXR - Add VR mode for stereo flat screen rendering
  * Savedata: Update filelist on file erasure.
  * Kernel: Stop reporting invalid semaphore names.
  * Kernel: Stop reporting invalid mutex names.
  * Code cleanup, optional param renamed: "recreate" -> "remove"
  * Fix save states
  * OOP
  * know unknown in sceMp4Create
  * Add draft mp4msv module
  * Kernel: Add reason to reported stop error.
  * Windows: Improve reporting of WASAPI errors.
  * Io: Fail open earlier from ms0: w/ no access flags.
  * jit: Run invalidates immediately.
  * jit: Consistently check range on invalidate.
  * jit: Ignore zero byte icache invalidates.
  * D3D9: Correct scissor state cache in Draw.
  * headless: Update tests.
  * softgpu: Cull a triangle with all negative w.
  * softgpu: Fix crash on screenshot w/o display.
  * Removed the bugged part of hle.func.scan + new comments
  * Vulkan: fix wayland swapchain size 1x1
  * OpenXR - Disable VUlkan for now
  * OpenXR - Create VR framebuffer for Vulkan
  * OpenXR - Hookup VR API into Vulkan
  * Comments updated, default value for parameter "recreate" set to false
  * Added optional parameter to hle.func.scan, improved code of hle.func.removeRange
  * OpenXR - Vulkan support in progress
  * OpenXR - Initial work on Vulkan support

-------------------------------------------------------------------
Sat Oct 15 15:39:40 UTC 2022 - Sergey Kondakov <virtuousfox@gmail.com>

- Update to 1.13.2+1524~git20221014.cbe31af8c
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