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File ppsspp.changes of Package ppsspp
------------------------------------------------------------------- Sun Feb 12 09:41:58 UTC 2023 - virtuousfox@gmail.com - Update to version 1.14.4 ------------------------------------------------------------------- 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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