File libretro-play.changes of Package libretro-play
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Tue Aug 25 20:18:36 UTC 2020 - i@guoyunhe.me
- Update to version 0~git20200825:
* Save/load DIRECT qword buffer state.
* Handle DIRECT commands with partial qword transfers.
* Cleanup.
* Save/load pendingMicroProgram state.
* Make delayed MSCAL handling more robust.
* Enable DELAYED_MSCAL.
* Improve handling of GIF RegList.
* Implement HIGHLIGHT texture function.
* Increase draw area size.
* pselect changes the contents of fd_set inplace, so they need to be reset when used in a loop
* Set the currently selected Vulkan device in settings dialog.
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Wed Aug 12 19:17:07 UTC 2020 - i@guoyunhe.me
- Update to version 0~git20200812:
* Fix iOS build.
* Use git describe in Windows installers.
* Clean Win32 install scripts.
* Automatically insert version in Cydia's package control file.
* Use same versioning system in Android APK.
* Use git describe to obtain a version number.
* Make message a warning.
* Implement CdStandby.
* Update Android build environment.
* Reset TLB handlers on initialization.
* Implement TLBR & move TLBWI.
* Add basic TLB support.
* Properly initialize out links.
* Greatly improve block link bookkeeping algorithm.
* Simplify cached block handling in EE executor.
* Add implementation for TLBWI.
* Rename FileIoHandler2240 to FileIoHandler2200.
* Add scan path for jailbroken iOS devices.
* Update Dependencies submodule.
* Update Xcode version used on TravisCI for iOS.
* Add function to enable some FP exceptions (for debugging purposes).
* Adjust external clock timer divider (multiplied by 2).
* Flush image transfer if we get a register write.
* Mask frame buffer and depth buffer write addresses.
* Add missing transfer case.
* Fix some issues in GetBucketLocation.
* Update Framework submodule.
* Fix GCC10 build.
* Fix code style.
* Increase delay a bit.
* Change the mechanism used to delay MCSERV's GetInfo response.
* Add missing D1_ASRx registers.
* Handle transfers to VU micro memory that might wrap around the address space.
* Add project generation scripts for VS2019.
* Add delay to MCSERV's GetInfo.
* "Triangle" typo.
* Prevent crashing when we can't get a file stream.
* We're done reading when we got 0 bytes from the file.
* Use proper open modes.
* Simulate the debugger being detached when quitting the app.
* Code style fixes.
* Add blending mode 1221 on OpenGL.
* Only enable colorOutputWhite if alpha blending is enabled.
* Fix blending mode 1201 on OpenGL.
* Implement 1201 blending mode in D3D9.
* Keep alpha since source alpha is always written to framebuffer.
* Implement blending mode 1221 on D3D9.
* Add missing blending formulae in D3D9.
* Ensure that all drawing has completed before we do a local 2 local transfer
* Handle CGSH_OpenGL::ProcessLocalToLocalTransfer texture write
* Convert some temporaries into variables.
* use gcc 10
* fix linux builds, we only need to link directly against libinotify.so on FreeBSD (perhaps other variants?)
* Fix FreeBSD linking
* Fix pselect call
* update GamePadDeviceListener to support FreeBSD
* update GamePadInputEventListener to support FreeBSD
* add freebsd travis ci
* remove branching from FCOR/FCAND/FCEQ
* print the path when it fails to open
* map host0 device to host
* add rom0 device
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Wed Jun 10 19:00:30 UTC 2020 - i@guoyunhe.me
- Add BuildRequires: Mesa-libGLESv3-devel to fix arm build
- Update to version 0~git20200610:
* Fedora32 build fix
* std::string needs #include <string>
* std::runtime_error needs #include <stdexcept>
* std::runtime_error needs #include <stdexcept>
* Make sure sticky flags arrive at the proper time.
* Add test to check sticky flag handling.
* Handle VU branching peculiarities found in Star Ocean 3.
* Formatting niceties.
* Implement ERSADD.
* Spice up test case.
* Add VU branch test.
* Add label support in VuAssembler.
* Cleanup.
* Fix build error.
* Fix formatting.
* Enable linear filtering in some scenarios.
* Linear texture sampling (not enabled yet).
* Fix warnings.
* Apply (0.5, 0.5) offset to snap on pixel grid.
* Implement HWREG.
* Add support for some missing pixel formats.
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Thu May 28 12:23:46 UTC 2020 - i@guoyunhe.me
- Update to version 0~git20200525:
* fix FreeBSD builds
* Add SSE & SSE2 compiler flags to Unix builds.
* improve VU MOVE/RNEXT instruction
* Disable resume/pause menu when executable is not loaded.
* Add few test cases in MinMax test.
* Clamp vectors before comparing in MINI/MAX.
* Implement CIoman::Mkdir
* A sample is 16-bits.
* Implement ADDAq.
* Prevent ITOF0 & ITOF12 from clobbering VF0.
* Add constraint to CheckAsync matcher.
* Handle SPU IRQs in CORE0 output area.
* Updated README for Ubuntu builds
* Update CodeGen submodule.
* Update CodeGen submodule.
* Update CodeGen submodule.
* Use LoadFromRefIdx in ILW.
* Update CodeGen submodule.
* Use StoreAtRefIdx in ISW.
* Use StoreAtRefIdx4 in QueueInFlagPipeline.
* Update Dependencies submodule.
* update submodules
* silence nlohmann_json warning
* silence warning
* travis linux parallel build
* LibMc2: Warn if optional functions are not found.
* Make sure we can't ChDir out of the memory card's path.
* Add quotes around paths.
* Fix symbol error when building libretro core with gcc-8
-------------------------------------------------------------------
Tue May 05 06:32:46 UTC 2020 - i@guoyunhe.me
- Update to version 0~git20200503:
* Only log scan process if we want to.
* Code style fix.
* Update Dependencies submodule.
* Use non-throwing variant of directory_iterator.
* Enclose directory listing in a try/catch block.
* Log scanning process.
* Fix code style.
* Implement LoadModuleBufferAddress.
* Implement CdGetReadPos.
* Enable Tenkaichi test.
* Fix code style.
* Clarify comment.
* Add some invalidation range tests.
* Make GetTransferInvalidationRange function public.
* Add test base class.
* Extract invalidation range computation logic.
* Constify some functions.
* Change check method.
* Add GsAreaTest.
* Allow Vulkan instance to be created without validation layer active.
* Update Framework submodule.
* Fix code style.
* Allow selecting a specific device to be used by Vulkan.
* Save & load device/vendor IDs.
* Use suitable physical device.
* Account for textures with 0 buffer width
* Display available devices.
* Fix build errors.
* Add missing files.
* Add Vulkan DeviceInfo module.
* Update Framework submodule.
* Use GetStructPtr.
* Implement alternative GS CSR register
* Fix edge cases in RegisterVblankHandler
* Implement ReleaseVblankHandler in VBlank IOP module
* Implement missing blendmode 1002
* document CCdvdfsv::Invoke592 method 0 structure
* Fix stylin issues.
* Update CodeGen submodule.
* Use GetStructPtr to obtain VsyncFlag locations.
* Add MAX in test.
* Implement MINI/MAX VU operations differently.
* Setup denormal handling mode in test.
* Add VU MinMax test.
* Remove dead code.
* Handle alternate WriteFile function.
* Handle error case in ReadFile.
* Test signed values.
* Fix some return values.
* Hook Mc2 functions when specific IOP modules are loaded.
* Make sure SearchFile returns not found if file is not there.
* Tweak the function detection heuristic.
* Hook Mc2 functions somewhere else.
* Implement ChDir.
* Clean ReadFile handling.
* Use defines for operation results.
* Flesh out GetDir implementation.
* Function 5 is ReadFileAsync.
* Fix some problems in GetDir.
* Default to port 0.
* Add WriteFileAsync.
* Add MkDirAsync and CreateFileAsync.
* Add some basic error checking.
* Use constant for memory card port.
* Find function pointers using an heuristic.
* Hook the underlaying check async function.
* Fix function id.
* Initial version of libmc2 HLE.
* MC investigation again.
* MC investigation.
* Various hooks that made the SIO2 test working.
* More MemoryCard SIO2 investigation.
* Memory Card SIO2 protocol investigation.
* Add DMACMAN and SECRMAN HLE modules.
* Fix strip command line.
* Add error check and logging in RetroArch Android build script.
* Build using NDK r21.
* Update Gradle & Gradle Plugin.
* update model after checking all s3 entries
* moving warning call to its own function
* display s3 bootables as they're proccessed
* Bootable dialog, add statusbar
* prevent dialog closure when proccessing s3 bootables
* explicitly set S3 bootable std::async flag to std::launch::async
* move S3 bootable processing to std::async
* Handle splitting of image transfers that may have addresses that go out of bounds.
* Flush command buffer when we're about to read GS RAM.
* Update CodeGen submodule.
* Update Nuanceur submodule.
* Code style fixes.
* Update mainwindow.cpp
* Update main.cpp
* Use Xenial for Travis ARM64 builds.
* Update CodeGen submodule.
* Update CodeGen submodule.
* Mask GS Regs
* Update Framework submodule
* Code style fixes.
* Add PSMZ16 swizzle table.
* Implement transfer read handlers.
* Fix validation warning.
* Remove annoying asserts.
* Cache CLUT transfers. Allow previous transfers to be reused.
* Store CLUT in a buffer instead of image.
* Add PSMT8 Local to Local transfers.
* Fix destination alpha test.
* Add destination alpha test for 32-bit frame buffers.
* Add destination alpha test.
* Add missing alpha test condition.
* Rename VulkanTransfer to VulkanTransferHost.
* More pixel formats.
* Basic implementation of local to local transfers.
* Load and save CBP0/1 state.
* Add const parameter to Copy.
* Use enable_testing earlier to allow CodeGenTestSuite to be added to tests.
* Add "denormals are zero" check in IsZero function.
* Code style fixes.
* Enable flush-to-zero mode on AArch64.
* Limit intrinsic usage to x86 platforms.
* Set proper denormal handling modes.
* we dont want to auto default to s3 scan button
* display serial number in list view
* show disc path in listview, can be useful to distinguish between different copies
* Qt check image extension for type, instead of header, we assume images downloaded from TGDB are jpg, so it can fail if the image is png with jpg extension
* check to see if bootable is listed before trying to get diskId, speed up scan, especially on aws S3 buckets
* Qt: list S3 games in bootables
* s3 listing to own function
* simplify AppImage packaging process
* statically link against libgcc & libstdc++ on unix platforms
* Add a stub for FileIO ccode function.
* Also make sure VU mem and Micro mem are aligned.
* Make sure our virtual machine is allocated with proper alignment.
* Code style fixes.
* Remove float types from VuTests.
* Check broadcast elements in FMAC stall detection.
* Rename functions for more consistency.
* Cleanup.
* Update flag skip compile hint algorithm.
* Go back to the static adjustment approach.
* Add another stall test.
* Add some annotations to the test.
* Move helper functions.
* Another slightly different approach.
* Add stall test case.
* Slightly different approach.
* Add very basic FMAC hazard detection.
* Improve README
* save input profile before loading different profile
* allow deleting of all profile, but not the last remaining one
* fix profile delete, note: removing item triggers index change, which triggers profile change, which triggers old profile config save, thus recreating the file again
* initial Gamepad profiles support
* Enable protecting RAM pages to detect modified code on iOS.
* Add some asserts.
* Update submodules.
* use default margining value
* support region s3 buckets
* Properly handle SPU DMA stop mode.
* Return error in CdRead is command is already pending.
* Add comment to say which game requires the delay.
* Add delay to NDiskReady command.
* Upgrade Android Gradle plugin version.
* Another attempt at fixing mount's output read issue.
* block signal to gs combobox during population, else it will always call currentIndexChanged(0) forcing the option to OpenGL even when not changed
* move gs label updating to own function, update gs label when handler is changed through the setting menu
* use enum for gs handler index
* Don't cache blocks that have breakpoints.
* Add log.
* Fix code style.
* Better skip flags hint computation.
* Fix crash.
* Update test with breaking case.
* Add simple flags test.
* Move hints computation to a function.
* Skip flags update when we're sure result won't be used.
* directly copy GS states
* hide gs selection+warning when vulkan is not available during build
* make GS selectable, add toggle option
* dont fail to load game info, if it has no overview
* allow replacing GSHandler on the fly
* create render window manually, to avoid dependency on showEvent()
* Code stylin'.
* Make Vulkan optional in the build.
* Install proper package for ARM64 build.
* Use proper platform def.
* Fix Linux build.
* Add fog support.
* Add pipeline barrier between draw calls.
* Don't send a resize event if nothing has been exposed.
* Catch error when booting from command line.
* Linux Vulkan Surface Creation.
* Build using latest Vulkan SDK.
* Code style fixes.
* Tweak settings dialog to make text visible on Windows and macOS.
* Add less than alpha test.
* Merge render passes.
* Implement PSMCT24 transfers.
* Disable synchronous queue submits on macOS.
* Add support for CLUT CSM2 mode.
* Make accessors const.
* PSMCT16 CLUT support.
* Implement RGB_ONLY alpha test fail.
* Handle special alpha test case.
* Implement presentation params.
* Remove duplicated code.
* Fix HIGHLIGHT2 texture function.
* Divide by Q for sprites.
* Add missing PSMCT16 case.
* Factor out the CLD processing logic and use it in Vulkan.
* Add not equal alpha test.
* Recreate swapchain if presentation size changed.
* Create & destroy semaphore at same time as swap chain.
* Cleanup.
* Remove dead code.
* Increase vertex buffer size to get rid of syncs.
* Make alpha testing active.
* Move color and depth update code to functions.
* Update submodule.
* Prepare for alpha testing.
* Add pipeline barriers to prevent flickering issues.
* More PSMCT24 texture handling.
* Handle PSMCT24 frame buffers.
* Add support for PSMT8H/PSMT4HL/PSMT4HH.
* Add support for PSMT4 transfers.
* Add tex coord clamping support.
* Remove projMatrix from draw push constants.
* Fix mask.
* Make the GPU side RAM read/writeable by other GS operations.
* Add missing PSMCT16 cases.
* Remove redundant definitions.
* Add missing file in CMakeLists.txt
* Update submodule.
* Prevent redundant CLUT loads.
* Make sure we flush vertices before transfer.
* Fix command buffer leak.
* Allow more than one frame to be in-flight.
* Don't wait for transfers to complete.
* Don't reset descriptor pool.
* Save descriptor sets.
* Save Present descriptor sets.
* Command buffers are one time submit.
* Add offset.
* Use Generic Buffer in Transfer.
* Handle DECAL.
* Fix viewport size.
* Add texture alpha expansion.
* Update Nuanceur submodule.
* Make textureColor a variable.
* Increase vertex buffer size.
* Add submission counter.
* Fix color masking implementation.
* Add check.
* Add support for Highlight2 texture function.
* Handle transfers that are not divisible by compute shader local size.
* Update Nuanceur submodule.
* Use palette colors for PSMT4 textures.
* Simplify Memory_Read4.
* Add missing break.
* Add support for 16-bit color mask.
* Add fixed alpha blending parameter.
* Submodule update.
* Add basic color write mask support.
* Handle some texture functions.
* Prepare alpha testing.
* Depth testing.
* Add Memory Read/Write 24.
* Compute depth address.
* Passthrough depth value.
* Set depth test function in caps.
* Fix warnings.
* Make some definitions public.
* PSMZ32 swizzle table.
* Prepare for depth.
* Add descriptor set pooling in draw module.
* Divide tex coord by Q.
* Fix version number again.
* Add checkbox to enable/disable Vulkan through UI.
* Mini fixes.
* Fix host to local transfer code to allow OpenGL to work again.
* Update Nuanceur submodule.
* Keep apiVersion to 1.0.
* Embed MoltenVK in macOS bundle.
* Don't enable validation layers on macOS/iOS.
* Add padding to CLUT load params.
* Add padding to xfer params.
* Output dst color for debugging purposes.
* Use buffer for GS memory.
* Handle PSMCT24 in present.
* Make Vulkan GS handler enableable through a setting.
* Fix indices.
* Remove VulkanWindow from build if not supporting Vulkan.
* Generalized blending.
* Fix Memory_Write16.
* Allow drawing to PSMCT16S framebuffers.
* Allow presenting PSMCT16S framebuffers.
* Compile GSH_VulkanQt only if Vulkan is enabled.
* Cleanup.
* Enable GSH Vulkan through CMakeLists.
* WIP support for more image formats.
* Support IDX4 clut loads.
* Add checks.
* Load more swizzle tables.
* Implement BuildPageOffsetTable for PSMT4.
* Code style fixes.
* Don't build Vulkan for AArch64 Linux.
* Handle out of date swapchain.
* Linux build fixes.
* Download Vulkan SDK on Travis.
* Set scissor.
* Add basic alpha blending.
* Use push constants for present parameters.
* Use swizzle tables for memory accesses.
* Add swizzle tables.
* Add getter for page offsets.
* Use image helper.
* Use pipeline cache.
* Cleanup.
* Move handling of the frame's command buffer in a separate class.
* Read from CLUT when drawing.
* Execute CLUT load.
* Cleanup.
* Initialize CLUT image.
* Update CMakeLists.txt
* Use pipeline cache.
* Add CLUT loader module.
* Remove hard coded local size in transfer compute shader.
* Preparing for CLUT support.
* Modulate multiplies by 2.
* Update submodules following rebase.
* Move draw parameters to push constants.
* Support another texture format.
* Allow multiple transfer pipelines.
* Add GetPixelAddress helper.
* Use texture size when reading texels.
* Add memory read/write utils.
* Add memory utils.
* Very basic texturing.
* Laying the groundwork for texturing.
* Flip Y output render.
* Change the vertex buffering strategy.
* Enable sprites.
* Draw in the framebuffer area.
* Update memory management code.
* Present now shows display framebuffer area.
* Minor cleanup.
* Free vertex buffer properly.
* Use buffer helper.
* More work towards memory transfers.
* Setting the bases for transfers.
* More color channels.
* Updates following rebase.
* Remove test code.
* Update Nuanceur submodule.
* Stop using Qt's VkInstance.
* Specify that we want to enable fragment shader interlock.
* Enable extensions and features.
* Bind temporary image view to make rendering work on MoltenVK.
* Use invocation interlock.
* Move reseting.
* Draw triangles with input colors.
* Basic triangle draw.
* Remove test code.
* Starting primitive drawing.
* Some shades of red.
* Download and setup Vulkan SDK on macOS Travis.
* Fix Win32 build.
* Update VulkanSDK version used on AppVeyor.
* Add macOS Vulkan init code.
* Different shade of red.
* Test storage image reading.
* Update submodule.
* Create descriptor set layout for draw pipeline.
* Create descriptor pool.
* Moved all presentation related code in a class.
* First triangle draw!
* Fix indent.
* Basic shaders and graphics pipeline.
* Create present render pass.
* Add bases for rendering code.
* Query surface extents.
* Use properly initialized structures.
* Enable validation layers in debug.
* Destroy swap chain.
* Remove hardcoded surface format.
* Download VulkanSDK only if it's not there.
* Cache VulkanSDK for faster AppVeyor builds.
* Install VulkanSDK on AppVeyor.
* Let Framework's Vulkan CMakeList handle the Vulkan dependency.
* Moved resource freeing stuff in proper function.
* Use Framework's Vulkan wrapper.
* Vulkan Initialization + Qt.
* Remove unused dtor.
* Create an API agnostic OutputWindow class.
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Mon Feb 03 08:48:37 UTC 2020 - i@guoyunhe.me
- Exclude unrar sources for legal issues
- Update to version 0~git20200125:
* cleanup
* capture screenshot directly from display framebuffer, at rendering resolution
* Fix color issues in iOS PsfPlayer UI.
* Various iOS UI fixes: - Fixed menu button placement for iPhone X layouts. - Fixed dark mode support.
* Some adjustments for iPhone X screen layout.
* Use TravisCI deploy v2.
* Add move overload to SendGSCall.
* rename windows libretro core, to distinguish between releases, note RA requires both to be named play_libretro.dll, however, that'd cause upload conflict
* fix libretro ios deploy
* libretro support elf loading.... this id currently duplicating code from BootablesProcesses
* Code style fixes.
* remove direct access to CMailBox in Android & DirectX GS
* fix libretro deploy
* fix android libretro build
* fix cmake path
* libretro: set lower audio buffer
* make mutex a class object
* Cleanup
* change to unix line endings
* libretro: cmake: add iOS suffix
* cleanup
* Update android libretro bash build scrip
* libretro: add _android.so suffix to shared library, its how retroarch expect the libraries to be named
* Libretro: Fix iOS build
* cleanup
* Libretro: update input to support bitmasking
* Update libretro.h
* Libretro: Audio: replace queue with buffer, remove audio mute option (thats handled by RA)
* Libretro: move audio processing to main thread
* Libretro: Remove audio dependencies
* poll button state on retro_run() thread... to avoid race condition, as these methods are not thread safe
* libretro: update supported format
* Disable early logs, set storage path for android
* Code style fixes.
* compile with PIC when building libretro cores... maybe enable it by default?
* Appveyor: Build an deploy Windows Libretro Core
* Travis: build libretro cores
* Fix iOS build
* Fix Android build
* Select correct OpenGL version
* Add Android Audio support
* Cleanup
* Prepare CMakeLists.txt for Android/iOS builds
* Update CMakelists.txt
* Prepare for non windows builds
* libretro: add save state support
* libretro: pass ram, for cheat system
* Cleanup: fix multiplier selection, set base resolution to PS2 default, use internal rendering resolution before rendering
* Initial Libretro implementation
* allow GS to run in non-/threaded mode
-------------------------------------------------------------------
Fri Oct 18 11:58:53 UTC 2019 - Yunhe Guo <i@guoyunhe.me>
- Remove bundled boost and use system boost
-------------------------------------------------------------------
Tue Oct 15 09:38:18 UTC 2019 - Yunhe Guo <i@guoyunhe.me>
- Initial version