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Changelog for ppsspp-common-1.4.2~git20171118-1.2.x86_64.rpm :
Sat Nov 18 13:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171118:

* Remove trailing whitespace from CMakeLists.txt

* Vulkan: Fix stencil clears to a specific value. Should help #10150

* Silence travis gcc version errors.

Fri Nov 17 13:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171117:

* Remove wrong comments

* GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554, finally!

* Win32: Improvements to vulkan init error handling

* Temporarily turn off Vulkan threading on AMD, see issue #10097.

* Vulkan: Forgot to enable our various depth rounding features.

* Vulkan: Flush at display list waits. Fixes #10095

* Minor cleanup, and more terrifying orientation hackery

* Android: When creating shortcuts, put the file path in data, not in Extras.

* Fix the \"vulkan not found\" message on android. Fixes #10034

* Make remoteiso_subdir and server editable on Android. Fixes #10142. Really need a better mechanism for these fields.

* Workaround orientation bug in Android when unlocking the screen.

* Unify RebindFramebuffer, mostly.

* Vulkan: Fix bug where shader blend texture overwrote normal texture binding. Fixes #10135

* Update .gitignore for libretro builds.

* Fix headless to work better in vulkan mode

* Make test.py python3-compatible, print out command lines better.

* Vulkan screenshots: Fix R/G swap bug. Thanks unknown.

* Make sure the device supports transfers from swapchain images when taking screenshots.

* Windows/Vulkan: implement screenshots. Something is iffy with the red/blue swap though...

* Vulkan: Dual Src blending strikes again! Disable it on nVidia X1 (Shield TV) due to driver bugs, sigh.

* Vulkan: Show the preferred depth-stencil format in the feature list.

* Just more accurate feature flags for Vulkan.

* Headless: Prevent segfaults with Vulkan.

* Headless: Fix crash with null GPU.

* Links from the UI: Change from http:// to https:// wherever possible.

* Add missing ID for CTTR compat hack.

* Fix Memory Leak :D

* spaces->underscores:)

* Fixes problem switching between non-through triangles and rects. Helps a small part of #6554

* More duplicate code removal

* Small changes. Thx [Unknown]

* Change KernelTimeNow to KernelTimeNowFormatted and return nice timestamp.

* Requested changes.

* Blah;p. Buildfix.

* Fix linux build.

* Add an option to allow resetting video/audio dump on save/load state.

* Use gameID and emulated timestamp for Avi/Wav dump filenames.

* Fix texture conversion.

* Vulkan: Use optimal alignment for texture uploads. May help stutter in #10105 ?

* Kill off more unused duplicate code

* Oops

* Delete unused duplicate functions

* Fix annoying little flicker when starting a game.

* Vulkan shader view (debug): Add a simple textural representation (incomplete) of pipelines

* Vulkan: Make sure to clear the pipeline key to avoid padding bytes causing us to allocate duplicate pipelines.

* D3D11: Similarly to the last vulkan commit, don\'t create lots of dupe vertex input layouts

* Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats.

* DevScreens: In shader viewer tabs, show the number of each shader type.

* Unify Execute_Bezier and Execute_Spline

* Minor cleanup, fix a comment.

* Vulkan: Minor validation error fix

* Nitpicking! Correct minor version for non Nvidia.

* Win32: Add (debug) to window title in debug builds

* Fix driver version display on Vulkan. Enable dualsrc blend on newer AMD drivers. Fixes #10109

* SoftGPU: Oops, fix silly typo.

* Vulkan: Remove experimental warning.

* Vulkan: Cut down on asserts during init.

* TexCache: Add NEON alpha checks for Vulkan.

* TexCache: Simplify CheckAlpha funcs and SIMD.

* TexCache: Check alpha before scaling.

* TexCache: Remove simple 0/1 alpha check.

* Vulkan: Avoid checking texture alpha after scale.

* Fix bug where readback buffers would be created too small sometimes. Should help #10098

* Vulkan: Tweak stencil value from clears.

* Vulkan: When deriving stencilref from color, don\'t forget to update the value.

Sun Nov 12 13:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171112:

* UI: Typo fix.

* Buildfixes for Android

* Vulkan: Implement post-processing. The Vulkan backend is now \"feature-complete\", and GL is now legacy :P

* Vulkan: Speed up and simplify hardware tesselation by using storage buffers.

* hwtess: Shrink Vulkan UV textures

* Make the interface to hw tess slightly more flexible.

* Vulkan: Use a device allocator for tesselation data textures. Add comment about better solutions.

* Vulkan: Support wide lines if available on the GPU.

* Vulkan readback: Resize the readback buffer dynamically as necessary.

* SoftGPU: Add a clear mode fast path.

* Debugger: Prevent clear while stepping.

* SoftGPU: Thread by width for wide polygons.

* SoftGPU: Fix crash when stride is 0.

* Vulkan hw tess: Assorted minor fixes. Works on Mali now.

* Vulkan hw tess: Use pushbuffers instead of temp images to upload data.

* Vulkan hw tess: Don\'t reuse the same dynamic texture for multiple draws, not safe.

* Remove unused pointer.

* Vulkan: Noticed a framebuffer refcount leak, and changed my mind regarding those :) Let\'s do it this way instead.

* Reduce a ERROR_LOG_REPORT to a warning (vfpu branches in delay slots)

* SaveState: Avoid clearing shaders in all backends.

* D3D11: Clear input layouts on shader clear.

* D3D11: Avoid clearing shaders on load state.

* SaveState: Fix use-after-resize iterator.

* Vulkan: Enable the \"accurate depth\" codepath, using the same formula as D3D9.

* Android: Cleaner way to avoid double-resizing the backbuffer.

* Fix blackscreen when resolution is set to auto. Fixes #10081

* Experimenally disable dual source blending on AMD too for Vulkan, see #10065

* MotoGP: Compat hack to disable framebuffer readbacks.

* Buildfix 32-bit

* Ditch a silly vertex count limit that only makes sense for GLES, so move it there.

* Fix race condition.

* Fix a few more device-loss bugs.

* Avoid double-initializing the Vulkan backbuffer on startup.

* Logging improvements, avoid resetting the Android text drawer unnecessarily

* More minor vulkan fixes and cleanups. Don\'t actually call \"Resized\" if the size stays the same.

* Change Android logging ID from \"NativeApp\" to \"PPSSPP\"

* More logging and tweaking

* Vulkan: Remove duplicate depalShaderCache, fix a number of instances where we didn\'t use the deleter properly.

* Keep the draw context up to date in a bunch of places. More logging.

* Vulkan: Improve init/shutdown logging on Android. Fix a bug where we\'d not run InitDeviceObjects on GPU_Vulkan sometimes.

* Fix some ports

* Upgrade glslang to a fresh version (used to compile Vulkan shaders). Might help #10065 ?)

* Ooops

* Vulkan: Disable dual source blending on Intel GPUs, fixes #10074.

* Show textual names of Vulkan GPU vendors

* Improve Vulkan device selection mechanism to prefer discrete GPUs

* Cleanup gradle output.

* Cheats: Fix pointer command count offset.

* Cheats: Clamp pointer command data to avail.

* Fix 0x6 code types

* Vulkan: Apply simple workaround for Mali driver bug (see #10070), and minor cleanup.

* Fix some minor things found by running Sizer on PPSSPP

* Cheats: Enable for any non-zero number.

* Disable lwl/lwr on ARM64 JIT again. Seems b9b2656e9313 broke things, see #10020

* Count readbacks in a frame and show in GPU debug stats.

* Cheats: Split parsing and execution.

* Try harder to free up memory from the Android native font rendering system. Might help #10069

* Vulkan: If acquiring a frame fails (happens sometimes during window resize), skip swapping the frame. Should help #10063

* Vulkan: Wait for orderly thread stop on resize.

* Vulkan: Fix deadlock on resize.

* Vulkan: Some error handling improvement. Might get us a clue for #10065

* Vulkan: The validation layers don\'t like zero-size blits.

* Vulkan: Better way to make sure we bind the backbuffer at some point.

* Vulkan: Convert depth format on readback.

* Vulkan: Show textures in GE debugger.

* Vulkan: Add texture image readback.

* Vulkan: Fix non-16 bit indexed drawing.

* Vulkan: Allow clearing the backbuffer to any color.

* D3D11: Show FBO-as-texture in GE debugger.

* TexCache: Warning fix.

* Use W^X on OpenBSD.

* Don\'t use \"threadsafe events\" for Ge stuff.

* Vulkan: Fix leak in WipeQueue().

* Turn on multithreaded vulkan

* Remove/deprecate GPU tick sync

* Get rid of GPUCommon\'s \"Internal\" functions.

* Delete ProcessEvent and the GPUEvent enum

* Delete GPUCommon::ScheduleEvent

* Get rid of a bunch of sync stuff that\'s no longer needed.

* Get rid of the sync around curTickEst

* Delete the mutex in GPUCommon.

* Vulkan: Fix framebuffer leak.

* Remove the setting to run the display list interpreter on a separate thread.

* Vulkan: Correct logicop dirtying.

* Vulkan multithread: Fix race condition.

* TexCache: Detect textures in FBO gutters.

* GPU: Properly Release() FBOs.

* SaveState: Correct free on error and uncomp format.

* SaveState: Use malloc to avoid Android OOM crash.

* Vulkan: Make sure backbuffer is bound for UI.

* Vulkan: Resignal unexecuted fences on thread stop.

* Vulkan: Wait for queue idle in DestroyBackbuffers.

* GPU: Restore initial readback on output.

* Vulkan: Refcount framebuffer deletes.

* Vulkan: Account inside frame from push side.

* Add missing Google Maven repository

* Buildfix again. Should fix #10046 this time.

* Unify a little bit of depal code.

* Vulkan: Fix bug in depal causing Sonic Rivals to be grayscale.

* Minor depal state dirtying fix

* Add include. Will hopefully help #10046

* Cleanups and fixes around Vulkan stencil upload. thx unknown

* Should be bufferWidth here, not width. Thanks unknown.

* Vulkan: Fix a comment.

* Vulkan: Allow sync when using threading.

* Vulkan: Fix out-of-sync frames on threading.

* Vulkan: Trigger condvar only at frame end.

* Vulkan: Fix segfault on swapchain fail.

* Fix issue in framebuffer size calculation when viewport is bogus in through mode. Fixes #10043.

* Tiny cleanups.

* Vulkan: Minor fixes.

* Stop leaking framebuffers on shutdown. Fix other shutdown issues.

* Minor optimization.

* Remove some code duplication

* Vulkan: Implement stencil upload (for Star Ocean).

Wed Nov 1 13:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171101:

* Small fix for a bad block transfer in Soul Calibur

* Fix bug in Vulkan\'s vertex shader generator, causing stretched characters in Jeanne D\'arc.

* DenseHashMap: Speed up clearing. Became more important since I had to disable keeping descriptor sets around between frames.

* Complete a comment.

* Vulkan: Fix colors for low-bpp depal (actually fixing the shadows of ff-type0)

* Make VulkanTexture \"immutable\".

* Add some disabled code to submit \"init\" command buffers separately to the queue for debugging.

* Always recreate DrawPixelsTex to avoid inter-frame races.

* Use the global curFrame counter. No need for a vector for pushing cmdbufs.

* Add a QueueRunner logging facility. Set up a subpass dependency for the backbuffer pass.

* Add and update some comments.

* Vulkan: Make backbuffer transitions part of backbuffer render pass. Optimize depth buffer memory operations.

* Decimate descriptors every frame until I find a better solution. Fixes flicker in videos in several games.

* Remove disabling of validation warning. It works.

* Vulkan: Fix depal and shader blending.

* Vulkan depal code now passes validation, but produces black.

* Implement the rest of Vulkan framebuffer depal. Not yet working though.

* Some reorganization. Start implementing framebuffer depal for Vulkan.

* Delete superfluous bind of temporary render target on creation.

* Implement GetFramebufferAPITexture for Vulkan

Sun Oct 29 13:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171029:

* Share the conversion code between vulkan and D3D, fixing the missing format thing.

* Color-convert directly during the readback, saves a copy. Like we already do in D3D11.

* Revert most of the last commit - will do it differently.

* Use the CPU color conversion from GLES for readbacks in Vulkan (and D3D11). Fix bug.

* Fix Vulkan framebuffer readbacks, as long as they\'re in R8G8B8A8.

* Vulkan: Rough untested implementation of synchronous readbacks.

* VulkanRenderManager: Split out BeginFrame and EndFrame from Run

* Comment cleanup

* Refactor: Split out VulkanQueueRunner from VulkanRenderManager

* Forgot to update the Android target version here to 26.

* Another buildfix

* Fix integer overflow affecting very large draw calls

* More buildfixes, warning fix, memory leak fix

* 32-bit android buildfix attempt

* Bump descriptor set limits, which became insufficient with the addition of tesselation (should really use separate big desc layouts for them)

* Remove misguided hack.

* Warning fixes

* Remove a bad check making us use the wrong way to copy depth buffers. Add a cap so we can try to unify BlitFramebufferDepth later.

* Assorted fixes

* Fix (some) crashes on blits. Validation issues remain.

* Forgot to add the CMakeLists.txt change to the last commit.

* Warning fixes, CMakeLists.txt/Android.mk fixes

* Fix some resource leaks and excessive logging in VulkanRenderManager

* Clean out some obsolete code

* VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions.

* Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it?

* Avoid re-binding pipelines.

* Let\'s try a mutex. Doesn\'t completely solve the problem though..

* Make sure not to begin and end the init command buffer on different threads.

* Vulkan: Don\'t forget to specify stencil load op in render passes

* This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar)

* Synchronization is HARD. need a rethink, methinks.

* Move the VulkanRenderManager stuff to thin3d, fits in better there.

* Rendering basics now works.

* A multitude of fixes. The UI now works correctly, though of course ingame still broken.

* It builds! With some shortcuts, of course.

* Use RenderManager for thin3d stuff

* Initial work on render queue manager

Thu Oct 26 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171026:

* Update gradle files to Android Studio 3.0 defaults.

Tue Oct 24 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171024:

* Automatically scroll textboxes when the caret ends up outside. Fixes #10026 .

* Fix issue with caret position in text boxes caused by a bad hash function. Fletcher is 2-bytes-at-a-time and thus very inappropriate for short strings.

* Can\'t use the camera stuff on Android versions before 11. Fixes #10029.

Mon Oct 23 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171023:

* Separate -Bsymbolic Shared linker flag

* Ops typo

* Better path fix x86_64 android

Sun Oct 22 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171022:

* Comment and typo fixes.

* Vulkan: Fix silly mistake in blend constant checks, thanks Unknown.

Sat Oct 21 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171021:

* Bit more Vulkan barrier cleanup.

* Various Vulkan image transition fixes and related

* More work towards passing 1.61 Vulkan validation layers

* Initial work on passing the latest Vulkan validation checks.

* Don\'t call functions in asserts, they get compiled out in release...

* Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed).

* Have GetFramebufferDimensions return the backbuffer size for null in all backends.

* Another minor cleanup (DescribeCodePtr)

* Unify and move around code to cleanup some debug accessors

* Unify GetFramebufferList() (trivial)

* Unify DownloadFramebufferForClut

* Remove more dummy code from Vulkan backend.

* Unify FlushBeforeCopy. Remove old dummy methods from Vulkan framebuffer manager.

* Add some safety checks. Fix some inadvertent Y-flips (bit hacky).

* Unify some more framebuffer functions. Leave the GL stuff alone for now due to async.

* Unify (well, almost) GetOutputFramebuffer (D3D11/GL)

* Unify GetDepthBuffer/GetStencilBuffer in GL/D3D11

Wed Oct 18 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171017:

* Minor refactoring of framebuffer readbacks.

* Start moving PACK_ALIGNMENT into SafeGLReadPixels

* Minor OpenGL refactor.

* More format support in thin3d GL

* Move GL readback to a Thin3D abstraction

* Get rid of BindFramebufferForRead

* D3D11: Move to CopyFramebufferToSync where easily possible.

* Unify GetFramebuffer in GLES and D3D11.

* D3D11: Fix a bug, add depth/stencil support to CopyFramebufferToMemorySync

* Will fix Android-x86_64 cmake

* restructure some flags x86_64 android

* Re-enable gradle x86_64 android build

* Address review comments.

* Buildfix

* Remove comment, add check.

* RPI: use new vendor graphics library names

* Add a controller profile for X360 controllers on RPI, fixes issue #10019

* Update lang submodule

Sun Oct 15 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171015:

* Windows: Fix over/under write for multibyte chars.

* Savedata: Handle disk full properly in GETSIZE.

* Gamedata: Fix savestates for data install.

* OSK: Limit allowed keyboards based on input mask.

Thu Oct 12 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171011:

* UWP buildfix. See comments in #9575

Mon Oct 9 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171009:

* Extra safety when switching GPU backends, fix possible Vulkan shutdown issue. Should help #10005

Fri Oct 6 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171004:

* Added default control pad mapping for control pads not found in SDL\'s game controller database file.

* Fix savestates from before 1.4.2-420. Fixes #9998. Unfortunately this also breaks states between 420 and 468, so please save normally before upgrading if you were using one of those.

* Add ini-only \"Savedata Upgrade\" setting.

Mon Oct 2 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20171002:

* Add additional button defines.

* Finish making extra psp keys mappable.

* Remove unnecessary ifdef. Thanks Bracket-. See #9548 comments.

* Oops, forgot this one.

* Fix typo causing Y axis in joystick tester not to be mirrored correctly if backwards. Should fix #9300

* Add Horipad One config.

* gamecontrollerdb.txt: Add 8Bitdo NES30 Pro mappings for Linux

* Reorder SDL init a bit, allowing us to read the fullscreen option early enough to fix #9086

* Vulkan: If there are no GPUs available, fail properly instead of asserting.

Thu Sep 28 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170928:

* Fix the build on the buildbot by avoiding fancy new Java features. Fixes #9979

* Don\'t default to coldbird adhoc server, it doesn\'t run anymore (?)

Mon Sep 25 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170923:

* GLES: Add OpenGL 3.x core profile support.

* GLSL: Set extension flags for elided core exts.

* GLES: Android buildfix.

* GLES: Allow hwtess for GL 3.1 w/o shader4.

* Update lang submodule

Fri Sep 22 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170921:

* Headless: Add support for SDL.

* GPU: Reset shader state on shader reset.

* Headless: Reduce some duplication.

* Headless: Oops, call SDL_Init().

Fri Sep 15 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170914:

* add support for smart keyboard

* map \'`\' to back instad of esc

* forget to modify cmakelists

* GPU: Dirty viewport on RT width/height change.

* Add uniform to make post process aware of videos. And an example effect ~ subtle AA in-game/heavy smoothing for videos.

Wed Sep 6 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170903:

* Add Sony PS3 controller mappings

Fri Sep 1 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170901:

* Integrate sceUsbGps and sceUsbCam with Android

* Integrate sceUsbGps and sceUsbCam with Android - 2

* More mingw patches

* More mingw patches pt. 2

* Simplify this conditional

* PACK should be defined different for Win32 based on whether we compile with Mingw or MSVC

* Revert \"PACK should be defined different for Win32 based on whether\"

* Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11

* Remove snprintf compatibility hacks for MSVC versions before 2015

* Remove Globals.h

* Buildfix

* Linux buildfix

* mingw patches

Wed Aug 30 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170830:

* Assorted cleanup of Vulkan init code. Show Vulkan extensions in system info.

* Separate VulkanContext::CreateDevice into ChooseDevice and CreateDevice to give an opportunity to enable extensions.

* Buildfix

* Minor cleanups

* Fix bug in vulkan init. Add some sanity checks to GL shader cache loading.

* Add a hack to override the default framebuffer on non-iOS, to unblock the new RetroArch port attempt (#9936)

* Fix a PIC compliance bug in the VFPU. Comment other cases properly (for easy searching).

* apple buildfix

* Patches to make it possible to compile with mingw, pt. 1

* Removed MSVC check

* Change this to _MSC_VER

* Remove this too - we will use UNICODE and _UNICODE defines for mingw build

* SafeMem: Remove the \"far\" optimization that saves 3 bytes sometimes but is really dangerous and not worth the complexity.

Sun Aug 27 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170825:

* Another couple of control mappings, see #9825

* Fix possible crash when loading GL shader caches. Should help #9930.

Fri Aug 25 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170824:

* Bump the GL shader cache version

Tue Aug 22 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170821:

* Make keys names translatable in pop-up

* Reuse some already translated strings

* Add a new translation category for the remote ISO feature

* Oops, forgot this one

* Implement vertex caching for Vulkan.

* Vulkan vertex cache: Fix bug with \"pure prim\" draws (where we avoid the index buffer)

* Make FLAG_FLUSHBEFORE a no-op, move flushes into the execution functions.

* Fastpath in fastrunloop when diff=0. Remove need for Execute for UV scale/offset.

* Minor cleanups

* Buildfix for X86 Android

* Crashfix on older devices

* Vulkan: Add code (disabled) to be able to run with more in-flight frames. Only improves performance marginally and needs more testing.

* FRAGMENT_SHADER needs to be marked dirty if shademode changes. Fixes #9904.

* Make control mapping pop-up title translatable

* Make dev menu pop-up title translatable

* Fixed invalid preprocessor directive

* ARM: Delete obsolete comments and check

* More vulkan microoptimizations. Add more profiler scopes.

* Vulkan: Fix some inefficient command pool usage, might also fix a race condition

* Vulkan: Fix bug sometimes causing the wrong renderpass to be ended at exit, causing crashes.

* Add hooks for Marvel video copy func.

* Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap.

* SIMD-optimize some data conv routines used in uniform updates.

* Include Hashmaps.h in CMakeLists.txt.

* Maintain the hashmap from time to time. Fix a bug in count reset on grow.

* Optimize uniform uploads for D3D9 and GL as well.

* Buildfix

* 32-bit buildfix

* And yet another buildfix.

* Minor optimizations (use the new hashmap in a few more places)

* ... And also for the vertex decoder (DenseHashMap)

* Switch over the GL shader manager to the new hashmaps.

* Buildfix

* Fix some missing dirty flags (affects FS_BIT_LMODE)

* Keeping descriptorsets around between frames can cause problems if we run out.. Try to prevent that. Need a better method than this though.

* Linux buildfix

* GPU: Consider bbox failed with zero verts.

* GPU: Fix alignment on signal jump/call.

* This might not always be 16-byte aligned.

Wed Aug 16 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170816:

* Simple micro-optimization in AdvanceVerts

* Can\'t dirty VERTEXSHADER_STATE before the flush in Execute_VertexTypeSkinning, causes obscure bugs when software skinning is enabled

* NEON-optimize bone matrix loads

* Vulkan: More minor optimization (avoid pipeline cache lookups when possible)

* NEON-optimize CLUT loads

* Neon-optimize the audio s32->s16 packing function

* Initial work on supporting sustained perf mode

* Cleaner Vulkan shutdown

* Add controller entries from gabomdq/SDL_GameControllerDB

* Oops, forgot to update NativeQueryConfig, thanks unknown

* Spacing

Tue Aug 15 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170815:

* Ensure everything is dirty on frame start.

* All: Only convert blend state if \"dirty\"

* All: Only convert depth stencil state if dirty

* All: Only convert raster state if dirty

* Dirty RASTER_STATE when switching between rect and non-rect primitives (culling)

* All: Only convert viewportscissor state if dirty

* Dirty viewport state on framebuf resize.

* Add some missing VIEWPORTSCISSOR dirtying.

* D3D11: Make better use of the dirty flags to avoid state calls

* All: Only recompute the vertex shader ID when dirty

* Dirty vertexshader state on hw bezier/spline.

* Dirty things on stencil buffer upload.

* Dirty-flag the fragment shader ID.

* Add some missing fragment shader state changes.

* Dirty on various framebuf state helpers.

* Oops, broke Vulkan in the rebase somehow. Fixed.

* Use dirty-flags more in Vulkan state setting

* Dirty-track the current pipeline to avoid many vkBindPipeline calls.

* Fix minor blendstate oversight, restore a disabled optimization

* Vulkan: Fix some more state dirtying issues.

Thu Aug 10 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170808:

* Common: fix MAP_32BIT after 9f24203ef8f6

* Windows: Use system API to toggle fullscreen.

* GPU: Correct 1080p/720p crop for ultrawide/similar.

* Windows: Support multi-display full screen.

* Core: Handle 20-bit volumes in SIMD optimizations.

* GLES: Set target w/h in buffered rendering.

* Update submodule lang

* Make a state object for the Android audio wrapper

* Make the OpenSL wrapper an object too, to make sure it\'s always initialized the same.

* Minor GPU disassembler update

* Android: Turn off resizability until we can properly fix the sizing logic. Helps #9866

* Android: Fix scaling issue on configuration changes. Why was that division by 2 there??

* Turn g_dpi into a float, because why not

* Separate X and Y dpi_scale

* Re-enable resizing the window on Android, change onConfigurationChanged flags

* More splitting of dpi vars

* updateDisplayMetrics was a poorly defined method, removed it.

* Consolidate DPI/sizing handling on Android

* Buildfixes

* Another buildfix

* Review fixes, thanks unknown

* Android: Add some missing codepaths when using Vulkan, might fix audio/controller issues on task switching

* Format string fixes in DPI logging

* Misc cleanup

* Always shut down audio, regardless of why the task is being destroyed. Might help #9771

* Disable codepath that requires vibration permission which we don\'t have

* Make some decls private

* Android: Fix bug where the surface size could be wrong after task switching and automatic recreation

* Reset the UI state properly in NativeInit. Fixes #9771

* Disable the x86-64 Android build until it can be debugged. Works around #9814 (all such devices can run the x86 build instead)

* Strip spaces from pasted IP addresses. Helps #9795. Fix accidental typo

* Fix space stripping in a few more string input methods. Helps #9795

* Update lang, add language name for Laotian

Mon Jul 31 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170724:

* Update lang submodule

Mon Jul 17 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170713:

* Vulkan debug mode: In case of missing validation layers, warn, don\'t error out.

Mon Jul 10 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170710:

* x64: Use context register to access saved_flags

* X64 vertex decoder: Use relative memory accesses when loading matrices.

* X86/X64: We have the context register loaded, let\'s use it more.

* X64/X86: Even more use of the context register

* Remove more RIP addressing

* Buildfix attempt

* Some code cleanup. More work towards removing RIP addressing

* More RIP removal

* Move mscxr_temp to MIPSState

* Remove RIP access from some matrix ops, SafeMem

* Move another couple of temps into MIPSState

* Move tempValues into MIPSState

* More RIP elimination

* Guess what? More RIP elimination (but keep the fast path too)

* Surprise! More. Making many commits for easier bisects.

* Access FPU temps through CTXREG

* More RIP removal. Also add some comments to make it easy to just search for \"M(&\" to find remaining offenders.

* Get rid of sincostemp global. Solution not tested on linux yet.

* Remove some rip addressing in vertex decoder

* Get rid of remaining RIP addressing in vertex decoder

* X64: Fix bug in a case in the MOVQ emitter : rex byte should be after the 0x66 prefix

* x64: Enable non-RIP addressing for FPU registers

* vminmax_sreg only needs a single element

* Replace vminmax_sreg with mips->temp

* RegCacheFPU

* Workaround

* Fix software skinning

* Buildfix for platforms with standards-compliant offsetof (no dynamic indexing allowed)k

* 32-bit fixes

* Delete some unnecessary loads. These loads are done properly inside trigCallHelper.

* x86-64: Linux ABI fix

* Turning off the \"close memory finder\" lets us find more RIP addressing...

* More RIP elimination

* More RIP addressing in software skinning..

* More RIP fixes

* x64: Fix coreState rip checks.

* x64: Avoid clobbering jr dest in cases.

* Update gamecontrollerdb.txt

Tue Jul 4 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170703:

* Fix Windows XP support in LocalFileLoader

* D3D11: Fix texture scaling with blank first half.

* GPU: Clean up some GLES3 defaults.

* UI: Show slow message based on refresh rate.

* Minor debugging feature: Show vertex normals in GE debugger

* Don\'t use stat64 unless we need to

* Fix build with NDK 15. This does force us to make do with 32-bit file sizes...

Tue Jun 27 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170627:

* Fix running slow message , it\'s always show when game run stable above 98% speed

* Oops

* Add credit developer

* Add 1 line

* Fixes

* Fixes

Mon Jun 26 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170624:

* Make the Loader API thread-safe

* Also support atomic windows readAt

* Add conservative locking arond Caching/HTTP FLs

* Remove use of C file api in LocalFileLoader

* Add a note about thread-safety req in FileLoader

* Fix windows build

* Core: Windows buildfix.

* Core: Buildfix.

Mon Jun 19 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170618:

* GE Debugger: Buildfix for BSD.

Wed Jun 14 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170613:

* Apply a hack to simulate USB created files.

Fri Jun 9 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170609:

* Fix UWP build

* D3D11: Fix Star Ocean again (wasn\'t clearing stencil properly)

* Port a small simplification to D3D9

Fri Jun 9 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170608:

* Warning fix

* Start sketching native text rendering for Android

* Fix assorted JNI issues, the calls work now.

* Font rendering code runs but it sure ain\'t right

* It works!

* Fix vertical positioning, eliminate double-&

* Buildfix buildbot

* Address comments, make things closer to the Win32 code. Things work better.

* Fix some comments

* Buildfix qt

* We are already shipping Roboto-Condensed.ttf, let\'s use it

* Implemented sceUtilityGetSystemParamInt

* Format fix

* Fix get/set confusion

* Fix minor overallocation during elf loading

* Refuse to load truncated ~PSP files.

* ELF loading potential out-of-bounds fix

* GE Debugger: Gah, fix some pointer size errors.

* SoftGPU: Avoid some compile warnings.

* UI: Add some missing overrides.

* Build: Include Roboto in buildscripts.

* Core: Set cwd for non-ms0:/ games on boot.

* sceVaudio: Fix typo in constant name.

Tue Jun 6 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170605:

* GPU: Refactor common frame dumping code.

* Core: Refactor repeating disc id homebrew code.

* GE Debugger: Initial structure for GE data dumping.

* GE Debugger: Implement basic recording.

* GE Debugger: Record memcpy/memset too.

* GE Debugger: Simple framework to load dumps.

* GE Debugger: Oops, emit transfer/clut cmds.

* GE Debugger: Start a module/thread for dump runs.

* GPU: Add a debug method to grab list tick wait.

* GE Debugger: Initial GE dump replay.

* GE Debugger: Oops, don\'t record if not active.

* GE Debugger: Record init state and display buf.

* GE Debugger: Clear after replay finished.

* GE Debugger: Fix matrix dumping.

* GE Debugger: Wait to get the right display buf.

* GE Debugger: Load commands more directly.

* GE Debugger: Fix memmem and cleanup.

* GE Debugger: Implement memory transfer commands.

* GE Debugger: Fix recording in softgpu.

* GE Debugger: Fix clut command recording.

* GE Debugger: Align texture/vertex/etc. data.

* GE Debugger: Allocate replay memory smarter.

* Jit: Fix syscall outside delay slot.

* GE Debugger: Fix replay FPS.

* GE Debugger: Run replay using stalling.

* GE Debugger: Compress GE dumps.

* GE Debugger: Add record button.

* GE Debugger: Reduce memory allocation.

* GPU: Stall properly on matrix data.

* GE Debugger: Add some comments and cleanup.

* GE Debugger: Pass filename into dump replay.

* GE Debugger: Fix replay timing drift.

* Patch unusual way of checking for firmware version.

Mon Jun 5 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170604:

* Add \"ignoreAddress\" to texture replacement.

* Expose XXHASH for Texture Replacement

* Disable ignoreAddress on quick hash and inform the user about it.

* Add reduceHash option, to hash 50% of texture when it\'s otherwise unreliable.

* Fix jpeg\'s with width not matching psp buffer size.

* Needs to be square! O.o

* Initialize pspWidth and increase the max size.

* UI: Fix Take Screenshot support.

* SoftGPU: Support Take Screenshot partially.

* GLES: Copy only depth in BlitFramebufferDepth.

* Vulkan: Allow blit/copy of depth or stencil only.

* SoftGPU: Fix separate mip cluts in linear jit.

* Implement software skinning for the Vulkan backend. Fixes #9753

* Fixes for D3D11 postprocessing

* UI: Translate AVI start/stop strings.

* Some unification in DrawEngine

* Unify DecodeVertsStep

* Unify ComputeMiniHash

* Unify transformed arrays

* Unify SetupVertexDecoder

* UI: Fix fade-out when editing touch controls.

* UI: Enable mouse settings only if checked.

* UI: Allow texture ini create only within game.

* UI: Remove padding hack for setting info message.

* UI: Fix text wrap when kerning adjusts spaces.

* UI: Make some tooltips less technical.

* Fix reported null pointer error in the Java code

* Split TextDrawer into interface and implementation.

* Split out DrawTextWin32 into its own file, to be further split later.

* Split out the Qt font drawer in its own file.

Thu Jun 1 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170601:

* SoftGPU: Move sampler code to a dedicated file.

* SoftGPU: Stub a jit for texel fetch.

* SoftGPU: Implement basic jit structure.

* SoftGPU: Refactor out texture format logic.

* SoftGPU: Jit texel fetch for non-clut/non-swizzle.

* SoftGPU: Stop calling bufw pixels bytes.

* SoftGPU: Jit swizzled texel lookup.

* SoftGPU: Jit CLUT lookup.

* SoftGPU: Jit 16 bit texel decode.

* SoftGPU: Expose jit cache for profiling.

* SoftGPU: Reduce overhead in sampler jit.

* SoftGPU: Specialize CLUT4 jit.

* SoftGPU: Implement separate CLUT in samplerjit.

* SoftGPU: Reduce sampler id fuzz.

* SoftGPU: Jit the linear sampling too.

* SoftGPU: Support separate mip CLUTs with linear.

* SoftGPU: Correct linear filter rounding issue.

* Android: Just like on Windows, prompt to restart when changing graphics backend.

* Simplify some cwc detection code, respect _C2 as activation.

* Remove unnecessary \\ / conversion.

* Vulkan: Fix minor bug when clearing the back buffer (loaded stencil for no reason)

* Delete obsolete function ClearBuffer

* Fix scaling post-shaders on OpenGL. See #9742

* Update glslang submodule

* Update lang submodule

* Update submodule SPIRV-Cross, remove workarounds that are no longer needed

* Remove obsolete workaround.

* Implement sceJpegDecodeMJpeg & sceJpegDecodeMJpegSuccessively

* UI: Start a render pass while stepping.

* Vulkan: Increment engine version.

* GLES: Fix startup crash on desktop OpenGL < 4.

* GPU: Block mipmap autogen for matching size.

* GPU: Fix negative mip levels with const workaround.

* Vulkan: Fix Cardboard rendering.

* Fix crash on macOS. Fixes #9751

Wed May 31 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170530:

* Android: Fallback to OpenGL if Vulkan fails to init.

* Only show the Vulkan setting if Vulkan might be available.

* For now, only check for vulkan availability on Windows and Android.

* Fix a bunch of emu features for Homebrew by better identification.

* Try using first screenshot as an icon if no icon is present.

* Add savestates to the list(with automatic rename)

* Add new format to CWC as well, don\'t think it\'s worth auto-rename.

* Add matching title for savestates. Cosmetic ~ for savestate manager.

* Oops, missed this one:].

* Corrections, some %i->%d around other code as well.

* Oops.

* Postprocessing fix after the Vulkan refactor. Should help #9742.

Tue May 30 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170530:

* Reporting: Add compat description to UI.

* Reporting: Default better when perfect selected.

* Separate BeginFrame from BeginSurfaceRenderPass

* Start work on separating frame from backbuffer renderpass

* BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr)

* Draw overlays at the proper time in the frame.

* Start refactoring things to be more vulkan-friendly

* Thin3D GL: Avoid using external functions internally.

* Remove some unnecessary framebuffer binding

* Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.

* Further steps towards Vulkan framebuffer support

* Silence a perf warning

* Further steps towards Vulkan framebuffer support

* Vulkan backend: Fix various issues, can almost run in buffered now (except the final blit)

* Buffered rendering is starting to work, though still kinda broken.

* Vulkan: Use suboptimal clears instead of no clears in buffered

* Vulkan: Fix binding framebuffers as textures

* Add a way to query the current renderpass (for debug checks)

* Fix a number of bugs and stuff affecting Vulkan on Mali

* Increase the number of sampler/image descriptors further.

* Clearing fix, drawpixels fix/hack

* Don\'t forget to initialize logicop..

* Vulkan: Some barrier optimization

* Address a bunch of review comments.

* Fix more review comments.

* Vulkan: Implement depth buffer copies. Not sure all the barriers are right..

* Vulkan: Implement BlitFramebuffer

Sun May 28 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2~git20170527:

* Android: Fix minor typo.

Sat May 27 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.2.0~git20170527:

* added ps1controller mapping in gamecontrollerdb for Linux

* Remove the Mipmap setting. One step forward for #8171

* Remove \"Always Depth Write\" setting. One step forward for #8171

* Make extra sure that asserts arrive in the Android log.

* Show the Android \"board name\" in system information.

* Don\'t erase and rewrite the dispatcher when the cache is cleared. Fixes #9708

* Buildfix

* Update README for 1.4.2

* Strncpy doesn\'t terminate correctly, switch to truncate_cpy.

* Switch strncpy to truncate_cpy in a bunch of places.

* Buildfix, oops

* Should probably stick to the old way here.

* SoftGPU: Correct mipmaps for points.

* SoftGPU: Support UVGen for points and lines.

* SoftGPU: Stop calling bufw pixels bytes.

* GPU: Cleanup some gstate accesses.

* Slightly speed up booting when there are symbols to load.

* Update to v1.4.2

Thu May 25 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.1.0~git20170524:

* SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718

* Some constification in ElfReader, sanity checks in sceKernelMutex. Might help #9718 a little bit, though probably not the Elf issue (and if the workarea pointer is bad, it\'s not likely the game will limp along for much longer)

* Fix crash when pressing F12 in software mode.

* thin3d gles: Unbind buffers after drawing. Fixes #9715

* Use InitMemoryForGamePBP also for homebrew(PSP_PBP_DIRECTORY).

* Throw in a few more checks in ElfReader

* Reset (through renaming) and hide the software rendering setting on Android. Only show it if it\'s already enabled.

* Typo fix, MOBILE_DEVICE

Wed May 24 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.1.0~git20170524:

* Init rtcBaseTime.tv_usec to 0

* D3D9: Correct half-pixel offset.

Tue May 23 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.1.0~git20170523:

* Update readme for 1.4.1, which will be released soon

* README: Add mention of framebuffer blit fix

* Update version to 1.4.1

Mon May 22 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170521:

* Add sceKernelLoadExec_28D0D249.

* Don\'t use partial-restart unless debugger is present.

Sun May 21 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170521:

* Quick hack to enable analog stick sensitivity on non-windows platforms.

* Make sure the analog sensitivity defaults correctly on non-Windows

* Windows: Avoid input race condition on GPU switch.

* SoftGPU: Use vertexjit for submitted primitives.

* SoftGPU: Fix rendering when using Direct3D 9.

Fri May 19 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170519:

* gradle: Add a \"flavor dimension\" to make Android Studio 3.0 happy

* Remove unused methods

* Minor GameInfo memory handling improvements. Still not great.

* When what we need is a shared_ptr, we should just go ahead and use one.

* More paranoia

* Found a suspicious hang report that makes me think this mutex should be recursive.

* Many reported ANRs were from homebrew installs. Make sure installs run on the background thread.

* Prevent a deadlock between View::eventMutex_ and ScreenManager::inputMutex_ by locking here so the reverse lock order can\'t happen.

* Move up Software Rendering to Rendering where it belongs. Makes it easier to turn it off if enabled by accident. Also warn if used and it runs slow.

* Since we know from #9601 that e9d5eb694b is wrong, at least make it more specific.

* Really no need to hold eventMutex_ while dispatching events, only when interacting with the queue. Might fix further deadlocks (see #9698)

* Update gpu_features.cpp

* Typo fix

Wed May 17 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170517:

* Update gpu_features.cpp

* Update buildassets.sh

* Update copyrelease.sh

Wed May 17 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170516:

* Update ab.cmd

* Update gradle plugin version

* Remove slowness warning if software renderer is enabled, it\'ll show on almost everything.

* Update ab.sh

Mon May 15 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170515:

* GPU: Consistently bias const mip levels.

* GPU: Flush on mipmap slope change.

* SoftGPU: Multiply S/T early via SIMD.

* SoftGPU: Improve wsum recip SIMD.

* Fix typo in VertexDecoder

* SoftGPU: Correct texturing for pixel centers.

* SoftGPU: Correct rendering for pixel centers.

* SoftGPU: Match GLES lighting better, use floats.

* SoftGPU: Correct fog for rectangles.

* SoftGPU: Don\'t wrap negative positions.

* D3D11: Fix initialization of mipmaps.

* GE Debugger: Fix bias display for auto mip mode.

* SoftGPU: Fix texture vertex preview in debugger.

* SoftGPU: Avoid rcp due to precision issues.

* SoftGPU: Quick hack to fix scissor w/2x2 pixels.

* SoftGPU: Implement lines in transform mode.

* SoftGPU: Support flat shading for lines.

* SoftGPU: Bias bottom right side of line drawing.

* SoftGPU: Implement simple mipmapping for lines.

* SoftGPU: Implement pretend antialias.

* SoftGPU: Clip lines entirely outside early.

Tue May 9 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170509:

* Update lang

Tue May 9 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170509:

* x86: More optimal 4444 in vertexjit.

* x86: Minor memory copy perf improvement.

* x86: Minor optimization for s16 through positions.

* SoftGPU: Apply clamp/wrap in through.

* SoftGPU: Improve texcoord rounding.

* SoftGPU: Refactor mask calculation and use SSE.

* SoftGPU: Fix separate mipmap cluts.

* SoftGPU: Process mipmaps in texturing.

* SoftGPU: Round screencoords.

* SoftGPU: Calculate mip level based on float bits.

* UI: Enable some settings for software rendering.

Sun May 7 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170507:

* UnitTest: Correct vertex and jit tests.

* GPU: Remove now-unused vertex decoder funcs.

* arm: Jit throughmode 16-bit texcoords.

* Work towards a clean vulkan shutdown.

* More vulkan fixes

* More vulkan shutdown fixes

* Vulkan: Remove obsolete warning suppressions. Increase descriptor pool sizes.

* Windows debug builds: Only break on Vulkan validation warnings if a debugger is attached.

Fri May 5 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170505:

* Fix to partial restarts (when switching backends), plus misc. Helps #9666

* Oops again.. sigh

* Windows: Initialize WindowsHost in EmuThread.

Fri May 5 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170505:

* Handle alt+tab and drop down menu when mouse is confined and game is running

Thu May 4 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170504:

* Experiment (#9647): Wipe RawInput buffers

* Experiment (#9647): Prevent NaN values from getting into the UI system through TouchInput

* Add a constructor to GestureDetector, to see if that fixes initialization

* Also memset.

Mon May 1 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170501:

* Windows: Fix minor leak in disassembly UI.

* UI: Make GPU events more consistent.

* D3D11: Free swapchain on graphics reset.

* Minor OCD fix;].

* Fix \"copy type\" pointer cwc

* UI: Allow choosing bgs (android)

* Remove blank line

* Windows: Simplify host shutdown.

* Core: Cleanup MAC address handling.

* UI: Fix crash on item select with hidden items.

* System: Use a separate API for bool props.

* Windows: Init with OpenGL 4.5 if possible.

* SoftGPU: Implement CONTINUE prim type.

* Arg, gcc buildfix.

* Add some paranoid checks around touch IDs that probably won\'t help #9647

* Oops

* Fix: in some extreme case on-screen touch controls get stuck on iOS

Fri Apr 28 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170427:

* Mouse Control(Windows only for now)

* Try on a nicer mapping workaround.

* Polish the new workaround, seems to be nice and simple.

* Add Tip to inform user how to use mouse control.

* Handle more mouse buttons(middle, 4, 5)

* Add an option to trap mouse within window/display area.

* Fix ALT key mapping.

Wed Apr 26 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170425:

* GPU: Rebuild FBOs when they now have storage.

* Core: Fix PPGe text drawing with missing icon.

* GPU: Attempt recreate of FBOs if failed.

* Core: Fix log spam in debug mode.

* GPU: Consistently use useBufferedRendering_.

* GPU: Centralize fb resize, move to begin of frame.

* GPU: Fix black screen on buffered render enable.

Mon Apr 24 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170424:

* Fix postprocess shader submenu.

Mon Apr 24 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170423:

* Headless: Fix DirectX11 support on Windows.

* Headless: Enable mipmaps.

* GPU: Correct const mip 0 detection.

* D3D11: Approximate AUTO/CONST mip bias.

* D3D9: Disable mips when mip filtering disabled.

* D3D9: Support AUTO mip bias and approximate CONST.

* Vulkan: NULL initialize some handles.

* GLES: Support AUTO and CONST mip bias.

* SoftGPU: Use texture bufw in bytes.

* SoftGPU: Rasterize triangles in chunks of 4 pixels.

* SoftGPU: Interpolate through texturing better.

* GLES: Avoid MIN/MAX LOD without LOD control flag.

* SoftGPU: Grab 4 S/T coords in non-through too.

Fri Apr 21 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4~git20170421:

* Windows: Fix buffer overflow on load.

* Headless: Fix graphics tests.

* IR: Cleanup some invalid ops.

Tue Apr 18 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170418:

* UI: Proxy devmenu keypress through an event.

Mon Apr 17 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170417:

* Linux: add another PS3 controller GUID

Sun Apr 16 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170416:

* Vulkan: Detect swapchain init failure.

* Add a restarting flag to NativeInit/NativeShutdown.

* Windows: Avoid restarting completely on GPU change.

* Core: Remove bRestartRequired config hack.

* EditorConfig: Workaround MSVC2017 bug.

* SoftGPU: Correct negative coord handling.

* SoftGPU: Fix crash on matrix load.

* SoftGPU: Force render res to 1x.

* SoftGPU: Use common spline/bezier rendering.

* SoftGPU: Fix indices starting after 0.

* SoftGPU: Simplify index conversion.

* SoftGPU: Remove old spline handling code.

Sat Apr 15 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170415:

* Remove unused parameter to DestroyAllFBOs().

* Destroy FBOs only on actual resize.

Sat Apr 15 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170414:

* Disable pause button when not using touch. Remove per-game status from some settings which shouldn\'t be per-game.

Thu Apr 13 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170413:

* Update lang submodule

* UI: Respect the pause button display setting.

Wed Apr 12 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170412:

* Windows: Fix mismatch on multitouch finger up.

* Windows: Cleanup type conversion in touch.

* Fix framebuffer size flopping back and forth.

* Fix largest framebuf size in throughmode.

Tue Apr 11 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170411:

* Fix issues with software GPU on D3D11

Mon Apr 10 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170410:

* Update lang

* Track flags to reduce unnecessary VRAM zeroing.

* Cleanup 16-bit VRAM clearing.

* Skip downloads of cleared VRAM.

* Linux: Added support for Hidromancer gamepad device driver

Sun Apr 9 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.0~git20170409:

* Windows: Make the window positioning code slightly saner and more straightforward.

* Switch back to using CXSCREEN/CYSCREEN for centering instead of the virtual screen.

* Typo fix

* When not resetting Y position, clamp Y to 0 early. See #9563

* When resetting Y, make sure we don\'t end up outside the screen. See #9563

* SaveState: Correct crash on rewind usage.

Fri Apr 7 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.20170407:

* Fix out-of-bounds framebuffer blit on color bind.

* QtMain: Renamed mis-named variable assets_dir to external_dir

* Use the root of the memstick as a tempdir for downloads. Should help #8711

Thu Apr 6 14:00:00 2017 pousaduarteAATTgmail.com
- Update to version 1.4.20170406:

* Further fixes to #9554

* Make the gesture detector treat all touches fully individually. Fixes issues with last commit.

* Windows: Fix check state after menu translate.

* Allow using any touchId to scroll. Should help #9554.

* Restore calls to UpdateUI from sceUmd, now that it\'s faster.

* Fix XInput polling in UWP apps. Should help #9555

* Touch on Windows Desktop: Apply the DPI scale
*after
* ScreenToClient.

* Minor cleanup with GOLD define - only use it in System_GetPropertyInt

* Operator precedence fix in ifdef

* Remove unused code

* Make scroll gesture detector compatible with other touches than #0. Should help #9554.

* Remove unnecessary disable-buildtime-git-version-creation.patch

Mon Sep 26 14:00:00 2016 pousaduarteAATTgmail.com
- Update to latest git snapshot

* use qt build


 
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