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Changelog for ppsspp-common-1.7.5~git20181220-3.1.x86_64.rpm :

* Fri Dec 21 2018 pousaduarteAATTgmail.com- Update to version 1.7.5~git20181220:
* Minor tweak to the test
* GE Debugger: Improve step count dialog.
* GE Debugger: Add step count dialog.
* Thu Dec 20 2018 pousaduarteAATTgmail.com- Update to version 1.7.5~git20181220:
* Update lang
* Don\'t leak the new pipelines
* This should finally repro one of the Adreno bugs
* Thu Dec 20 2018 pousaduarteAATTgmail.com- Update to version 1.7.5~git20181219:
* Android EGL config: Always require 8888, stencil if version >= ICS
* Android EGL: Add logging of depth and stencil bits
* GPU driver test: Add a third test with depth completely disabled, and rename the others to match.
* Display some important information on GPU test screen to make screenshots more useful
* Build system updates
* Finish up the test
* thin3d: Make the stencil ref value dynamic state (all APIs support this directly).
* Write rough framework for GPU discard test screen
* Wed Dec 19 2018 pousaduarteAATTgmail.com- Update to version 1.7.5~git20181219:
* Delete some unused DNS code, just because.
* GLES: Simplify depth download shader.
* Fix bug in #11681
* Add check for GL_FRAGMENT_PRECISION_HIGH for GLES in stencil code.
* thin3d: Remove unused shader language support
* Fix ridiculous bug in thin3d.h. Only worked by accidental matchup between shader IDs..
* GLES: Download depth values via shader.
* GLES: Move depth packing code to dedicated file.
* GLES: Actually support depthless FBOs.
* GLES: Use depth textures where possible.
* Tue Dec 18 2018 pousaduarteAATTgmail.com- Update to version 1.7.5~git20181218:
* Additional raw string shaders
* Remove unused and unfinished SPIRV disassembler
* Use raw strings for more shaders
* ActivateTopScissor doesn\'t belong in UIContext::Begin.
* Remove no-op DrawBuffer::End()
* Tue Dec 18 2018 pousaduarteAATTgmail.com- Update to version 1.7.5~git20181217:
* TWo warning fixes
* Mon Dec 17 2018 pousaduarteAATTgmail.com- Update to version 1.7.5~git20181217:
* SoftGPU: Fix crash on garbage index data.
* SoftGPU: Respect stencil write mask on test fail.
* GPU: Fix curve breakage due to cull flipping.
* Sun Dec 16 2018 pousaduarteAATTgmail.com- Update to version 1.7.5~git20181215:
* Remove the DisableShaderCache setting, rename the other
* VK: Add INI options to disable some vendor checks, and to disable the shader cache.
* Sat Dec 15 2018 pousaduarteAATTgmail.com- Update to version 1.7.5~git20181214:
* Oops, x2
* Remove outdated TrueColor setting.
* Remove \"Timer Hack\" setting. Untested, probably low usage and unclear utility.
* Remove the \"Disable stencil test\" hack. Doesn\'t seem to serve much purpose anymore.
* Disable precompiled header for all configurations of Armips
* Disable SDL check with armips dependency
* Update UWP port
* Tue Dec 11 2018 pousaduarteAATTgmail.com- Update to version 1.7.5~git20181211:
* GE Debugger: Fix dump replay ticks accounting.
* Windows: Hide Vulkan/D3D11 if not available.
* Revert 6fd1c0e3d and eba6c00 which experimentally disabled dual src on Adreno.
* Just make the optimized (non-release) android build debuggable.
* Attempt to improve Discord Rich Presence
* Update to 1.7.5, update lang
* cmake: Fix CMP0077 policy warnings.
* cmake: Remove the unused RASPBIAN define.
* GL: Realized we need another sanity check in the readback code
* Have to increment the build number due to a mistake, so make it 1.7.4
* Update readme for 1.7.3
* 1.7.3
* Revert \"Android: Fix Vulkan immersive startup.\"
* VK: Fix sometimes-missing images in GameScreen. Can\'t load textures from update(). (should probably make that possible though.. later).
* Attempt to fix the last very common issue of #11493 by being paranoid
* VK: Add extra safety checks around font texture creation. Motivated by some Play crashes.
* Core: Fix spurious error on Linux/Unix paths.
* Coldbird server moved, so change the default.
* ManagedTexture: CreateTextureFromFileData should not return a ManagedTexture object if it fails.
* Comply with new Google Play policy that is not happy with \"Support PPSSPP\" leading to the PPSSPP Gold app in Play
* Windows: Check for devices on Windows events only.
* Fri Dec 07 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181207:
* Disable \"Edit & Continue\" with VS debug mode.
* Mon Dec 03 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181203:
* SDL: Allow toggling fullscreen for GLES2 on desktops.
* Mon Dec 03 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181203:
* GPU: Ignore light params for shade mapping.
* Bump shader caches
* GE Debugger: Allow relative prim counts.
* Vulkan: Avoid using Vulkan by default.
* Vulkan: Avoid OpKill workaround with no stencil.
* GPU: Avoid stencil emulation if possible.
* GPU: Dirty stencil on stencil mask change.
* GPU: Avoid a missing virtual destructor warning.
* GE Debugger: Allow jumping to a specific prim.
* GE Debugger: Track a counter of prims.
* Sun Dec 02 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181201:
* Madcatz Fightpad SFvTekken / Hori Mini Wired 4
* Io: Ensure sign extension for error codes.
* Update lang again
* Headless: Fix compare for 16-bit output.
* Headless: Allow startup using NULL core.
* GPU: Force use of indexes on cull mode flip.
* Fri Nov 30 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181130:
* Update lang
* GPU: Maintain a bit more state in inner-prim loop.
* GPU: Properly flip cull on simple triangle lists.
* Thu Nov 29 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181129:
* Windows: Define menu item text in menu only.
* Windows: Translate all items by id, not position.
* Wed Nov 28 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181128:
* Use compat setting instead
* fix ifdef vs if defined
* Avoid possible compile error: conflicting defs
* yugioh save fix tool
* Mon Nov 26 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181126:
* SoftGPU: Calculate texcoords in transform.
* GPU: Correctly flush on cull mode change.
* Sun Nov 25 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181125:
* UI: Allow sorting saves by date too.
* SaveState: Retry failed state screenshots.
* Attempt to fix glsl depal error reported in #11588 (ATI/AMD)
* D3D11: Correct shader bounds apply.
* D3D9: Correct shader bounds apply.
* D3D11: Allow shader blend to self.
* GL: Realized we need another sanity check in the readback code
* Fri Nov 23 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181123:
* SoftGPU: Oops, properly apply pixel mask in 16-bit.
* GE Debugger: Fix display of raw normals.
* GPU: Use provoking normal for lighting with flat.
* SoftGPU: Correct clipping for flat shading.
* VK: Fix sometimes-missing images in GameScreen. Can\'t load textures from update(). (should probably make that possible though.. later).
* GLES: Fix render-to-self detection.
* GPU: Correct specular exponent zero.
* GPU: Skip specular on negative diffuse factor.
* GPU: Correct powered diffuse with exp=0.
* GPU: Handle spot light with 0 exp or length.
* GPU: Skip specular on powered diffuse.
* Reporting: Ignore link error with bad shaders.
* Attempt to fix the last very common issue of #11493 by being paranoid
* VK: Workaround for validation bug (will be fixed in the next Vulkan SDK)
* Assert even in release mode if preset shaders fail to compile. This is just to help track down a Play crash.
* VK: Add extra safety checks around font texture creation. Motivated by some Play crashes.
* SoftGPU: Fix pixel mask on rectangle clear.
* handle cullface, help to #10597
* Tue Nov 20 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181120:
* Coldbird server moved, so change the default.
* Mon Nov 19 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181119:
* ManagedTexture: CreateTextureFromFileData should not return a ManagedTexture object if it fails.
* SoftGPU: Cleanup lighting code a bit.
* Sun Nov 18 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181118:
* GE Debugger: Support record for more render types.
* GE Debugger: Avoid writing 0 sized packets.
* GPU: Correct shade mapping with 0,0,0 light pos.
* SoftGPU: Normalize 0,0,0 as 0,0,1 for shade map.
* GPU: Fix shade mapping in soft transform.
* GE Debugger: Fix display event record timing.
* GE Debugger: Avoid overwriting in softgpu playback.
* GE Debugger: Preserve VRAM textures in dumps.
* Vulkan: Allow pre-transition from undefined.
* GE Debugger: Fix type conversion warning.
* GE Debugger: Fix handling for framebuf changes.
* GE Debugger: Record block transfer too.
* Core: Fix spurious error on Linux/Unix paths.
* Debugger: Prevent invalid address on syscall.
* Tue Nov 13 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181113:
* [spline/bezier]Unify SubmitSpline/Bezier.
* Mon Nov 12 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181112:
* Take care of most cases of render-to-virtual-readback-buffer, I think.
* Support virtual readbacks for detected-memcpy framebuffer copies, delete MotoGP hack.
* Add compat flag to allow virtual framebuffer readbacks (auto-create fb from readback destination). Does not yet work outside VRAM but should fix Digimon Adventure.
* No need for fb_normalized_address
* Get rid of MaskedEqual
* Only mask away Z mirrors if inside VRAM
* Remove constraint that virtual framebuffers have to represent VRAM.
* Mon Nov 12 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181111:
* New spline stuff seems to need bigger storage buffer pools
* Sun Nov 11 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181111:
* UI: Fix incorrect 3D API.
* Discord: Attempt to explicitly cleanup on exit.
* Discord: Add cmake option to disable.
* Sat Nov 10 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181108:
* F-droid lite version - create stubs for Moga Controller
* GPU: Dirty frag shader on depth write.
* Io: Add missing error code on file open.
* CMake: Fix linking X11 when using EGL and not fbdev
* Tue Nov 06 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181106:
* CMake: Link against OpenGL when using EGL but not GLES2
* CMake: Allow disabling Wayland support with USE_WAYLAND_WSI
* Mon Nov 05 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181105:
* Framebuffer blit: Clip src rectangle as well
* Sun Nov 04 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181104:
* Move comments in function to be more relevant
* TexCache: Round DXT5 alpha up.
* TexCache: In DXT3, don\'t swizzle alpha.
* TexCache: Respect color order in DXT3/5.
* TexCache: Mix DXT colors using 2/3 not 3/8.
* TexCache: Decode DXT1 zero alpha as black.
* TexCache: Don\'t swizzle DXT1 colors.
* Fixes for Unknown
* Update lang
* Comply with new Google Play policy that is not happy with \"Support PPSSPP\" leading to the PPSSPP Gold app in Play
* Fix database comments ending the cheat import.
* MRFIXIT2001: This patch adds a second frameskip setting, one for setting the # of frames to skip, one for setting the % of frames to skip based off fps
* GLES: Fix to delete subimage data since #11447.
* [spline/bezier]minor fix
* [spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer.
* [spline/bezier]minor fix
* [spline/bezier]minor fix
* [spline/bezier]Get rid of duplication call of Flush().
* [spline/bezier]Surround with namespace Spline.
* [spline/bezier]Remove comment.
* [spline/bezier]Improve basic spline/bezier structures.
* [spline/bezier]oops
* [spline/bezier]minor fix(referenced to c1f0e981).
* [spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing.
* [spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders. Add changing the quality of HW tessellation.
* [spline/bezier]Fix to build for Android(clang).
* [spline/bezier]Modify ControlPoints and fix VertexPreview.
* [spline/bezier]Put the control points stuffs all in one structure.
* [spline/bezier]Modify the weights cache variables to a template variable.
* Math3D: Something wrong with hand simd optimization in vec2, so it causes very slow down. However, compiler optimization is faster enough, so removed it.
* [spline/bezier]Put the output buffers all in one structure.
* [spline/bezier]Improve TemplateParameterDispatcher class macro to a real class.
* [spline/bezier]Extract an if-check in the hot loops to the template parameter.
* [spline/bezier]Expand loops in the shaders.
* [spline/bezier]Precalculate weights in the shaders using the outer product.
* [spline/bezier]Sharing textures to avoid heavily textures creation/deletion in one frame. At least, it occurs about 1000 and very slow down in Pursuit Force.
* [spline/bezier]Fix around vertex type flags.
* [spline/bezier]Improve shader uniforms a bit.
* [spline/bezier]Reduce multiplications in the shaders from 16 to 4.
* [spline/bezier]Get rid of wasted if-checks at Graphics Processors.
* [spline/bezier]Move whole tessellation logic in the shaders into a subroutine.
* [spline/bezier]Fix spline weights calculation and get rid of using next patch position in hwtess.
* [spline/bezier]Unify hardware tessellation of bezier and spline.
* [spline/bezier]Improve hwtess to use cached weights.
* [spline/bezier]Unify software tessellation of bezier and spline.
* [spline/bezier]Improve HW tess on Opengl to combine 3 textures into a single texture and use it.
* thin3d: Add support for texture subimage to GLRender.
* [spline/bezier]Fix to build for GE debugger.
* [spline/bezier]minor cleanup
* [spline/bezier]Fix about quality.
* [spline/bezier]Improve template parameter dispatch method.
* [spline/bezier]Improve spline tessellation using same as bezier tessellation method.(performance improvements, at least 10 FPS or more)
* [spline/bezier]Fix normal generation flag and some minor stuffs.
* [spline/bezier]Improve tessellator more generic.
* [spline/bezier]Improve bezier tesselator more.
* [spline/bezier]minor cleanup
* [spline/bezier]Fix bezier texcoord generation.
* [spline/bezier]Improve bezier tessellator more.
* [spline/bezier]Improve bezier tessellator.
* [spline/bezier]Implement weights cache system.
* [spline/bezier]Make a spline weights calculation class and precalculate all spline weights at the beginning.
* [spline/bezier]minor fix
* [spline/bezier]minor fix
* [spline/bezier]Make a bezier weights calculation class and precalculate all bezier weights at the beginning.
* [spline/bezier]Improve bezier weights calculation.
* [spline/bezier]Move bezier patch loops into the function and pre-convert control-points.
* [spline/bezier]Move SIMD optimization of vector operations to Math3D.h. Needs rebuild to avoid a dialog confirmation on Visual Studio.
* [spline/bezier]Use real tessellation in low-quality with \"fixed to 2\" tessellation factor.
* [spline/bezier]Pre-convert control-points for the accumulation of SIMD optimization, and avoid conversion in hot loops.
* Fix namespace Vec2f.
* Modify IndexConverter class to functor.
* [spline/bezier]minor fix
* [spline/bezier]Make a function to build indices.
* [spline/bezier]minor cleanup
* [spline/bezier]Improve the logic of copying control-points.
* [spline/bezier]Make a function to copy control points.
* [spline/bezier]minor fix
* [spline/bezier]minor fix
* [spline/bezier]minor fix
* [spline/bezier]minor fix
* [spline/bezier]minor fix
* [spline/bezier]Managing buffer allocation.
* [spline/bezier]Add spline derivative calculation for normal generation.
* [spline/bezier]Get rid of divisions in spline weights calculation.
* Sat Nov 03 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181102:
* Fix libretro Windows build
* Libretro d3d11 build fix
* Add texture replacement option
* add texture filtering core option
* Squash of a few libretro makeile fixes
* Core: Format CMakeLists.txt consistently.
* Qt: Add GLES defines if USING_GLES2.
* Fri Nov 02 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181102:
* Windows: Check for devices on Windows events only.
* Core: Wait for background CPU load on exit.
* GLES: Correct invalid scissor handling.
* GLES: Add disabled code to run GLES on desktop.
* GLES: Detect ARB aniso and cull distance.
* Update OpenGL Extension
* Fix whitespace
* Readability improvements
* Implement drawing of offset scale
* Implement saner making space for offsets
* Make space for offsets (dirty implementation)
* Thu Nov 01 2018 pousaduarteAATTgmail.com- Update to version 1.7.1~git20181101:
* Update AndroidManifest.xml to 1.7.1
* Update README for 1.7.1
* Update lang yet again
* GPU: Cancel shader preload on shutdown/lost.
* GLES: Skip freeing program if not allocated.
* Vulkan: Wait for GPU ready on shutdown.
* Tue Oct 30 2018 pousaduarteAATTgmail.com- Update to version 1.7~git20181030:
* Update lang submodule
* Savedata: Write only one secure entry.
* Address feedback, thanks!
* Make more lines translatable in credits
* Improve sanity checks for framebuffer readbacks
* native: enable backtrace on some BSDs
* Update AndroidManifest.xml for 1.7.0
* On older Android versions, densityDpi can\'t change and is thus not present in the Configuration objects.
* Update lang submodule again
* Minor README update
* Update lang submodule
* Thu Oct 25 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20181025:
* Update lang submodule
* Just fix some gradle build warnings. It\'s using platform 16 anyway (but somehow it all still works back on -9)
* Update lang
* Update README.md for 1.7.0
* Mon Oct 22 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20181022:
* Yet another try at taking care of the GPD crashes in #11063.
* Disable triangle range culling on D3D9 on Intel. Should fix #11477
* GL: Also skip gl calls in ThreadEnd during shutdown on Android. May help #11063
* Turn off gl debug logging again
* Fix issue where skipGLCalls_ wasn\'t respected. May help #11063
* Revert two accidental minor changes
* Workaround for bad int behaviour on Adreno / GLES. (no problems in Vulkan).
* Fix minor bug in natural.vsh, which caused a gl_error that I ran into when tracing another bug
* Wed Oct 17 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20181017:
* Fix undefined MSG_NOSIGNAL
* Ignore SIGPIPE signal receiving data to avoid crash
* Added 8Bitdo SN30 Pro (Switch Profile) controller
* Fri Oct 12 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20181011:
* Oh, another gradle update. Why not.
* Vulkan validation: Fix issue where we forgot to transition image mip levels past 0 away from TRANSFER_DST_OPTIMAL during creation.
* Make sure to save the config while changing backends using the menu bar. Should help #11465
* Wed Oct 10 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20181009:
* Windows: Detect DirectInput devices after launch.
* Disable CheckFailedGPUBackends() in debug builds, for convenience
* Android: Fix Vulkan immersive startup.
* Android: Avoid race on surface destroyed.
* Android: Consistently use version constants.
* http: Allow pbp and ppdmp files too.
* Display: Resched interrupt before vblank threads.
* GPU: Reduce log noise while stepping.
* Sun Oct 07 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20181007:
* Instead of the last commit, don\'t enable the dual src extension at all on Adreno.
* Sat Oct 06 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20181006:
* Experimental commit trying to solve #10421: Blacklist dual src blending on Adreno/Vulkan
* Address additional comments.
* Avoid calling any GL calls during shutdown on Android. Should help #11063
* Use androidgitversion version 0.4.5
* Remove duplicate library; use the existing one
* Disable Android HW scale on TV type devices.
* Android build: Enable AAPT2
* Fri Oct 05 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20181004:
* Replacement: Show a warning for bad texture names.
* Replacement: Note filename restrictions in ini.
* Replacement: Refactor ini template generation.
* UI: Implement a glowing border touch control style.
* Wed Oct 03 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20181003:
* Vulkan: Apply Themaister\'s patch, removing illegal pre-transitions of swapchain images. Fixes #11417
* GE Debugger:Step to curved surface.
* Tue Oct 02 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20181001:
* Windows: Support WASAPI default device switching.
* Windows: Support non-extensible float in WASAPI.
* Listen to WASAPI events
* Cleanup: Split out the WASAPI code into its own file.
* Remove redundant minSdkVersion and targetSdkVersion settings from AndroidManifest.xml
* UI: Ask for restart when changing graphics device.
* Windows: Oops, backwards.
* Windows: Detect Windows 10 using kernel32.dll.
* Sat Sep 29 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180929:
* Core: Report disc read errors to the user.
* Android: Update deps; Cannot reproduce #11420
* Android: Remove obsolete files: eclipse
* Reduce the number of build variants
* Wed Sep 26 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180925:
* Fix: prevent linkage error if EGL and GLES is not in one big blob
* Tue Sep 25 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180925:
* GLES: Properly parse GL extension names.
* GPU: Fix a shader unit typo.
* Patch up small UI bug on credits screen.
* Mon Sep 24 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180924:
* Update ffmpeg submodule
* Sun Sep 23 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180923:
* Update assets/lang submodule
* UI: Maintain aspect better on screenshots.
* UI: Keep report image at right aspect ratio.
* GPU: Dirty more correctly for cullrange params.
* Fri Sep 21 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180921:
* GLES: Refactor out duplicate code.
* GPU: Cleanup outdated flushbefore code.
* GE Debugger: Fix tex preview race condition.
* GPU: Correct handling of large viewport scaling.
* Fix: should close on spec #11404
* Wed Sep 19 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180919:
* D3D11: Enable depth clamping.
* Android: Buildfix for CMake 3.6.
* Tue Sep 18 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180918:
* Throw in very minor fix (apply readonly to buffer used in tesselation).
* Vulkan: Only apply the depth workaround on Qualcomm devices (adreno)
* Fix small and scary Vulkan bug (leftover from skinning-removal revert)
* UI: Fix occassional issue starting second game.
* GPU: Refactor cull range calculation together.
* Vulkan: Avoid depth clamp with clip range.
* Add: some helpers to compile on ODROID-XU4/XU3
* Vulkan: Implement verex range culling.
* D3D9: Implement vertex range culling.
* GLES: Implement vertex range culling.
* Android: Don\'t use \"hw scaling\" on modern devices by default.
* Add some links to Discord where appropriate.
* Add: allow touch screen events on fullscreen
* Fri Sep 14 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180914:
* Add TSX Extension
* Add some extension
* x86: Use OS for cores on Mac OS X too.
* x86: Use OS to detect core count.
* Wed Sep 12 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180912:
* Add: -ffast-math compiler option to anything other then Intel
* GPU: Handle bad fog params as large signed vals.
* SoftGPU: Support fog on 3D rectangles.
* GPU: Apply fog before color test.
* GPU: Clamp after color doubling.
* GPU: Apply color test after doubling.
* SoftGPU: Preserve stencil inside logic op func.
* SoftGPU: Avoid extra lookup of old stencil.
* D3D11: Fix pow(0, 0) lighting handling.
* GPU: Clean up some shader id flag usage.
* Sun Sep 09 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180909:
* D3D9: Set alpha mask reference in uniforms.
* D3D11: Split color test out by component.
* TexCache: Fix texture alignment in GLES.
* Mpeg: Avoid reading outside available bytes.
* Add: Touchscreen event support for SDL2
* Replacement: Cut down on parsing for large inis.
* Sat Sep 08 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180907:
* Core: Reset working graphics backend on restart.
* Core: Don\'t consider graphics failed on shutdown.
* Thu Sep 06 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180906:
* Core: Log more on graphics backend failures.
* Wed Sep 05 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180905:
* Debugger: Fix crash in softgpu with no texaddr yet.
* UI: Automatically forget pinned deleted paths.
* Core: Add flag to prevent graphics cycling.
* Core: Track graphics startup failures and cycle.
* Tue Sep 04 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180903:
* Android: Buildfix for CMake.
* Mon Sep 03 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180902:
* TexCache: Optimize DXT5 alpha lerp.
* Core: More consistently use directory constants.
* Android: Add .nomedia files to system and textures.
* TexCache: Avoid masking out alpha for DXT3/DXT5.
* TexCache: Optimize DXT3/DXT5 decode to single pass.
* UI: Fix state screenshot size on pause screen.
* Savedata: Show confirm save without faded icon.
* Add: Get user-preferred locale from OS (linux only)
* Sun Sep 02 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180902:
* Core: Match up NOEN define usage a bit more.
* Qt: Buildfix with removed debugger methods.
* UI: Move debugger checkbox outside texture area.
* Debugger: Add an event for GE dump recording.
* Debugger: Refactor to allow simpler broadcasting.
* Debugger: Prevent record with no commands.
* GE Debugger: Refactor out stepping callback.
* GE Debugger: Factor out host calls some.
* Sat Sep 01 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180901:
* UI: Load post shader names on non-Windows early.
* GPU: Clear alpha more consistently from 565.
* Set a minimum of 1x1 for Android text bitmap measurement.
* Add: EGL info for GLES on Linux
* glslang options for vulkan
* Debugger: Fix texture readback in GLES.
* TexCache: Keep maxSeenV on clut variants in sync.
* Mon Aug 27 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180826:
* Untested attempt to fix ios/mac discord
* Allow choosing to use the system snappy or not.
* GPU: Fix typo with wrong type.
* UI: Use a larger buffer for realpath().
* Android: When using the hardware scaler, round the size to divisible by 4. Might help #11151
* Enable Discord integration for Mac and Linux.
* Sun Aug 26 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180826:
* Update gradle version again
* add BTP-BD2F joystick gamecontroller map
* Ge: Keep jump/call optim when fast memory on.
* Ge: Avoid executing invalid pointers.
* GPU: Download safe size on next create, too.
* GPU: Fix texture handling on framebuf detach.
* GPU: Apply logic op in more cases.
* GPU: Refactor logic op simulation for better reuse.
* SoftGPU: Apply pixel mask for clears.
* Headless: Fix graphics compare tests.
* Thu Aug 23 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180823:
* Core: Fix logging of SCEGE category.
* UI: Delay game config/discord until game info load.
* Mon Aug 20 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180818:
* GLES: Fix direct shader depal on GLES.
* Windows: Correctly buildfix Windows XP.
* Thu Aug 16 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180815:
* Add sceUsbAcc stubs, improves EyePet(fixes endless loop on boot)
* Harmonize some VS project settings.
* Properly fix the iterator bug, oops.
* Fix crash bug when cleaning duplicates of recent files
* Revert some of the sln and vcxproj changes, hoping to appease Travis
* Discord: Translated some messages
* Don\'t forget to update the other build systems and try to fix the builds.
* Basic Discord presence integration.
* Add submodules, namespace json to prepare for the addition of rapidjson (sigh)
* Mon Aug 13 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180813:
* Io: Fallback to long/full path on Windows XP.
* Io: Linux buildfix.
* GLES: Enable shader depal with Vulkan fixes.
* Io: Prevent cur/parent dir in listing of root.
* UI: Resolve symlinks when adding things to recent.
* Sun Aug 12 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180812:
* Update README.md with discord link
* Sun Aug 12 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180812:
* Savedata: Also validate icon/subdata size.
* Savedata: Use size, not bufSize, for icons.
* Savedata: Return error when bufSize is too small.
* Savedata: Return error codes on WRITEDATA/MAKEDATA.
* GE Debugger: Rename depth clamp more places.
* SoftGPU: Oops, correct rounding to make sense.
* Mon Aug 06 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180806:
* SoftGPU: Fix some minor rounding on viewport cull.
* GE Debugger: Arrange matrices properly.
* SoftGPU: Always clip, without special neg z case.
* SoftGPU: Drop verts only when depth not clamped.
* GE Debugger: Fix preview crash.
* GPU: Rename clipping flag to depth clamp.
* Update glslang again. Might fix #11276
* Sat Aug 04 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180801:
* add libretro hooks for memory pointers to allow usage of new retroarch cheat code searching and rumble-on-memory change features
* Mon Jul 30 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180730:
* GPU: Optimize > 0 alpha test using discard rules.
* Headless: Fix graphics tests for Vulkan/Direct3D.
* GPU: Restrict alpha test to zero for dest blend.
* Sun Jul 29 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180729:
* Savedata: Reset data size when retrying hash.
* OpenGL: Fix bug where we could end up calling glUniformMatrix without a bound program. Found by GL debug callback on NV.
* GPU: Allow skipping discard when write disabled.
* GLES: Avoid discard when we can blend.
* Vulkan: Avoid discard when we can blend.
* Sun Jul 22 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180721:
* Be extra careful about never ever binding null textures when drawing backgrounds. See #11243
* Tue Jul 17 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180716:
* Update SPIRV-Cross to a fresher version.
* Vulkan validation: Ignore the depthreplacing error for now
* Update glslang to latest as of 2016-06-26
* Reduce the estimated transform cost of an additional light from 10 to 7 cycles, see #5530.
* Wed Jul 11 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180711:
* Debugger: Add force resume/kill thread API.
* Debugger: Add backtrace API.
* Debugger: Add function symbol add/remove API.
* Debugger: Add APIs for texture and CLUT.
* Tue Jul 10 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180709:
* max res x2
* Sun Jul 08 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180707:
* Just a quick fix for a typo made in last big rewrite of cheat engine.
* Fri Jul 06 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180705:
* Don\'t cut below 2
* SaveState: Fix stale state threshold.
* Sun Jul 01 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180701:
* Debugger: Update to latest armips.
* Savedata: Use file hash to validate hash mode.
* GLES: Include shader compile status in log/report.
* GLES: Specify unsigned shift for Adreno bug.
* GLES: Read compile/link errors consistently.
* Fri Jun 29 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180629:
* GPU: Use hw tess only for hw transform.
* GPU: Use HW transform for flat spline/bezier.
* Wed Jun 27 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180627:
* Made X11-Vulkan default. Provided explanatory toolchain file as overriding is more complex.
* Changed cmake option to exclude X11 rather than Vulkan itself.
* Added Vulkan disable and forced CPU detection options
* Restore the vertexCount to 32-bit, needed in some tesselation situations
* GE Debugger:Fix indices memory allocation of bezier.
* [spline/bezier]Modify D3D11 hwtess texture buffer to structured shader buffer.
* Moved from using enum to enum class
* Update AndroidManifest.xml
* Update build.gradle
* Update gradle-wrapper.properties
* Update build.gradle
* Added \"oldest save\" and \"slots 1-5\" as options for \"auto load savestate\"
* [spline/bezier]Fix tex coords.
* Mon Jun 25 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180625:
* Savedata: Upgrade secureVersion by default.
* Savedata: Map secureVersion modes correctly.
* Savedata: Add validation on secureVersion param.
* Savedata: Return result codes from Save/Load.
* Vulkan: Assert on some creates failing.
* thin3d: Cleanup some unused/uninitialized warnings.
* UI: Keep rendering UI even while stepping.
* UI: Disable stepping on unthrottle touch button.
* UI: Fix leak in control visibility screen.
* UI: Make touch control visibility more consistent.
* UI: Sort touch control visibility better.
* UI: Show custom speed toggle buttons.
* UI: Refactor touch control config handling.
* Core: Allow toggle between 2 custom speeds.
* UI: Make sliders able to show disabled.
* Core: More consistently use config enums.
* Core: Move config enums to separate file.
* UI: Add a virtkey for holding alt speed.
* Sat Jun 23 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180623:
* Debugger: Use Break instead of Stop.
* Windows: Separate Pause and Break actions.
* Sat Jun 23 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180623:
* UI: Interpret \"unthrottle\" to mean leave stepping.
* CoreTiming: Reset CPU mhz on reset.
* SaveState: Initialize some memory that is saved.
* http: Don\'t crash on unclean client disconnect.
* Wed Jun 20 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180620:
* Vulkan: Workaround Adreno discard bug. (#11197)
* Tue Jun 19 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180619:
* Make HideSaveWarnings global (#11196)
* Android: Allow desktop GL if available.
* Android: Fix C++ EGL code path with threaded GLES.
* GLES: Cut down on use of USING_GLES2.
* Vulkan: Workaround stencil upload bug on Adreno.
* GLES: Add missing semantics for stencil upload.
* GLES: Cleanup stencil upload w/h handling.
* native: Avoid an absolute value error.
* Jpeg: Avoid signed shift warnings.
* GPU: Avoid a switch case warning.
* Vulkan: Fix some missing switch warnings.
* GPU: Remove some unused fields.
* Debugger: Fix some format warnings in udis86.
* http: Check fread() result to avoid warning.
* Debugger: Update to latest armips.
* SDL: Avoid alpha on Mali/ARM devices using GLES.
* SDL: Buildfixes for EGL lookup.
* SDL: Allow more EGL configs.
* GLES: Restore stencil/depth readback for debugger.
* Debugger: Add some docs for new APIs.
* Debugger: Add APIs to retrieve render image.
* Debugger: Allow GPU actions while stepping.
* GPU: Screenshot output in BGRA if that\'s native.
* thin3d: Fix requesting BGRA buffers.
* http: Discard output buffer on disconnect.
* Sun Jun 17 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180616:
* Added Gioteck VX2 detection
* Sat Jun 16 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180616:
* SaveState: Show only after 4 hours.
* SaveState: Use latest version if initial missing.
* SaveState: Add a setting to ignore warnings.
* SaveState: Show warning on old / long use state.
* UI: Show warning when in a temporary dir.
* UI: Make button padding configurable.
* Fri Jun 15 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180615:
* GLES: Use accurate GLSL ver in postshader convert.
* Thu Jun 14 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180614:
* MediaEngine: adjust for AVStream.codec deprecation
* GE Debugger: Stall less liberally on GE dump exec.
* GE Debugger: Use a class for dump execution.
* GE Debugger: Fix asserts when reading debug tex.
* GE Debugger: Prevent hang on shutdown.
* Mon Jun 11 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180610:
* SDL: Start with window hidden.
* SDL: Use UpdateScreenScale().
* Qt: Allow for larger screen sizes.
* Qt: Toggle fullscreen like on all other platforms.
* Qt: Return correct refresh rate.
* triangles
* fx
* triangle fan
* cullmode fallback
* flush back cull mode
* handle cull mode by indices, improve performance for GVGNP, refer to #10172
* Sun Jun 10 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180610:
* Vulkan: Properly transition stencil/depth for read.
* Debugger: Prevent infinite loop on dead socket.
* Debugger: Fix bounds warnings in debug mode.
* Sat Jun 09 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180609:
* Qt: Use Roboto Condensed like on other platforms.
* Qt: Remove bundled assets reader.
* Debugger: Ignore invalid branches.
* Debugger: Add func name and data symbol to disasm.
* Debugger: Allow conditions on threadID/moduleID.
* Debugger: Allow stepping based on thread.
* Debugger: Avoid some lock ordering issues.
* Debugger: Add HLE API funcs.
* Debugger: Add debug interfaces for threads.
* Debugger: Use a lock for memory reallocs.
* Debugger: Add some missing memory locks.
* Debugger: Add memory breakpoint management.
* Debugger: Initial breakpoint APIs.
* Debugger: Disasm search API.
* Debugger: Avoid asserts in disassembly.
* Debugger: Add thread safety to breakpoints.
* Debugger: Fix resume not skipping breakpoints.
* Debugger: Include assembler API.
* Debugger: Poll frequently after stepping.
* json: Optimize writing a bit.
* Debugger: Use fragments for long chunks.
* Debugger: Add stepping to WebSocket API.
* Debugger: Add cpu.evaluate method.
* Debugger: Prevent crazy disasm range.
* Debugger: Add additional encoding/symbol info.
* Debugger: Initial disasm API.
* Debugger: Lock during startup/shutdown.
* Debugger: Add version event for future proofing.
* Debugger: Include PC and ticks in stepping events.
* Debugger: Add current game info.
* Log: Use a separate field for the timestamp.
* Debugger: Disconnect on shutdown/disable.
* Debugger: Add checkbox to enable remote debugger.
* Debugger: Add config for remote debugger on start.
* Debugger: Use a counter when entering stepping.
* Debugger: Allow pinging current status.
* Debugger: Name the WebSocket debugger thread.
* Debugger: Add cpu.stepping and cpu.resume.
* Debugger: Reorganize state handling.
* Debugger: Cleanup, add initial API docs.
* Debugger: Allow setting regs to inf/nan.
* Debugger: Improve JSON number parsing.
* Debugger: Initial register get/set APIs.
* Debugger: Minor cleanup in MIPSDebugInterface.
* Debugger: Synchronize error events using tickets.
* Debugger: Organize WebSocket event handling.
* Debugger: Serve a simple log listener WebSocket.
* Fri Jun 08 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180608:
* Add missing include
* net: Use WSAAddressToString for Windows XP.
* http: Move web server to core and use flags.
* thread: Add a simple thread executor.
* http: Correct WebSocket close when code missing.
* http: Use a buffer for WebSocket output.
* http: Allow selecting a WebSocket subprotocol.
* http: Allow fragmented data for WebSocket.
* http: Add a simple WebSocket server class.
* http: Add some operations to avoid blocking.
* Thu Jun 07 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180607:
* jit: Remove unused breakpoint code.
* armjit: Enable breakpoints.
* arm64jit: Enable breakpoints.
* Debugger: Run memory breakpoints on mobile.
* Core: Remove sleep on stepping.
* Core: Wake up inactive waits on game exit.
* Debugger: Fix initialization issues.
* Core: Process stepping on other platforms.
* Core: Refactor stepping and locking.
* json: Switch to gason instead of vjson.
* json: Avoid encoding inf/nan in JSON.
* json: Be precise by default.
* json: Fix formatting of nested arrays/objects.
* json: Allow formatting read json back to writer.
* json: Actually include in build.
* json: Escape strings in the json writer.
* Debugger: Add assembler to build.
* net: Listen on ipv6 and ipv4.
* net: Support local ipv6 formatting.
* net: Support ipv6 lookups.
* Core: Remove some unused coreState funcs.
* UI: Use UISTATE_PAUSEMENU while game still running.
* Debugger: Consistently handle invalid addresses.
* Debugger: Add mutexing to disassembly manager.
* Debugger: Lock startup/shutdown for threadsafety.
* Debugger: Track a counter when entering stepping.
* Debugger: Allow multiple clients more properly.
* GLES: Removed unused skip copy code.
* GPU: Use unordered_map for tempFBOs.
* GPU: Minor framebuffer code cleanup.
* D3D9: Reuse BGRA conversion code.
* D3D9: Use an unordered_map for offscreen.
* thin3d: Convert BGRA8888 to RGB888 for screenshots.
* GPU: Remove some unused code.
* GPU: Dirty tex when clearing or rendering to self.
* SDL: Fix EGL build.
* Wed Jun 06 2018 pousaduarteAATTgmail.com- Update to version 1.6.3~git20180606:
* UI: Quit sorting when done.
* UI: Add option to sort saves by size.
* Sas: Correct calculation of VAG end.
* Sas: Correct delay in playing samples.
* GE Debugger: Cleaned repetition in spline preview.
* GE Debugger: Show bezier/spline in preview.
* Qt Debugger: Remove texture viewer.
* Qt Debugger: Remove memory viewer.
* Qt Debugger: Remove display list debugger.
* Qt Debugger: Remove disassembly.
* Qt Debugger: Remove VFPU dialog.
* Qt: Fix build on Mac.
* Qt: Mark git-version.cpp to skip automoc.
* Qt: Load texture replacement images.
* Reporting: Fix typo.
* Reporting: Provide suggestions on negative reports.
* UI: Show compat rating radios next to each other.
* Headless: Default memory stick inserted.
* Ctrl: Always mark non-user buttons released.
* GPU: Use software transform for flat shading.
* GPU: Correct sw flat shading color on Vulkan/D3D.
* D3D9: Implement flat shading via state.
* D3D11: Implement flat shading in shader.
* Rename device choice config options as requested.
* D3D11: Allow the user to select rendering device.
* If there are multiple Vulkan devices, show a setting to allow the user to choose.
* SDL: Move EGL init code into SDLGLGraphicsContext.
* SDL: Use fullscreen for mobile/GLES.
* SDL: Properly try multiple GL versions.
* Update to 1.6.3
* Android: Reformat Java files.
* cityhash: disable SSE 4.2 optimization on x86
* Update default firmware version to 6.60.
* Savedata: Respect secureVersion parameter.
* OpenGL: Similar to NvOptimusEnablement, use AmdPowerXPressRequestHighPerformance.
* Tue Jun 05 2018 pousaduarteAATTgmail.com- Update to version 1.6.2~git20180604:
* Update lang submodule again
* Mon Jun 04 2018 pousaduarteAATTgmail.com- Update to version 1.6.2~git20180604:
* save cache before clear
* Sat Jun 02 2018 pousaduarteAATTgmail.com- Update to version 1.6.2~git20180602:
* UI: Reinit UI texture during game when used.
* Fix a GL error when taking a screenshot in non-buffered. May help #11056
* Vulkan image readback: Fix a couple scary cases of wrong argument order in image transitions, leading to transitioning 0 mips
* Better return the right pointer.
* When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
* Never bind a NULL image view in Vulkan no matter what.
* Fri Jun 01 2018 pousaduarteAATTgmail.com- Update to version 1.6.2~git20180601:
* Update lang submodule
* fx depal int precision for opengl es
* Thu May 31 2018 pousaduarteAATTgmail.com- Update to version 1.6.2~git20180531:
* D3D11: Fix crash on screenshot.
* Update to 1.6.2
* Fix another of these pesky GL task switching bugs.
* More (disabled by default) gl error logging..
* Add a missing virtual destructor, fix a warning
* Wed May 30 2018 pousaduarteAATTgmail.com- Update to version 1.6.1~git20180529:
* sprintf->snprintf. Don\'t think any of these are likely overflows though.
* Thin3D: Handle binding a null texture better.
* GLES: Properly restore the pointer to the render manager in more places
* Tue May 29 2018 pousaduarteAATTgmail.com- Update to version 1.6.1~git20180528:
* Update to 1.6.1
* Vulkan: Update shaders/state when dirty properly.
* Vulkan: Don\'t merge render passes if read from.
* Minor cleanup
* GLES: Refresh the draw context in DrawEngineGLES on DeviceRestore. How did we miss this?
* More paranoia from Google Play
* Add some paranoid checks guided by stack traces from Google Play
* Change some log levels to verbose
* Check for a valid screen manager in NativeIsAtTopLevel
* Sat May 26 2018 pousaduarteAATTgmail.com- Update to version 1.6~git20180526:
* Update version to 1.6 in AndroidManifest.xml
* Update lang
* Android immersive mode: Fix display size stretch and touch screen inaccuracy when toggling immersive mode
* Android: In v21 and later, make the navigation bar black using styles.xml
* Improve README for 1.6
* Update README.md for 1.6
* Mon May 21 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180521:
* SaveState: Fix rename when undo disabled.
* Core: Shutdown properly on load failure.
* Tue May 15 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180514:
* GLES shader depal fix. Again, this is disabled by default so should not affect anything.
* Minor code simplification
* Mon May 14 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180513:
* GLES depal (currently disabled): Use high int precision.
* Always specify GLSL version 450 when compiling Vulkan shaders.
* Let\'s try to update the sustainedperformancemode in yet another place... See #11018
* Fri May 11 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180510:
* Another directory, plus no need to use c_str
* Create vital directories on Android storage permission grant. Should help #11020
* Thu May 10 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180510:
* Allow showing version only for Qt
* Allow showing version only for SDL
* Wed May 09 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180510:
* Win32: Not really appropriate to call exit() on a bad filename. Fixes #11030
* Call updateSustainedPerformanceMode from surfaceChanged as well. May help #11018
* Wed May 09 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180509:
* Display: Prevent delaying flips inside interrupts.
* Io: Prevent error when file locked for writing.
* Android: Only keep the screen bright ingame.
* Call updateSustainedPerformanceMode on app focus changes. Should help #11018
* Update to the current gradle version, 4.4
* Mon May 07 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180507:
* Minor optimization
* Shader depal (VUlkan): Apply a half-texel offset when bilinear filtering, fixing #11008
* Io: Cleanup file not found error codes.
* D3D11: Use a dedicated slot for the depal texture.
* GPU: Prevent temp FBOs from overwriting each other.
* Sun May 06 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180505:
* Correct compatibility server link.
* Sat May 05 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180504:
* Buildfix.
* Update lang submodule
* Fix regression caused by the new depal code for Vulkan. Fixes #10993
* softgpu: remove RIP addressing from SamplerX86
* Fri May 04 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180503:
* D3D11 CopyFBToMemory: Clamp rect to fb size. Last-minute style fix, should really debug where the bad parameters came from.
* Windows: If neither OpenGL nor D3D9 is available, offer an escape route into D3D11.
* Vulkan: Leave removed commands in render passes.
* Vulkan: Keep state on Clear cmds when used later.
* Thu May 03 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180503:
* Vulkan: Discard draws immediately before clear.
* Wed May 02 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180502:
* Revert \"Limit the flip delay in the other direction to try to work around #10763.\"
* Sun Apr 29 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180430:
* UI: Cleaning loading handling and use tags.
* Sun Apr 29 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180429:
* Android: Properly reset home on config reload.
* thin3d: Report unsupported format conversion.
* GLES: Fix game screenshots.
* Vulkan: Fix use-after-free crash on shutdown.
* Savedata: Report secureVersion param usage.
* Sun Apr 29 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180429:
* Remove misleading log
* Limit the flip delay in the other direction to try to work around #10763.
* Wed Apr 25 2018 pousaduarteAATTgmail.com- Restore SDL build
* Mon Apr 23 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180422:
* Depal: Reapply texture when bounds change.
* Sun Apr 22 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180422:
* README: Add more to the issue template.
* README: Cleanup and move some out to history.
* Android: Add missing graphics shutdown calls.
* Sat Apr 21 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180421:
* Fix build with ffmpeg 4.0
* Sat Apr 21 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180421:
* Update UWP.vcxproj
* Fixed Certification and img issues
* Fri Apr 20 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180420:
* Oops, meant to commit this.
* Disable the loading state string display, creates too much translation work for 1.6
* Android: Buildfix.
* Thu Apr 19 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180418:
* Conditionally revert \"Remove the bad orientation hack. Seems the Nexus 5X bug is fixed.\"
* Tue Apr 17 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180417:
* Replay: Skip recording virtual disc reads.
* Mon Apr 16 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180415:
* add support for File app on iOS 11
* Sat Apr 14 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180414:
* Vulkan: Fix shutdown crash when device lost called.
* Android: Avoid overload shadowing.
* GLES: GlPushBuffer was a little too friendly.
* Vulkan: Fix cache file error handling warnings.
* Vulkan: Fix a log formatting issue.
* Sat Apr 14 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180414:
* Fix glitch in MGS: Acid perf hack. yeah, slippery slope..
* Shader depal: fix bilinear filter coord
* Implement shader depal for GL as well, but disabled by default.
* Let\'s try it on SR2 as well.
* Add a queue processing hack for Sonic Rivals too. Now it\'s fast.
* Vulkan: Semi-gross hack that massively improves the perf of MGS2:Acid.
* Fix various bugs.
* Shader depal: Implement bilinear filtering.
* Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented.
* Fri Apr 13 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180413:
* Just add some constants for the GL texture slots.
* Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable.
* Thu Apr 12 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180412:
* Avoid some GL errors on older devices
* GL: Add a lot of conditional error checks (normally not enabled)
* Some comment fixes and cleanup.
* Don\'t forget to dirty some state after depal. May help #10906 ?
* Replay: Fix a silly typo applying analog.
* Android: Do the same file_offset_bits checks for pread64 as before. Should help #10901
* Temporary workaround for another IR interpreter crash. See #10897
* IR Interpreter: Add some missing instruction metadata. May help part of #10897
* Tue Apr 10 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180410:
* Update lang submodule (restore software skinning option)
* Buildfix.
* Tue Apr 10 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180410:
* Inner interpreter safety check - in hw skinning mode, we need to flush if any part of the vertex format changes.
* Remove some obsolete checks - software skinning is now supported even if morphcount isn\'t 1.
* Revert \"Start removing support for hardware skinning.\"
* Revert \"VertexLoader: Remove now-unused weights translation code\"
* Revert \"Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number)\"
* Revert \"Remove further remains of hardware skinning.\"
* Revert \"Remove gstate_c.deferredVertTypeDirty\"
* Revert \"Comment fixes, reindentation.\"
* Fix DecFmt bug
* Revert \"Further cleanup after the removal of hardware skinning.\"
* Revert \"Remove some remains of software skinning\"
* Module: Fix function hashing typo.
* UI: Assert on invalid permission status.
* Android: End GLES renderer after emu thread join.
* GLES: Defrag using deleter off render thread.
* Use tabs for indentation
* fix “crash on exit”
* allow padding specification, remove NSLog
* add updated Obj-C version of SubtleVolume
* Android: Avoid pread64 for > 2GB offsets.
* Replay: Handle long button presses correctly.
* Replay: Initial file handling and control funcs.
* Replay: Track replay of file operations.
* Replay: Prep side data structure.
* Replay: Initial structure for replay functionality.
* Sat Apr 07 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180407:
* UWP: Fix (or patch up...) a race condition in StorageFileLoader. Might help #10882, fixes some other freezes.
* UWP: Remove the rendering backend picker. Fixes #10883, sort of.
* UWP buildfix
* Update lang submodule
* Vulkan: Ease off on the allocator \"slab pressure\" if texture scaling is enabled.`
* Sat Apr 07 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180407:
* Vulkan: Increase base slab allocation size.
* Vulkan: Report old allocations when enabled.
* Vulkan: Add tags to UI textures too.
* Vulkan: Track tags on emu textures.
* Vulkan: Allow reusing memory more aggressively.
* Vulkan: Decimate when there are many slabs.
* Vulkan: Add code to track allocator usage info.
* Assorted cleanups. Don\'t assert on no clear mask.
* Fri Apr 06 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180405:
* Vulkan: Remove the wrapper struct around VulkanTexture
* Thu Apr 05 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180405:
* Fixes to in-game GPU shutdown/switching. Fixes #10860
* Fix issue in TextureCacheGLES::DeviceRestore
* Auto unregister push buffer on deletion.
* Auto register new push buffers on creation
* Move pushbuffer deletion to the render manager.
* Also take control over Begin/End
* Minor refactoring moving creation/deletion of GLPushBuffer to GLRenderManager
* OpenGL debug log: Filter out some buffer mapping info from the NV driver
* More GL shutdown fixes. Partially fixes #10868
* Thu Apr 05 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180404:
* arm64jit: Fix reg size in jr delay slot path.
* Change to int to allow higher supersampling scale.
* Add SSAA flag for post process shaders, enforces 2x auto resolution, to be used with blurry effects Also includes a perf. friendly example using simplified gauss filter
* Tue Apr 03 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180403:
* GPU: Fix s8 norm with skin and morph.
* Add \"--pause-menu-exit\" option.
* Mon Apr 02 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180402:
* Android: Fix initial start from shortcut.
* GLES: Show post-shader compile errors to user.
* Vulkan: Show post-shader compile errors to user.
* GLES: Show post-shader translate errors to user.
* jit: Apply hasSetRounding at compile time.
* arm64jit: Update rounding mode on thread switch.
* Sun Apr 01 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180401:
* arm64jit: Fix a case of R() on unmapped.
* arm64jit: Update some comments.
* Thu Mar 29 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180329:
* Oops, fix mistake in #10834
* Thu Mar 29 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180329:
* Include renderpass definition in Vulkan shader cache entries, should make it more effective again.
* When binding a framebuffer to a texcache entry, delete its texture. Should help #10823
* Thu Mar 29 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180329:
* Libretro needs core staticly linked even on Android
* Fix libretro compile for gles platforms
* OpenGL: Fix texture wrapping of render targets.
* Wed Mar 28 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180327:
* Android: Properly restore screenshots on the Pause screen on task switching away and back.
* GCC buildfix (can\'t use things without definitions in templates).
* Make sure the renderpass cache hashmap is never accessed from the main thread at runtime. Should help #10811
* Tue Mar 27 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180327:
* Fixed the new shader error on OpenGL ES (#10799)
* Libretro: update Makefiles.
* Libretro: style nits.
* Libretro: set cache_context to true, fixes GL and D3D11 context reset.
* Libretro: msvc build fix.
* TexCache: unit test the quick tex hash.
* Libretro: add experimental D3D11 support.
* Libretro: update libretro.h
* Headless: Quick update to use render thread.
* SDL: Fix shutdown ordering.
* SDL: Use wstrings in Windows API calls.
* Libretro: Declare TARGET_ARCH for ARM before the include flags
* libretro: msvc build fix.
* Mon Mar 26 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180326:
* Don\'t leave \"reduceHash_\" uninitialized. Probably won\'t help #10796 though..
* Don\'t forget to initialize.. fixes #10802
* Sun Mar 25 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180325:
* Headless: Add simple GL thread handling.
* Quick try on fixing new shader for mobiles that are less forgiving.
* PPSSPPSDL: Throttle refresh rate when in menu. Fixes #10445
* Remove the bad orientation hack. Seems the Nexus 5X bug is fixed.
* Show chosen postshader display name properly, plus some additional bugfixes. Fixes #10790
* Android: Have haptic feedback ignore the global setting, but default to off.
* Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
* Sun Mar 25 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180325:
* When listing post-shaders, use the \"name\" specified in the ini as default, when looking up translations.
* Redirect the user to download the D3D9 runtime if D3D9 is not available and they don\'t want to switch to OpenGL.
* Fix updating light constants when light type changes (we handle dir/pos lights differently). Fixes #10132
* Added new Natural Colors PP shader (removed blur) (#10782)
* GPU: Count clears during frameskip.
* Sat Mar 24 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180324:
* Remove \"experimental\" tag from Hardware Tessellation
* Sat Mar 24 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180324:
* Remove some unnecessary logging. Fixes #10753
* nits.
* Android: Reload the config after getting storage permission, and ask immediately. Should help #10670
* remove all usage of __LIBRETRO__
* Libretro port.
* add missing include.
* Windows/Vulkan: use the width and height arguments in ReinitSurface when provided.
* Sat Mar 24 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180324:
* set _WIN32_WINNT to 0x0601 in stdafx.h
* Android: Prevent a text bitmap size from becoming 0 on \'\\r\
\'. Fixes #10764 (unless there are more platforms where it\'s broken...)
* Win32 textdrawer: Fix rare crash affecting Patapon 2 in savedata manager. See 10764.
* fix most write-strings warning.
* remove unnecessary NULL assignment.
* fix mingw and msvc cmake builds.
* prevent reads of uninitialized memory.
* vulkan: perform delete callbacks first since they can also queue deletes.
* add missing inclues.
* fix return value / plug leak.
* prevent use-after-free.
* fix va_list reuse without a va_copy.
* SaveState: Default undo slots off on mobile.
* SaveState: Show undos in save data manager.
* SaveState: Keep an undo for each slot by default.
* Wed Mar 21 2018 opensuse-packagingAATTopensuse.org- Update to version 1.5.4~git20180321:
* Revert \"Update glslang to the latest version\" to fix #10748
* Enable FlushInstructionCache on UWP, it\'s been allowed finally.
* Landscape Auto for Android
* Map SDL controller\'s `back` button to Sony DualShock 4 V2\'s share button
* Tue Mar 20 2018 opensuse-packagingAATTopensuse.org- Update to version 1.5.4~git20180319:
* Android: Restore auto screen orientation.
* Buildfix
* Vulkan: Improve handling of shader compile failures (don\'t crash)
* Vulkan: Workaround for bug in Adreno shader compiler affecting color tests.
* Mon Mar 19 2018 opensuse-packagingAATTopensuse.org- Update to version 1.5.4~git20180319:
* Delete some mistaken logging code
* Minor improvement in pipeline-to-string (debug)
* Vulkan: De-duplicate pipelines when storing cache
* Vulkan: Minor logic fixes in the transition elimination
* Vulkan: Use finalLayout to optimize away barriers before framebuffer copies.
* Vulkan: Get rid of more explicit barriers by merging the finalLayout color transitions into renderpasses.
* Add a super focused workaround for the Mali bug, see #10723
* Vulkan: Fix a barrier to be more permissive, there\'s no outstanding writes from the GPU to wait for.
* Merge framebuffer layout pre-transitions into render pass subpass dependencies.
* Vulkan Clear-renderpass merging: If a copy step is found that reads from the affected buffer, don\'t merge the clear into the later renderpass.
* Shrink the vertexCount field in DeferredDrawCall to the 16 bits required.
* Inner interpreter: Add support for the Gran Turismo hack.
* Add another SDL game controller config, fixing #10724
* Pass new vulkan validation layers. Fix math in FindTransferFramebuffers.
* Module: Clarify insertSymbols usage.
* Module: Hash functions only once during loading.
* Maybe slightly safer vulkan detection code. Might help #10732
* Vulkan: Load shaders/pipelines on thread.
* OpenGL task switching fix
* Do more detailed checks for Vulkan availability. Should hopefully solve #10729.
* Remove some unused tracking of whether lighting is used by a shader
* Update Vulkan headers to 1.1. Might as well keep up.
* Bump GL shader cache version
* Don\'t allow wrapping on framebuffer textures. Fixes GTA on old NV Shield
* Update glslang to the latest version
* Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
* Remove some remains of software skinning
* Vulkan pipeline: Merge a few property fields to a flags field.
* Update lang submodule
* Vulkan: Fix bug where we didn\'t always reset dynamic state after readbacks.
* Oops, remove logging
* Vulkan: Also check for empty clearing renderpasses later in the frame.
* If the first renderpass is an empty clear, merge it into the next one that touches the same framebuffer. Works around #10723 in Wipeout.
* Thu Mar 15 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180315:
* Vulkan: Add a (disabled) facility to force image layouts to GENERAL, for debugging barrier issues
* Wed Mar 14 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180314:
* GL: Fix bug where we could crash if a readback happened at the same time as a buffer expansion.
* Fix a typo extra \" in some header
* Tue Mar 13 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180313:
* Tiny unification of code. Save the GL shader cache a bit less often.
* Fix the loading status. Prettify the loading screen by putting the status and spinner along the bottom edge.
* UI: Show more detailed loading status.
* Fix crash happening with glGetFloatv on GPDXD devices
* Fix VSync on Windows. Should fix #10711
* Sort Vulkan function pointers by use. Might save us a cacheline or two during command submission..
* Mon Mar 12 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180312:
* Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
* Sun Mar 11 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180311:
* Let\'s not do immediate flips in non-buffered. Should help #10395
* Fixes to vulkan restart logic on Android. Should help #10696
* Thu Mar 08 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180308:
* Fix #10692 (crash when starting games from command line). Throw in some minor Vulkan fixes as well.
* Tue Mar 06 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180305:
* MOVUPS to be safe.
* Minor simplification in X86/X64 vertex decoder jit
* Optimize the \"inner interpreter\" for God of War character drawing. Speeds the games up by 4% or so.
* Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible.
* Mon Mar 05 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180305:
* Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number)
* Fix indentation mistake, minor cleanup.
* Further cleanup after the removal of hardware skinning.
* Comment fixes, reindentation.
* Remove gstate_c.deferredVertTypeDirty
* Remove further remains of hardware skinning. Fixes #10661
* VertexLoader: Remove now-unused weights translation code
* Start removing support for hardware skinning.
* Remove checks that disabled software skinning if there was morph.
* Add necessary decode functions to support morph+skin
* Small refactoring in VertexDecoderCommon
* Minor cleanup
* GLES: Support more buffer mapping strategies.
* GLES: Fix force alignment on buffer map.
* GL: Use AllocateAlignedMemory to make sure localMemory is always aligned. Fixes #10666
* GLES: Buffer handling cleanup.
* Sat Mar 03 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180303:
* Qt: Set window title asynchronously. Should fix #10674
* Split out QtHost.h from HostTypes.h
* Android: Fix fallback from Vulkan to GL.
* Fri Mar 02 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180302:
* Turn off the inner interpreter when stepping in the GE debugger. Fix comment.
* Fix custom UI backgrounds again by initializing lazily (turned out to be the cause of #10662)
* Thu Mar 01 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180301:
* Buildfix, warning fixes
* Some error handling and assert improvements, trying to understand #10662
* Thu Mar 01 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180301:
* D3D9/D3D11: Fix GPU feature detection. Enforce accurate depth on nVidia as well, they no longer seem to support reverse depth so it\'s needed as a workaround. Fixes #10655
* inner interpreter: support skipping regular nops
* Qt: Don\'t call SDL_PumpEvents from the emu thread. Fixes #10660
* b.sh: Add --qtbrew as a shortcut to use a Qt installed by homebrew.
* Fix something found by -fsanitize=undefined
* Buildfix, oops
* GL: Fix depal issue where we forgot to set vp/scissor properly. Update some asserts.
* Don\'t use the inner interpreter when debug recording
* Execute_Prim: Add a smaller \"inner interpreter\" to avoid going back to the runloop during long sequences of PRIM commands.
* Wed Feb 28 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180228:
* GL: Filter away redundant glEnable/Disable(GL_STENCIL_TEST)
* Add an extra check to FindTransferFramebuffers to avoid misdetecting fb blits that end up out of bounds when we perform them.
* Add comment trying to clarify shutdown of GPU_GLES, restore the wipe, minor tweaks. Should help #10652
* UWP buildfix?
* Minor code/logging cleanups.
* Mon Feb 26 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180226:
* GL: Don\'t wait-for-idle when shutting down the PSP GPU, it\'s the wrong place. Should fix #10652
* Remove duplicate declaration of GPUCommon::CmdFunc
* Avoid the most common virtual call when possible.
* Unify FramebufferDirty()/FramebufferReallyDirty() for the hw backends
* Unify FastRunLoop for the hardware backends.
* Unify UpdateCmdInfo
* GPU: Unify command table (cmdInfo_)
* Virtualize CheckGPUFeatures
* Unify DispatchSubmitPrim as much as possible
* Unify Execute_LoadClut
* Unify Execute_Prim
* Unify all the DrawEngine::SubmitPrim
* Mon Feb 26 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180226:
* Improve a bunch of Vulkan copy-rect asserts by adding more debug info
* Minor naming and init cleanups in VulkanTexture
* Some log level changes.
* Mon Feb 26 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180226:
* GLES: Disable buffer mapping for non-NVIDIA.
* Vulkan: Remove the old method of uploading images.
* Try to be more consistent when initializing vulkan structs.
* Follow the spec rules about errors when allocating from descriptor pools
* Extract RecreateDescriptorPool()
* Sun Feb 25 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180225:
* Buildfixes
* Separate T3DCreate
* into its own header to avoid including Windows.h etc in some cases.
* Sat Feb 24 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180224:
* Vulkan: Need to count allocated descsets per frame separately from the map, since tess isn\'t even in-frame cached.
* Vulkan: Dynamically grow descriptor pools as needed. Should help #10641 and similar issues.
* GLES: Fix texture scaling.
* Thu Feb 22 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180222:
* iOS: fix hang on exit
* Tue Feb 20 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180219:
* Qt: Remove old texture debug API.
* GLES: Fix unpack misalignment, Qt debugger freeing.
* GLES: Properly free when upscaling textures.
* Sun Feb 18 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180218:
* TexCache: Decimate aggressively with many variants.
* TexCache: Decimate CLUT variants more often.
* Tue Feb 13 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180213:
* Fix issue with Vulkan task switching and resolution changes on Android.
* Mon Feb 12 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180212:
* Postprocessing: Fix bug where scissor cut off the image if render resolution > display resolution
* GL: Need to recompile postshaders on Resized() (which is a bit of a misnomer)
* Oops, didn\'t mean to update the submodules backwards (remains from a bisect)
* Whitelist mapbuffer usage to NVIDIA only (should maybe add Qualcomm too), it\'s murder on Mali
* GLES: Fix shutdown while stepping.
* GLES: iOS buildfix.
* GLES: Android buildfix.
* GLES: Use buffer storage and explicit flush.
* GLES: Free localMemory later.
* GLES: Use buffer range mapping where appropriate.
* GLES: Use mapped device memory when possible.
* Cheats: Fix a debug assertion.
* iOS: Attempt to fix shutdown race condition.
* GLES: Prevent race condition on shutdown.
* GLES: Wait for queue idle properly.
* Sun Feb 11 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180211:
* GLES: Use aligned memory for textures.
* Global: Fix some type comparison/shadow warnings.
* Tiny change to work around internal compiler error (!) in 32-bit builds with latest MSVC update
* GLES: Prevent crash on screenshot without buffers.
* Windows: Allow GL thread on graphics restart.
* Windows: Prevent shutdown lag for non-GL.
* SDL: Apply shutdown race condition fix.
* Android: Fix race condition on shutdown.
* Windows: Trigger StopThread() on shutdown.
* GL: Fix clearing alpha on stencil uploads.
* SDL: Fix issue with vulkan-to-opengl fallback
* Windows: Consistently shutdown the main thread after exiting the message loop.
* Improve assert messages in VulkanRenderManager (minor)
* For some reason we use DrawActiveTexture in the GL stencil stuff, don\'t want to disable stencil unconditionally..
* Fix another way the scissor test could accidentally get disabled
* Remove the confusing \"DisableState\" across the codebase
* GL: Set a plain render state in DrawActiveTexture, without relying on the caller having called DisableState
* Add a simple spinner to the game load screen to not look frozen.
* Minor Qt cleanup, force OpenGL since we don\'t yet support Vulkan in Qt
* Buildfix
* gl-render-manager: Oops, fix scissor tests after clears
* Avoid causing a gl error on startup on core contexts.
* Another go at the deleter problem. Still not feeling 100% good about how this works.. but it does seem to work fine.
* Get rid of an unused codepath (gl rendering is now always threaded)
* GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583
* GLES: Fix minor memory leak
* Qt: Fix emuthread management to exit cleanly without hanging
* Cleanup the Windows thread stuff to work like the other platforms. Not quite perfect yet.
* Android: Fix emuthread management to exit cleanly without hanging. Helps with task switching on Android.
* SDL: Fix emuthread management to exit cleanly without hanging.
* Add an option to use the system libzip, to please grumpy package maintainers.
* Always use the bundled libzip to avoid compatibility issues. Should fix #10575
* Noticed that the UWP build has been broken for some time, fix it.
* Fix another Qt memory leak
* Qt: Prevent some race conditions on shutdown by deleting emugl.
* Fix further memory leaks
* Move SDLGLGraphicsContext.h to the correct location. Minor cleanup
* Minor cleanups
* Split the SDL graphics contexts into their own files.
* SDL: NativeInitGraphics/NativeShutdownGraphics should run on the emu thread.
* Qt: Some cleanup and fixes. Still not working correctly with gl-render-manager.
* Temporarily disable symbols on Qt, crashes strangely.
* Warning fixes
* Fix some memory leaks
* Revert \"Simpler way to deal with the GL deleter\"
* gl-render-manager: Use properly scaled scissor rectangle, oops. Fixes higher resolutions.
* gl-render-manager: Fix postprocessing shaders. Fixes #10566. Live switching is broken though for some reason.
* gl-render-manager: Support scissored clears, as used by the GL backend. Fixes GT.
* b.sh: Add a build option for address sanitizer. When enabled, we turn on some compatibility options to make it work right.
* Wed Jan 31 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180131:
* Rough fix for threaded GL for Qt.
* Simpler way to deal with the GL deleter
* Minor: Make the Vulkan allocator debug visualizer slightly better looking by adding a border.
* Buildfixes
* Avoid linking error on MacOSX.
* Include order fix. Darn X11 headers.
* Debug visualization for the Vulkan memory allocator. Shows some interesting behaviour.
* Fix readback color conversion
* Fix some accidental extra-indentation
* Don\'t crash on missing readback formats.
* Enough JNI/threading hackery to get it to run on Android! Broken readbacks make it crash alot though.
* Work towards threaded GL on Android. Now TextDrawer barfs on wrong JNI context.
* another whitespace fix
* one more whitespace fix
* whitespace cleanup
* disable the iOS thread before shutting down
* use GLRenderManager on iOS
* SDL: Oops, only start the emu thread for GLES.
* Core: Set thread names when possible.
* GLES: Fix segfault on GL 2.x.
* SDL: Allow running GL on thread.
* GLES: Handle glGetString() on GL thread.
* GPU: Fix shader blending recopying.
* GLES: Correct shader blending.
* GLES: Run ThreadFrame until frame complete.
* GLES: Fix race crash on shutdown.
* GLES: Reintroduce out of memory checks.
* GLES: Re-enable texture scaling.
* GLES: Add TODO note for shader blend texture.
* GLES: Use linear for high-res FBO tex copies.
* GLES: Report errors for link failures.
* GLES: Keep the GLRShader desc around.
* GLES: Avoid using failed depal shaders if possible.
* D3D11: Remove potentially misleading rebind func.
* GLES: Skip blend reset after stencil upload.
* GLES: Reset blend state on clear.
* Reintroduce check for GE_LOGIC_COPY
* ES2 buildfix - glGetTexImage is not available
* gl-render-manager: Fix updating sampler modes when texturing from framebuffer
* gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit.
* GLES: Avoid a shutdown race condition.
* Debugger: Fix texture preview in GLES.
* GLES: Actually stop the thread on shutdown.
* Vulkan: Fix alpha clear on stencil upload.
* GLES: Consistently reset state on new steps.
* GLES: Fix intra-buffer block transfers.
* gl-render-manager: Implement logic ops
* GLES: Accept a color mask for clears.
* GLES: Prevent writing to gutter in readback.
* Vulkan: Correct zero stencil upload fast path.
* Vulkan: Fix stencil-only clear for stencil upload.
* GLES: Document stencil clearing bug.
* GLES: Move stencil upload state into render pass.
* GLES: Ensure stencil upload clear in render pass.
* GLES: Bind texture on MakePixelTexture().
* More work on shutdown, still hanging though.
* Fix for deletes, add some debugging stuff
* gl-render-manager: Now threaded mode seems to work fine (and fast!). Shutdown doesn\'t, though, and there are stability issues.
* OpenGL: Now run GL on a secondary thread. Sync issues remain.
* Fix use-after-free in shader error reporting
* TODOs and indentations
* StencilBufferGLES: Move SetNoBlendAndMask to the right places.
* Fix goof with the stencil buffer drawing
* GL render manager: Improve shader error reporting.
* Minor fixes, indentation and comments
* Vulkan: Use push_back instead of resize(+1)
* Truncate the \'\
\' from GL debug strings before logging them.
* iOS buildfix
* Move GL sampler state tracking into GLRenderManager/QueueRunner.
* More state dirtying, a comment
* Fix terrible drawing glitches when we do sync readbacks.
* Assorted cleanup
* Rip out async readbacks from FramebufferManagerGLES. They should be implemented in GLQueueRunner, differently.
* Remove the old CPU threading remains, start redesigning interfaces.
* GL render manager: Simple implementation of synchronous framebuffer readbacks.
* Remove viewport flipping where it\'s not needed
* GL render manager: Add some more dirty tracking.
* GL render manager: Merge BindInputLayout into BindVertexBuffer.
* Fix bug, works on Android now. Don\'t reuse textures.
* Run the depal stuff, seems a bit broken. Add some state filtering.
* Scissor fix
* Fix showing savestate screenshots (needed mips)
* Make sure we set GL_TEXTURE_MAX_LEVEL somewhere.
* Fix some texture memory bugs (yeah need to make copies..)
* gl-render-manager: Need to actually bind newly created textures.
* GL render manager: Various fixes and cleanup including a buffered rendering fix, rect primitive fix
* Start moving the framebuffer stuff over to the render manager
* Fix more gl-render-manager problems
* Kill off the GL state cache
* Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes.
* Initial texture work. Bugfix indexed drawing
* More GLRenderManager
* Start messing with the draw engine...
* Finish the shader manager (almost)
* PushBuffer added. Thin3d works now on top of GLRenderManager, except framebuffers.
* Fix clears and textures. Things still broken due to memory overwrites.
* First garbage graphics output!
* Even more gl-render-manager
* More gl-render-manager
* More work on gl-render-manager
* Begin implementing GLQueueRunner and GLRenderManager
* Additional header cleanup
* Split Android graphics context implementations into their own files.
* Windows: Fix loading files with a long path.
* Revert \"EditorConfig: Workaround MSVC2017 bug.\"
* Windows: Use sufficient buffer for config file paths.
* Windows: Fix a small memory leak.
* Experimenally try a new gamecontrollerdb.txt line for 360 wireless receiver on linux. See #10181
* Allow up to 10x window size on Windows.
* Windows: Fix extracting UMD block data.
* Add taptic feedback on virtual buttons
* Don\'t prevent use of make\'s long options
* Update Inno installer
* Check for Vulkan Xlib/Wayland surface support before enabling
* Update lang submodule
* IR: This optimization is safe when all three regs are consecutive, so avoid disabling it unnecessarily.
* Minor cleanup
* Use more accurate words
* irjit: Remove Comp_ITypeMemLR.
* Use more specific words when applicable
* GPU: Improve some bezier logging.
* irjit: Improve multiple lwr in a row.
* irjit: Swap moves when it may allow clobbering.
* irjit: Convert lwr and friends to easier code.
* irjit: Combine lwl/lwr and swl/swr, like before.
* irjit: Handle Left/Right ops in passes.
* irjit: Add dedicated ops for lwl/swl and friends.
* irjit: Optimize out temp lhs copies.
* Tue Jan 09 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180108:
* irjit: Skip preloading blocks with jump to 0.
* irjit: For debug, return the best block at addr.
* irjit: Allow precompiling funcs at start.
* jit: Add interface to precompile functions.
* Fri Jan 05 2018 pousaduarteAATTgmail.com- Update to version 1.5.4~git20180105:
* irjit: Add a safety check for block num overflow.
* irjit: Enable more debug UI for block selection.
* irjit: Calculate bloat statistics.
* Cleanup GetBlockNumberFromStartAddress
* Fix that weird unordered compare mode, hopefully
* IR: More fixes. Still something wrong with VFPU compares (not caused by this PR).
* require iOS 8, add a launch screen
* On Linux, can\'t even include nmmintrin without explicitly enabling SSE 4.2 support.
* IR interpreter: Add some braces to allow variable declaration in the switch cases.
* Add some more SIMD support to IR interpreter. Mostly just because, but also serves as implementation reference for later code generation backends.
* IRInterpreter: Fix bugs in floating point truncation functions
* Fix running the CPU test from the UI.
* Show IR disassembly in JIT Compare screen
* IR Interpreter: Add missing break; to switch case IROp::FSign.
* irjit: Encode downcount directly as a constant.
* irjit: Embed constant inside IRInst.
* Minor fix for previous commit.
* irjit: Fix swr typo.
* VertexDecoderCommon: A few more cases.
* IR Interpreter: Add a comment, minor cleanup, minor SSE stuff.
* VertexDecoderCommon: Avoid reading the destination during vertex decode, might be some kind of memory that\'s not good to read from...
* Module: Avoid scanning stubs if possible.
* Module: Scan modules with no sections at all.
* Module: Correct detection of executable sections.
* UI: Fade in loading much slower to avoid flicker.
* UI: Actually offset text shadow.
* UI: Show PIC1 while loading.
* Core: Asynchronously load the main ELF.
* irjit: Properly account for delay slots in size.
* iOS: ViewController cleanups - delete unused code and properties
* iOS: call PROFILE_INIT so we don\'t crash with USE_PROFILER
* iOS: Nix iosCanUseJit and targetIsJailbroken. Move NativeInit call to main so it can take cmd line args.
* Remove references to AudioEngine, which isn\'t used anyway
* HLE: Reset latestSyscall on save state load.
* irjit: Implement lwl/lwr/swl/swr.
* irjit: Add options for compile/optimize steps.
* irjit: Add extra temps to make lwl/swl/etc. easier.
* irjit: Cleanup some invalid op handling.
* arm64jit: Avoid spilling an extra reg for lwl/lwr.
* jit: Report blocks with uneaten VFPU prefixes.
* Logging: Use AndroidLogger for all mobile devices.
* nil out sharedViewController in case bindDefaultFBO is called again
* iOS: convert all obj-c source code to ARC
* iOS: fix a reference counting bug that may have caused ViewController to never be deallocated
* Modernize property syntax and don\'t use viewDidUnload (deprecated in iOS 6)
* Create AppDelegate the standard way instead of in PPSSPPUIApplication init
* irjit: Speed up icache block invalidation.
* Change iOSCoreAudio from cpp to mm. Explicitly activate the audio session. Always set the same mDataByteSize.
* Add AVFoundation to linked frameworks on iOS
* Handle iOS audio session interruptions by reinitializing audio
* add an include for PPSSPP_PLATFORM
* fix cmake when building for iOS in a path with spaces
* Fix build on iOS (only iOS 9 and up support thread_local)
* Stencil copy: Avoid clearing the depth buffer.
* Remove outdated comment.
* Oops, forgot these.
* Complete the separation of depth and stencil renderpass flags
* Start separating depth and stencil renderpass actions, only internally in the Vulkan code so far.
* Vulkan: Create renderpass objects on demand. Just a refactoring to prepare for some later features/optimizations.
* Vulkan: Use VK_KHR_DEDICATED_ALLOCATION for frame buffers for minor speedup on some GPUs. Check for the debug report extension before enabling it.
* Typo fix
* Add a bit of logging to try to figure out #10477
* arm64jit: Negate in ADDI2R/SUBI2R as well.
* Debugger: Fix hang when viewing invalid RAM.
* arm64jit: Statically allocate ra as well.
* Profiler: Show the slowest thread\'s categories.
* Profiler: Fix cat display on small screens.
* Profiler: Separately track texture hashing.
* arm64jit: Free up W23 for static alloc.
* arm64jit: Cleanup method names, temp discard.
* UI: Fix dev menu scroll on small screens.
* UI: Only default focus visible things.
* arm64jit: Enable safe memory for lwl/lwr.
* arm64jit: Avoid arithmetic movs.
* arm64jit: Fix spilling for more than one temp reg.
* arm64jit: Use TBZ/TBNZ for vfpu branch as well.
* arm64jit: Use TBZ/TBNZ for fp branches.
* arm64jit: Use CBZ/CBNZ for zero compare branches.
* arm64jit: Handle more imm compare cases.
* arm64jit: Use CMN for CMPI2R if possible.
* arm64jit: Avoid temporary on variable shift.
* arm64jit: Reuse code in I2R funcs.
* Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly.
* arm64jit: Oops, properly init temp locked flag.
* UI: Check existance outside of game info lock.
* UI: Use atomic flags in game info cache.
* arm64jit: Remove unnecessary address masking.
* HLE: Replace starocean framebuf clear func.
* GPU: Track stats on uploads.
* arm64jit: Avoid flushing when mapping as pointer.
* arm64jit: Jit lwl/lwr with proper temp regs.
* arm64jit: Fix and enable imm lwl/lwr.
* arm64jit: Allow ANDI2R/etc. with zero.
* arm64jit: Attempt to reuse imms on sw/etc.
* x86jit: Fix safemem on WX exclusive.
* jit: Skip unlinking blocks on clear.
* arm64jit: Autodetect pointerify support.
* arm64jit: Allow reg ptr offsets when unaligned.
* arm64jit: Allow ARMREG_AS_PTR to be dirty.
* arm64jit: Use reg sum for LDR/STR.
* arm64jit: Fix an integer truncation warning.
* arm64jit: Reprotect fixed code after icache flush.
* arm64jit: Remove buggy icache invalidate.
* arm64jit: Avoid MOVK elsewhere without pointerify.
* arm64jit: Allow static alloc without pointerify.
* arm64jit: Skip storing spilled but not dirty.
* arm64jit: Only adjust pointers if pointerified.
* arm64jit: Allow disabling pointerification.
* Module: Reload imports later in save state load.
* Android cmake buildfix
* GPU: Reset context version on init.
* UI: Trigger view recreate on static sized screens.
* Display: Avoid limiting FPS without a clear.
* Debugger: Defer active symbol updates.
* Vulkan: Allow full depth range with depth clamp.
* Vulkan: Use depth clamping, where available.
* GPU: Match GE saved context better.
* Vulkan: Fix fragment depth rounding.
* Qt: Fix OpenGL init.
* GPU: Reset GPUBackend on graphics init.
* GPU: Remove duplicate BACKEND constants.
* Check for Wayland headers in CMake
* Remove VULKAN_STATIC
* Support Vulkan on any Unix
* Add support for Vulkan on Wayland
* GPU: Avoid memory corruption on bone matrix > 96.
* UI: Remove auto-download options.
* GPU: Remove FBO auto-download hack.
* irjit: Allow continuing from mips break.
* GPU: Add quick method for debugging.
* UI: Fix graphics API display on start.
* Windows: Track minimize as lost focus.
* GPU: Reduce depth blits when not updated.
* Software: Execute bounding box tests.
* Vulkan: Decimate the texture allocator.
* GLES: Allow dual src blend on newer Intel.
* GE Debugger: Allow enable/disable of prim preview.
* GE Debugger: Keep prim preview on pan/zoom.
* GE Debugger: Fix preview when zooming.
* GE Debugger: Fix some crashes while stepping.
* GE Debugger: Save with alpha for PNGs.
* GPU: Cleanup some feature flags usage.
* GLES: Improve HW tess requirements validation.
* Core: Allow more formats for screenshot.
* GE Debugger: Allow image export from previews.
* Core: Refactor screenshot saving.
* Android cmake fix
* SDL: unbreak on more non-Vulkan platforms
* GLES: Reduce conversion buf size if possible.
* GLES: Avoid buffer on GLES2 for h=1 / CLUT.
* Vulkan: Cleanup unused code.
* GLES: Pack without stride where possible.
* SDL: Fix OpenGL init again. Fixes #10424
* Build Vulkan on all platforms, won\'t be used if not supported.
* Get Vulkan going on Linux
* Statically link a vulkan loader on Linux. Use to to init vulkan on X11. Unfortunately, it\'s broken.
* Cleanups in PCMain.cpp
* WIP vulkan on linux stuff
* SDL: really try lower GL profiles & add GLES context support
* Vulkan: Fix bug where we\'d do the initial layout transition for an image before binding memory to it. Should help the issue uncovered in #10413
* Add missing includes. Remove some more unnecessary #ifdef _DEBUG checks - the debugger is supposed to work in release mode too.
* CMakeLists: relocate EGL library name detection
* Move QtMain.cpp and PCMain.cpp to more sensible locations. Native isn\'t standalone anymore...
* Remove more obsolete ifdefs
* Some ifdef cleanup.
* Get rid of the old custom \"Event\" sync primitive.
* Win32: Use the standard thread APIs to manage the emu thread.
* Avoid including platform-specific headers in VulkanContext.h
* Implement warning when trying to play Ghost of Sparta with a modified CPU clock, as suggested by unknownbrackets in #7411
* Update vulkan headers, add linux .so loader lib for easy builds, like Sascha does.
* Fix annoying name clashes (Status is in X11 headers..)
* Just some log cleanup
* Fix typo causing #10408
* Another buildfix, sigh. Also extend the safe region a little bit to the thing from a couple commits ago.
* Add a tiny bit of safety margin to the RipAccessible check. Should be enough for 128-bit SSE data.
* Update lang submodule
* Oops, buildfix
* Move vulkan debug callback out from WindowsVulkanContext into a file that can be shared with other platforms later.
* UI: Properly center storage perm prompt.
* UI: Use less space with recent + need storage.
* UI: Allow skipping transitions on set current tab.
* UI: Fix AnchorLayout size when wrapping content.
* UI: Pass UNSPECIFIED through on scroll views.
* UI: Give ItemHeaders intrinsic size.
* UI: Add flex pressure to tab content.
* Update bounds in NativeResized as well to fix glitches on layout screens that use it.
* Improve very small display on very large surface, And change some variables to constants.
* Limit smallest zoom to match it\'s slider and well.
* Respect sticky edge by center option and make it stick from smaller range
* Stick display to edges of the screen/window size
* Improve display layout editor for zooming into corners, also limit the scale to 10 to match slider.
* GPU: Rename GPUBackend setting to apply default.
* GPU: Default to Vulkan if possible.
* http: Allow sharing automatically on PPSSPP start.
* UI: Always clip tab contents.
* UI: Clip scissor to screen.
* UI: Transition tab strips on select.
* UI: Allow negative left/right for anchor layouts.
* UI: Add tween for translating anchor offsets.
* Windows: Fix UI text measurements with &.
* UI: Reset transitions after too long a time.
* UI: Translate API on start screen.
* UI: Allow translating system info.
* Another driver version check change, should help Galaxy A5 2017 on issue #10361
* Force AccurateDepth on, on older Mali drivers which don\'t handle reverse Z viewports. Should help #10361
* Make a minor correction to Vulkan driver version display.
* Store: Maintain icon aspect ratio.
* Store: Highlight active item, reselect on resize.
* Store: Wrap item descriptions on small screens.
* UI: Transition button and item focus/presses.
* UI: Add an event for tween finish.
* UI: Add delay to tweens.
* UI: Show a few more flags in build config.
* UI: Show extensions at full width.
* And yet another case of the same problem as the previous commit.
* Fix another case where we trusted std::move to clear the origin, which is not guaranteed.
* Tweak logging and asserts in VulkanDeviceMemory::Destroy
* Don\'t hold the lock when processing messages, only when taking them off the queue. Fixes #10383
* Display: Only reapply state on load.
* Display: Reset cycle counter on load state.
* UI: Always apply tweens after restore.
* UI: Add threadsafety to cache item file loaders.
* Loaders: Depriorize disc streaming queue items.
* GLES device lost/store fixes
* Apply a fix to the ARM64 emitter ported over from Dolphin
* Add a comment, revert a reporting change.
* UI: Cancel loaders on shutdown.
* Loaders: Add cancelation to all file loaders.
* UI: Reset touch controls after config load.
* UI: Persist tween data on view recreate.
* Add missing IF statement for instance rendering check..
* Minor uniform cleanup
* Try to fix build with the old Android build system too...
* SPIRV-Cross should build on Android now, so remove another platform check.
* Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362
* Update travis config to use NDK 16b
* Also update Application.mk for the old build system.
* From NDK 16, libc++ is out of beta and gnustl will be deprecated soon, so switch.
* Fix another little inconsistency (two uniforms were merged for bad reasons)
* Clean up a small inconsistency
* Rework GL lost-device to work more like Vulkan. Gets rid of gl_lost manager etc.
* Recreate views after boot is done, to workaround #10360 . Not the best solution..
* Vulkan: Add facility to auto-generate mipmap levels. Not yet used.
* Vulkan: Show samplers in \"shader debug\"
* Avoid multiple flips per frame, fixes immediate flip for God of War
* Add mitigation for games like GTA that never call sceDisplaySetFramebuf
* Flip immediately if that\'s OK. This can save up to a frame of graphics latency, in games that display \"immediately\" instead of latched.
* UI: Show loading message while shaders preload.
* fixup! UI: Ensure tweens always complete.
* GLES: Avoid hanging while precompiling shaders.
* System: Allow GPU to have delayed loading.
* UI: Apply tweens on Update().
* UI: Reorganize EmuScreen so it renders on loading.
* UI: Ensure tweens always complete.
* UI: Add a simple tween class.
* UI: Add colorBlend() helper.
* Display: Correct max FPS limiting skew.
* Windows: Request a core profile by default.
* SDL: Use core profile, fixing old Mac GL issues.
* arm64: Use LDRUH instead of two LDRBs.
* Savedata: Show icon for new saves more often.
* Tue Dec 05 2017 pousaduarteAATTgmail.com- Update to version 1.5.4~git20171205:
* v1.5.4
* Try to fix iOS builds on the Travis buildbot. #10254
* Replacement: Break the mip loading loop if a level is wrong. Also shrink the log output.
* Reject texture replacement mipmaps of the wrong size
* Just some debug output for future decisions
* Update submodule lang
* Also disable dualsrc blend on Tegra K1. Should help #10208
* Missing -lEGL when -DUSING_EGL=ON
* Android: Warn if PPSSPP fails to save the config file.
* RIFF: Add check for truncated files, cleanup a little more.
* Try to protect against bad data in RIFF files (used for menu background audio only)
* Even more cleanup of RIFFReader
* Kill off more unused code in RIFFReader
* Remove write support from chunk_file, rename to RIFFReader
* Reformat chunk_file. Don\'t usually reformat whole files, but this was too ugly to work on :P
* GE Record: After recording a frame, log the filename of the output file.
* Disable \"Accurate Depth\" in Burnout games, they have trouble with it on Mali (Z-fighting...)
* Vulkan: Allow shutdown with init commands.
* Android: Fix race condition on lock/unlock.
* Android: Reset immersive after native dialogs.
* Vulkan: Swap in more forceful asserts.
* Global: Silence some unused declaration warnings.
* UI: Fix some virtual override warnings.
* Windows: Stop input poll before emu shutdown.
* UI: When stepping, clear on initial load.
* Android: Fix crash on shutdown/restart.
* UI: Fix D3D9 half-pixel offset at 1x.
* Clip block transfer destinations. Should fix crash in #10011. Stats: Invent some sort of usage metric for device memory allocators.
* Revert \"Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation.\"
* Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation.
* Shutdown fix.
* Fix bugs in VulkanImage allocator support
* Add another assert, which gets hit.. Hm. Something is wrong..
* Change some Crash() to asserts in VulkanDeviceAllocator
* Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it\'s unnecessary to have the UI put pressure on that.
* Vulkan: Only call EndCreate on the texture if it actually exists.. Though not having one would be bad.
* UI: Send prompt results even on back/cancel.
* D3D11: Change state caches to DenseHashMaps.
* Hashmaps: Fix missing maintain calls in non-GLES.
* Fix a use-after-free in sceKernelTerminateDeleteThread
* Android: Render text with newlines properly.
* UI: Wrap text properly with explicit newlines.
* UI: Clean up some unused code and flags.
* Hashmaps: Another cleanup.
* UI: Avoid pushing a screen on top of itself.
* UI: Cleanup common message handling.
* UI: Avoid navigation with an active dialog.
* UI: Send messages to dialog parents by default.
* Hashmaps: Reset count on clear.
* GLES: Log shader cache filesize error better.
* GPU: Minor cleanup.
* Hashmaps: Reset state when growing.
* Hashmaps: Change some crashes to asserts.
* GLES: Validate shader cache filesize on preload.
* GPU: Use more typesafe shader IDs.
* GPU: Annotate free shader ID bits.
* Update AndroidManifest.xml to 1.5.3.0, just in case anyone is still using the old build system where this isn\'t automatic.
* Update lang
* Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
* Vulkan: Remove misguided assert about backbuffer clearing mode.
* Reporting: Oops, fix module load log line.
* Add hotkey to toggle audio and video dumping together in sync.
* Add a github issue template. Let\'s see if this works.
* Reporting: Use a different link message on preload.
* GPU: Add missing shader id to short desc.
* Improve reporting for imm buffer exceeded. Reset the immCount_ every frame to avoid getting \"stuck\" permanently in case some garbage is executed..
* Try a silly workaround for an otherwise unexplainable crash seen in Google Play Console
* Reporting: Don\'t report with locked CPU speed.
* Reporting: Improve bezier/spline morph/skin data.
* Try to help Mali 400 shader reg alloc by reusing variables. It\'s still commonly reported.
* Comment, minor cleanup
* Reporting: Improve no pos verts message.
* Reporting: Skip reporting reused depthbuffers.
* Module: Cleanup magic number.
* Reporting: Remove unused code.
* Reporting: Stop reporting module load versions.
* Adhoc: Remove incorrect thread create param.
* Reporting: Disallow feedback for fake game ids.
* Buildfix, oops
* Vulkan: Fix crash bug when post processing shaders failed to compile.
* Clean up all the FBOs in DestroyAllFBOs. Missing any can have bad consequences after app switching on Android/Vulkan where we recreate stuff.
* Checks and paranoia in response to a crash report..
* Check for HW-transform and through when loading GL shader cache.
* Minor cleanup. Add a debug assert in shader ID calculation
* Oops:]
* Despam a sceDmacMemcpy report. Happens in Naruto Shippuden: Ultimate Impact, accordint to reports.
* Fri Dec 01 2017 pousaduarteAATTgmail.com- Update to version 1.5.2~git20171201:
* Clear postprocess confusion in d3d9 backend by hiding the option:]
* Vulkan: Report more info on texture from target.
* GPU: Try to avoid FB download without an FBO.
* GLES: Report shader errors with shader desc.
* Add some debug asserts, useful for debugging shader mismatches locally (though haven\'t found any..)
* Module: Stop reporting bad magic numbers.
* Memory::Memset: IsValidRange is a better solution.
* Fix minor discrepancy in shader ID calculation, I don\'t think this will fix anything though. Bumping shader cache version and doing minor cleanup too.
* Avoid wrapping when shifting down the audio after scaling by a 20-bit value. Fixes #9967
* Add sanity check in Memory::Memset
* Still seeing asserts in this function, weakening remaining to debug-only.. but these really shouldn\'t trigger.
* DX9: Revert a bad optimization, hopefully fixing #10205. Vulkan: Add a missing check.
* Thu Nov 30 2017 pousaduarteAATTgmail.com- Update to version 1.5.2~git20171130:
* Add some comments.
* Oops;p, I always mess this up.
* Change some other substr used with cheats and smuggle a fix for another problem
* Change str.substr(x, 1) == \"y\" to str[x] == \'y\'
* Fix a cheat menu crash with invalid cheat name. Also stop #comments from being removed by cheat menu.
* VKRFramebufer: Just some checks to be slightly safer in case creation failed..
* Fix UI crash when keyboard navigating out of popup list.
* Can\'t call functions through known-nil pointers, even if they don\'t touch local data - LLVM\'s optimizer might have done something stupid.
* Fix a java exception around the GPS stuff
* Vulkan: Avoid duplicate image pre-transitions (actually eliminated later anyway, but a small saving)
* Vulkan transitions after render: Add a missing case that seems like it could be common?
* Avoid an assert in ARM64 emitter, seen in Google Play crash logs
* Move pushbuffer map/unmap to the .cpp file to avoid inlining (for stack traces)
* Crash in a more appropriate place if missing a drawcontext (happens on really weak devices only)
* Fix another possible Vulkan shutdown bug
* Loosen up some asserts that seem to trigger unexpectedly... need investigation.
* Crash reports from 5% rollout of 1.5: Make some asserts dbg_asserts for now, try to fix an issue with framebuffers when postproc is enabled.
* Try to get androidgitversion to behave. It thinks the build is dirty when it\'s not.
* Add privacy policy link to app, as required by Google Play since we use the CAMERA permission now.
* Update AndroidManifest.xml to 1.5.0
* Update lang submodule
* Tue Nov 28 2017 pousaduarteAATTgmail.com- Update to version 1.4.2~git20171128:
* Readme for 1.5: Small rewording
* Coldbird\'s up and running again, restore the proAdhoc default. See issue #9984
* More README updates
* More 1.5 README fixes
* Update the README for 1.5.
* Fix a text overdraw problem on the title screen on very small displays.
* Fix the fix for Thrillville. See #7459
* Add ability to simulate a few kinds of Vulkan initialization failures, to test the GL fallback.
* Minor error checking improvement
* Android: Call setDisplayParameters early with the display w/h in pixels. Without this, was defaulting to 1x rendering on S8 which is silly.
* Windows: Avoid UWP for desktop api family.
* UI: Fix alphaMul clamping.
* Kernel: Fix delete thread null check.
* Global: Fix some warnings.
* Windows: Fix error formatting with % signs.
* GPU: Fix block transfer write breakpoint.
* Just reduce some log levels
* Unbreak save states, fix other minor issues from review
* Fix some comments
* Add safety check.
* Hack that converts immediate draws to through-mode draws. This won\'t work correctly in all cases - but it\'s enough for Thrillville which uses it to clear only. Works around #7459.
* Process immediate draw commands. Not yet sending to graphics backends.
* Fix D3D11 push buffer overflow
* Fix the prefix problems on ARM 32-bit as well.
* Core: report Debian GNU/kFreeBSD separately
* Common: implement GetExeDirectory on NetBSD
* ARM64 JIT: Fix additional VFPU prefix problems
* Fix JIT bug in ARM64. Fixes #10183
* Vulkan vertex cache: Fix memory leak
* Fix _assert_ on Android to assert properly
* Revert \"Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit.\"
* Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit.
* UI: Minor pause screen cleanup.
* UI: Draw actual, not aligned, text width.
* UI: Clear font bitmap after aligning size.
* When drawing text using our truetype backends, round coordinates to pixels. Fixes #10180
* Fix text width measurement on Android when there are spaces at the start/end of the string (bounds doesn\'t handle that). Fixes 10174
* Get rid of collision-prone font cache keys. Stress the font cache a little less on slider dialogs.
* Yet another buildfix, sorry :/
* Oops, android buildfix
* ARM buildfix
* Allow loading graphics dumps (
*.ppdmp) through the regular UI.
* Add a hidden debug option [Graphics]GfxDebugSplitSubmit to try to narrow down some Vulkan issues, see #10163. Also improve some asserts.
* Make our release mode asserts actually fire properly in release mode again...
* Android: Use __android_log_assert facility to get pretty message-asserts into crash dumps.
* Fix gl scissor rect issue. Fixes #10119
* Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
* Add a missing break that would explain the odd AUTO mipmap test results on D3D11 and Vulkan...
* Disable the DisableAccurateDepth compat flag on AMD/Vulkan, see #9545. Ugh.
* Android: Fix #9697 where we\'d hang if we lacked permission and got a filename as a command.
* Android: Update to gradle 3.0.1
* Workarounds for issue with \"accurate depth\". See #9545, #10087
* Update armips to latest. See #10161
* The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working.
* Fix message asserts on Android. Add more of them to check things in Vulkan code.
* Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
* Vulkan: Break apart DecodeVerts
* GL: Compute \"availableUniform\" when generating shaders instead of by querying.
* GL: Compute the attrMask while generating the vshader instead of querying.
* Move aniso to the sampler cache key.
* Disable anisotropic filtering in headless, screws up mipmap test
* Cleanups
* Fix headless to work better in vulkan mode
* Make test.py python3-compatible, print out command lines better.
* Attempt to unbreak D3D9 mipmapping (still disabling SLOPE mode)
* Buildfix, update comments slightly
* Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan.
* Properly zero samplercache keys before filling them out.
* Mipmaps: Disable LOD bias in slope mode as that\'s not how it works.
* Sat Nov 18 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 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 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 01 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 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 2017 pousaduarteAATTgmail.com- Update to version 1.4.2~git20171026:
* Update gradle files to Android Studio 3.0 defaults.
* Tue Oct 24 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 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 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 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 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 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 2017 pousaduarteAATTgmail.com- Update to version 1.4.2~git20171011:
* UWP buildfix. See comments in #9575
* Mon Oct 09 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 06 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 02 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 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 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 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 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 06 2017 pousaduarteAATTgmail.com- Update to version 1.4.2~git20170903:
* Add Sony PS3 controller mappings
* Fri Sep 01 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 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 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 2017 pousaduarteAATTgmail.com- Update to version 1.4.2~git20170824:
* Bump the GL shader cache version
* Tue Aug 22 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 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 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 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 2017 pousaduarteAATTgmail.com- Update to version 1.4.2~git20170724:
* Update lang submodule
* Mon Jul 17 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 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 04 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 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 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 2017 pousaduarteAATTgmail.com- Update to version 1.4.2~git20170618:
* GE Debugger: Buildfix for BSD.
* Wed Jun 14 2017 pousaduarteAATTgmail.com- Update to version 1.4.2~git20170613:
* Apply a hack to simulate USB created files.
* Fri Jun 09 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 09 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 06 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 05 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 01 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 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 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 2017 pousaduarteAATTgmail.com- Update to version 1.4.2~git20170527:
* Android: Fix minor typo.
* Sat May 27 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 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 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 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 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 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 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 2017 pousaduarteAATTgmail.com- Update to version 1.4.0~git20170517:
* Update gpu_features.cpp
* Update buildassets.sh
* Update copyrelease.sh
* Wed May 17 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 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 09 2017 pousaduarteAATTgmail.com- Update to version 1.4.0~git20170509:
* Update lang
* Tue May 09 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 07 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 05 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 05 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 04 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 01 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 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 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 2017 pousaduarteAATTgmail.com- Update to version 1.4.0~git20170424:
* Fix postprocess shader submenu.
* Mon Apr 24 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 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 2017 pousaduarteAATTgmail.com- Update to version 1.4.0~git20170418:
* UI: Proxy devmenu keypress through an event.
* Mon Apr 17 2017 pousaduarteAATTgmail.com- Update to version 1.4.0~git20170417:
* Linux: add another PS3 controller GUID
* Sun Apr 16 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 2017 pousaduarteAATTgmail.com- Update to version 1.4.0~git20170415:
* Remove unused parameter to DestroyAllFBOs().
* Destroy FBOs only on actual resize.
* Sat Apr 15 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 2017 pousaduarteAATTgmail.com- Update to version 1.4.0~git20170413:
* Update lang submodule
* UI: Respect the pause button display setting.
* Wed Apr 12 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 2017 pousaduarteAATTgmail.com- Update to version 1.4.0~git20170411:
* Fix issues with software GPU on D3D11
* Mon Apr 10 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 09 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 07 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 06 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 2016 pousaduarteAATTgmail.com- Update to latest git snapshot
* use qt build
 
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