Changelog for
ppsspp-1.17.1-lp156.2.11.x86_64.rpm :
* Sun Feb 12 2023 virtuousfoxAATTgmail.com- Update to version 1.14.4
* Wed Dec 21 2022 virtuousfoxAATTgmail.com- Update to version 1.14.1+8~git20221221.d4f5bff36:
* Crash: Lookup block numbers more efficiently.
* Crash: Ensure we never handle faults in faults.
* Add .gitignore to ignore Vulkan validation layers on Android if added locally
* Delete dead code path (initialize EGL from C++ on Android)
* VRBase: fix build error with musl libc
* Update version number in AndroidManifest.xml
* Update README.md for 1.14.1
* Build: Cleanup MSVC project files.
* Utility: Report YugiohSaveFix usage.
* std use c++14
* Debugger: Don\'t hang mem dump if stepping in GE.
* GE Debugger: Prevent double init.
* Add some asserts in the hope of gathering some more info (and consolidating some crashes).
* GL: Cleanup a check to use ARB instead.
* D3D9: Avoid curve Z clip to be safe.
* D3D9: Support old-style user clip planes.
* GPU: Prevent GE_PRIM_INVALID on flush.
* GPU: Keep prevPrim_ set on flush.
* Update Russian translation
* Add SDL controller string for iBuffalo 16 buttons.
* Insert the new string in translation files
* Clear the extra assert info on game exit
* Supply some extra info in asserts (currently game ID and name).
* Make \"DPI\" translatable
* Build: Allow compiling without armips.
* Config: Cleanup a few more settings commonly.
* Config: Force jit off with game-specific configs.
* Config: Cleanup Path usage for ini file load/save.
* OpenXR - Final Fantasy rendering fixed
* OpenXR - 3rd Birthday rendering fixed
* Move the \"Ignore insets when centering\" setting to the display layout screen.
* Update th_TH.ini
* Update Russian translation
* Add files via upload
* Added all remaining strings translated
* Fix bug swapping O/X visually on PSPOskDialog
* Quickfix for texture uploads after #16599
* Remove the 0th descriptor set, move everything else back to 0
* Update zh_CN.ini
* Add new translation string
* Add translation string
* Add setting for transparent UI background
* Update zh_TW.ini
* Update zh_CN.ini
* Update zh_CN.ini
* Update README.MD
* OpenXR - Correct NULL type for XrSession
* Update version number in AndroidManifest.xml
* Disable pre-rotation for 270 degree transform (inverse landscape).
* Update fa_IR.ini
* Update zh_CN.ini
* Use vendor instead of lazy memory to detect tiling GPUs.
* SoftGPU fix
* Don\'t refer directly to g_Config.iMultiSampleLevel, it can contain unsupported modes.
* Plumb through multiSampleLevel so PipelineManager doesn\'t read config.
* Add stub symbol for \'utimensat\', making it work on Android 2.3 again
* Vulkan: Cleanup some logspam.
* Config: Remove unused values.
* Disable geometry shader culling by default
* Make shader cache loading a bit more lenient.
* Rename Save/LoadCache to Save/LoadPipelineCache
* Add accessor for UseFlags
* Improve shader cache logging
* Some logging improvements
* Enable some wordwrapping in shader viewer, show variant bitmask
* Drop the input attachment descriptor from the layout when unused
* Tiny optimization in PipelineDesc
* Re-link the readme
* add links
* compat.ini: Add MX vs ATV to \"ForceLowerResolutionForEffectsOff\".
* Bump shader cache versions before release, just to be safe.
* UI: Avoid crash on axis input during shutdown. (#16564)
* Postshader: Reset ini keys for defaults.
* Postshader: Don\'t save default setting values.
* README: Add more for 1.14, note game names more.
* Improve background drag behavior on display layout screen
* README: Add some pull #s, more 1.14 updates.
* More README updates, issue links, move to history.md
* Update README.md for 1.14
* Update URL to HTTPS (#16561)
* Translation ja_JP.ini update (#16557)
* Update Russian translation
* Update th_TH.ini
* Copy the VR section to all the other translations (th_TH already had it)
* Add VR section to en_US
* langtool: improve insertion of missing sections (logging, empty line)
* jpn0_fix.pgf
* Make the string \"PPSSPP Homebrew Store\" translatable in one more place
* Update Russian translation
* Fix Hz casing
* Hides the D3D9 option on Intel Xe graphics.
* Copy new lines to more translations
* Fix Hz strings for translation, LCD persistence too
* Update zh_TW.ini
* Update Russian translation
* OpenXR - Default color correction adjusted
* Fix memory issues in homebrew store
* Windows: Fix shutdown order (stop the main thread before the window gets destroyed)
* Delete a few obsolete lines of code
* Update zh_CN.ini
* Core: Correct a use after free.
* Global: Cleanup some type/range checks.
* Global: Cleanup initialization/pointer checks.
* Global: Set many read-only params as const.
* Common: Remove some unused color conv funcs.
* Global: Cleanup virtual/override specifiers.
* Update zh_CN.ini
* OpenXR - Default UI saturation adjusted
* OpenXR - Allow to put HUD out of the screen
* OpenXR - Release keys on activation of camera adjust
* GE Debugger: Fix src/dst stride formatting.
* Common: Fix worker thread names.
* Update zh_CN.ini
* Minor fixes
* Minor optimization/cleanup
* Fix regression in Tactics Ogre - the mipmap level hack broke
* Some minor initialization fixes, and one potential crash found by static analysis
* Silence address-sanitizer warnings in Math3D.h on ARM64 (not very serious but good to fix)
* DXT5 fix
* Fix case where we could write off the end of a buffer if texture width == 1 and 4-bit color.
* OpenGL: Fix lifetime issue with uniform/sampler \"locs\" for thin3d pipelines
* Silence address-sanitizer warnings in Math3D.h on ARM64 (not very serious but good to fix)
* Fix \"usePrevFrame\" shaders for OpenGL
* Force postshaders with the usePreviousFrame flag to the end of the order
* rename
* Motion blur
* Fix SDL fullscreen
* feat(Libretro): Cheat Support
* Improve the pause screen in vertical layout
* Added vertical layout for display layout screen
* Add parameters to the Vignette shader
* More strings
* Auto-open settings if there\'s only one post-shader
* UWP buildfix
* add new image to controls
* Add CSS-style padding support to LinearLayout. Use to improve the look
* Add background to the scroll views. Not really pretty but more readable
* Delete the InverseColors shader too
* Delete the builtin Grayscale shader. Also make unknown shaders go away from list.
* OpenXR - Separate config for VR build
* OpenXR - SDK updated
* Postshaders: Move delete button directly to the items.
* Fix context menu translation support
* LittleBigPlanet: Compat flag to work around smoke rendering problem
* Expose MSAA option for libretro.
* Translation: Copy missing lines
* Rename Postprocessing shader to Postprocessing shaders. Make low-effort attempt at updating
* Remove obsolete translation key \"Postprocessing effects\"
* Remove postprocessing option from desktop menu (doesn\'t support multi-shader)
* Combine two translation strings, add another
* Change the Settings toggle to a specially styled checkbox
* Make translatable
* Declutter using a context menu, which I had to create from scratch.
* Fix layout issues, misc cleanup and comments
* Make the post shader list more editable
* More usability tweaks
* Few more icons
* softgpu: Avoid clear hazard for last cached funcs.
* softgpu: Avoid atomic structs.
* softgpu: Optimize lookup of last jit func.
* softgpu: Remove std::function usage.
* softgpu: Expand fast path to all fb formats.
* Couple more microoptimizations
* Software rect raster: Speed up memory tracking in debug mode (ztag unused, remove allocations)
* Ordering fix, should fix elimination of the DarkStalkers software blit
* Minor alpha bit optimization in Darkstalkers rectangle code
* feat(libretro): ios compile settings
* Libretro: Set Interpreter as default CPU and get CPU from setting
* Fix window icon path
* softgpu: Allow no alpha blend in 5551 fast path.
* softgpu: Use no-modulate fast path for REPLACE.
* softgpu: Use a template for 5551 fast path.
* softgpu: Avoid checking UVs for sprites w/o tex.
* softgpu: Avoid tri combine to rect if clipping.
* softgpu: Fix w culling of triangle rects.
* Fixed omissions
* Updated brazilian portuguese
* Show the name of the chosen language on the choice button. Looks weird not to.
* Load and cache langValuesMapping on demand
* Swedish translation improvements
* Turn language popup thing into a lambda
* GPU: Use accurate depth for depth range hack.
* softgpu: Fix double rectangle drawing at halfpixel.
* softgpu: Force alpha test when it could skip blend.
* softgpu: Force alpha test off in more scenarios.
* Change package of the Android VR builds
* softgpu: Remove an unused case.
* Build: Get rid of legacy zstd support.
* Build: Reduce include spam in CMake.
* GPU: Avoid an override warning.
* SaveState: Correct missing switch case warnings.
* SaveState: Fix a format type error.
* Build: Silence SFMT warning.
* Build: Use Windows 2019 for UWP builds.
* Remove dead code, validation fix in GE debugger
* Add missing IDs
* Don\'t ignore insets for UI on the display layout screen (no longer needed)
* Vulkan: Reduce some logging when things are fast.
* Vulkan: Defer deletion of shader module promises.
* Vulkan: Track pipeline desc using a refcount.
* Force \"Lower resolution for effects\" off in Ratchet & Clank and a few other games
* softgpu: Optimize > non-zero alpha tests as well.
* softgpu: Skip non-zero alpha test if impossible.
* softgpu: Use CLUT to optimize out blending more.
* TexCache: Correct alpha mask checks for SSE2.
* softgpu: Check for queued compile.
* Fix loading of texture shaders
* Address feedback, also sort texture shaders
* Reorganize the DisplayLayoutScreen again - flip left/right sides, move mode switch to bottom.
* Add a new centering capability to AnchorLayout
* Align the version number better on the main screen
* Sort post-shaders alphabetically in the list.
* Disable the MSAA selector if software rendering is selected. Move software rendering up.
* Psmf: Fix pointer check.
* GPU: Cleanup some bounds checks, assignments.
* Fix missing \'else\'
* Fix comparison
* Fix progress computation
* Remove some unused/unnecessary code
* Safer and simpler alternative to cbfa4bf.
* softgpu: Skip fog when no verts have fog.
* softgpu: Cleanup reapply logic.
* softgpu: Apply optimizations to states generically.
* softgpu: Calc flags on state as we queue verts.
* softgpu: Force shading flag off in clearMode.
* softjit: Switch to DenseHashMap.
* Reserve some space in the checkpoints vector
* Fix (?) the savestate bug in PSPSaveDialog/SaveDataParam
* Add a NOOP state to reduce logspam after error
* Verify that the Measure and Save passes match accurately through checkpointing
* Savestate: Prepare some sanity checks
* OpenXR - Default config updated
* OpenXR - Adjust the render resolution for VR
* softgpu: Handle inf-end + negative constant slope.
* softgpu: Handle infnan fog coefficients better.
* GE Debugger: Add breakpoint symbol for prim count.
* Debugger: Add decimal constants.
* OpenXR - GTA Chinatown wars rendering fixed
* OpenXR - Assasins Creed rendering fixed
* OpenXR - Tony Hawk HUD fixed
* Use proper copies for depth blits between multisampled framebuffers. Needed to keep all the information.
* Implement copy operation properly for the multisampled case
* Check resolve mode, just to be safe.
* OpenXR - Monster Hunter HUD fixed
* Address feedback
* Revert \"Centralize ClearCacheNextFrame\"
* Crashfix the other backends
* GPU: Optimize out common case texture proj.
* softgpu: Optimize out texture proj for UVs.
* GE Debugger: Cleanup logspam on game exit.
* Fix wrong vreinterpret neon intrinsic usage.
* softgpu: Cull verts outside post-viewport Z.
* Assert improvement
* Not pretty, but with this, you can switch MSAA level at runtime.
* softgpu: Interpolate Z for 3D lines.
* Detect Apple/MoltenVK and allow multisampling. Unfortunately no support for sample rate shading.
* Correctly handle input attachments with CreateRenderpass2. But also don\'t use it while not multisampling.
* Headless buildfix. Crashfix in shader generator test.
* Remove quality setting for now, we default to a balanced setting.
* Implement \"enhanced\" multisample quality setting
* Use raster copies to work around lack of working copy support in MSAA mode.
* Add a pipeline flag for USES_DISCARD. Will be used for the MSAA quality setting.
* Implement depth/stencil resolve. (We probably only need depth resolve since we don\'t texture from stencil, but whatever).
* Add path that uses CreateRenderpass2, we\'re gonna need it for depth resolve.
* Fix switching between MSAA levels
* Basically working MSAA on desktop GPUs! Some glitches remain.
* Multisampling groundwork
* Add check for tiling GPUs. We\'ll use this to inform on what MSAA modes to support.
* Add a flags parameter to InvalidateCachedState and rename it Invalidate.
* Add NEON impl too, mostly for exercise purposes
* SSE optimize Float4ToUint8x4, some uses
* Minor VertexReader optimizations
* Couple more FormatMemWriteTagAt
* Restore optimization of memory info strings, avoiding allocations
* UI: Darken game-as-background a bit more for UI legibility
* Temporarily disable the UWP github CI job
* Fix Aspect Ratio translation category
* Update Russian translation
* Remove std::string from VulkanTexture
* Remove std::string from VulkanProfiler (the scope profiler for uploads)
* headless: Update tests.
* GE Debugger: Remove dup block transfer record.
* GPU: Oops, simplify an expression.
* GPU: Use common block transfer logic in all cases.
* softgpu: Handle block transfer VRAM wrapping.
* softgpu: Improve meminfo detail on block transfer.
* softgpu: Account for width!=stride in xfer checks.
* softgpu: Correct src/dst overlap in block transfer.
* Disable the PowerVR swapchain hack after driver version 1.386.1368.
* GLES: Correct unit tests for framebuffer fetch.
* GPU: Correct fetch assert.
* softgpu: Correctly fix inversions, matching tests.
* Fix translatability of the string \"Stereo display shader\".
* TouchControlLayoutScreen: Reduce the amount of scissor calls
* Fix-jpn0.pgf
* Redo the control UI screen layout, slightly update the look
* Initialization cleanup (no effect)
* Add checks preventing a number of \"possible\" divisions by 0 in layout
* Update zh_TW.ini
* Update zh_TW.ini
* Fragment shader generator: Move the framebuffer fetch bit to the shader ID.
* OpenXR - Enable HUD in a few more games
* Fix saving of the new Stretch setting
* OpenXR - HUD disappearing in Flatout fixed
* Let the running game show through the background of all the PromptScreen dialogs.
* Fix Burnout Dominator lens flare on OpenGL ES
* Add missing lines to other languages
* Add missing strings to en_US.ini
* Clean up \"GPU log profiler\" translation strings
* Langtool: Add --dry-run support
* Put back the lost Language strings, now in the right category
* Fix category for \"Language\" string. Swedish translation improvements
* Fix skip buffer effect toggle not taking effect immediately
* Update Russian translation
* OpenXR - Hide unsupported layout options
* OpenXR - HUD max scale fixed
* OpenXR - Screen stretching fixed
* Sneak in a minor software transform optimization
* Stop logspam from bad block transfer corners.
* SoftGPU: Range check block copies.
* Update zh_CN.ini
* Update zh_CN.ini
* Update zh_CN.ini
* Typo fix
* GPU: Prevent decimating CLUT framebuffers.
* GPU: Support framebuf depal from rendered CLUT.
* TexCache: Support offset in rendered CLUTs.
* Update zh_TW.ini
* GE Debugger: Correct LastVRAM mirror wrap around.
* UI: Add a slight glow around PSP in control map.
* Vulkan: Correct maxAniso handling in Draw.
* UI: Dry out code and check bounds to be safe.
* UI: Fix right analog with single button.
* Blind workaround for Shining Ark circle button problem
* Empirical attempt at fixing #15661
* OffsetY fix for non-vulkan backends
* Some more UI fixes. Live update for the aspect slider
* Fix for the aspect ratio plugin variable. Disable aspect ratio control in stretch mode.
* Fix issue where render resolution wasn\'t applied correctly.
* Another tweak to the OpenGL adreno bug detection.
* Add new translation key \"Aspect Ratio\"
* lang; Stretching->stretch
* Lang: Remove old stuff, add missing lines
* Qt buildfix, apply feedback
* Fix drag-background-through-buttons problem by adding \"touch exclusive\" mode to viewgroups.
* Break out the background into a separate view.
* Rework UI a bit (first step, will clean up more).
* Add back the old stretch-if-close-to-16:9 hack
* Implement the new screen sizing parameters
* Break out VKRFramebuffer/VKRRenderpass from VulkanRenderManager
* Vulkan: Only use geometry shaders with accurate z.
* exposed more emulator things to devctl api
* softgpu: Allow inversions when w >= -1.0.
* PPGe: Respect 512 texture limit.
* Colin McRae: Use compat flag to avoid GPU readbacks for VRAM->VRAM copies.
* MacOSX: Apply potential fix for #16376
* MOve VR heuristics into a standalone method
* typos fixed
* OpenXR - Farplane distance limit adjusted
* OpenXR - HUD fixes
* OpenXR - HUD support improved
* Add basic CI support for build-testing the Android-based VR build.
* Make post-shader parameter values update live
* Fix layout issues in AbstractChoiceWithValueDisplay. Remove title text from post shaders to fit.
* OpenXR - Camera adjust reset fixed
* OpenXR - Add a TODO for follow-up PR
* Solve easy exercise left to the reader
* OpenXR - Camera controls adjust HUD instead of FOV
* OpenXR - HUD scale option added
* OpenXR - Do not rescale the postprocess effects
* Vulkan: Correct displayed depth/stencil format.
* Vulkan: Use stencil export when available.
* GPU: Upload stencil to latest buffer.
* Remove \"Load language ini\" / \"Save language ini\" from devtools
* Move stereo settings to developer tools, until developed further
* A couple more reorderings
* Rename \"Display layout editor\" to \"Display Layout && Effects\"
* Remove unneeded translation string
* Move more common settings to top
* Consolidate translation strings
* Move some settings around, delete a dupe
* Snap from screen center
* OpenXR - Fix HUD in many games which breaks postprocess effects
* Move the screen scaling filter to the DisplayLayoutEditor
* Libretro Buildbot Fix
* Force LowerResolutionForEffects in Motorstorm, looks just fine
* (Libretro) Huge MSVC Build Overhaul
* Remove some logspam, oops
* Warning fixes
* Can\'t forget the texture in the callback, breaks texture-from-framebuffer-copy.
* Replace the \"GetCurrentStepId\"-based state invalidation with callbacks
* Vulkan validation: One more false positive related to input attachments
* Add checks against rendering with depth against non-depth targets.
* Don\'t forget to rebind the framebuffer after copying a framebuffer to CLUT.
* Add more affected games to compat setting. Reorder checks, and check vendor flag.
* Add compat flag / bug check for games on old Adreno/GL affected by #16015
* iOS: Allow using interpreter.
* Add a way to view the \"GPU_USE_\" flags at runtime. Useful for sanity checking on-device.
* Update th_TH.ini
* Fix shader debug description issue.
* Forgot to commit the svg
* Add GAS/BRAKE keymappings to Xinput default maps. Fixes #15992
* Joystick input: Ignore in-deadzone events from a different device than previous events
* Add trashcan icon to UI atlas, use in control mapper. Reorder a couple dev settings
* Test fix
* Cleanup
* Wording tweaks, add scroll view
* Move post-processing settings to DisplayLayoutScreen
* Enable game backgrounds on more screens
* OpenXR - Aspect ratio of menu background fixed
* Rework the display layout editor to ditch the preview thing.
* OpenXR - 2D stereo condition fixed
* Add transparent background to the existing Display Layout Editor.
* Pause menu background: Remove complicated transparency tricks, instead draw game as part of background.
* Kernel: Respect partition param in heap funcs.
* D3D11: Remove unused hack USE flag.
* Move AsyncImageFileView to Common, which required some more shuffling around of stuff.
* Extract the Vulkan descriptor binding cleanup from #16345
* Test crashfix
* Centralize ClearCacheNextFrame
* Libretro fixes
* Only check for display resized in emuscreen-under-pause-screen, not the other changes.
* Some minor \"centralization\"
* Split up the GPU config change notifications
* One more refactoring step
* Refactor: Split up updating the display and render size.
* Forgot to commit this in PR #16404
* softgpu: Fix compile hazard while running.
* softgpu: Correct WX-exclusive platform hazards.
* jit: Add more reasonable estimates for RX protect.
* jit: Protect against write over-estimates.
* Fix resizing issue. Took some refactoring.
* Make the pause screen \"transparent\"
* OpenXR - 3rd party controller support fixed
* softgpu: Throw away all inverted polygons.
* GE Debugger: Correct texture address corruption.
* Orient Save State / Load State buttons horizontally
* Debugger: Combine mem info on duplicates.
* irjit: Consistently check vec4 safety.
* irjit: Allow VV2Op SIMD with exact overlap.
* irjit: Correct VV2Op SIMD check.
* GPU: Prefer raster for depth blit if supported.
* Typo fixed
* OpenXR - Cursor aspect ratio
* OpenXR - Accept scrolling from both controllers
* OpenXR - Camera adjust issues resolved
* OpenXR - Force PSP menu aspect ratio
* OpenXR - Better dialog support
* OpenXR - Allow higher 2D canvas distance
* OpenXR - Use axis integration for camera adjust only
* OpenXR - Use mouse control only
* OpenXR - Support axis
* OpenXR - Support camera adjust using joystick
* Update zh_TW.ini
* Update zh_TW.ini
* Update zh_TW.ini
* interp: Support memory breakpoints too.
* interp: Centralize memory size handling.
* interp: Allow breakpoints in release mode.
* interp: Allow resume from breakpoint.
* Debugger: Keep flag for any breakpoints.
* Twinbee Portable: Add config flag to avoid the system languages the game doesn\'t work with
* softgpu: Use threads on self-render if safe.
* UI: Show standard back button on touch layout.
* softgpu: Fix off-by-one rendering after half-pixel.
* softgpu: Avoid splitting rectangles for fog.
* softgpu: Correct tex on fogged rectangles.
* GPU: Automatically reduce depth range on == test.
* GPU: Remove unused GPU_USE flag.
* GPU: Centralize more GPU_USE flags, like depth.
* GPU: Add a small error-compensation to depth clip.
* Vulkan: Mark Adreno bug resolved on recent driver.
* Vulkan: Correct alpha in Adreno workaround.
* GPU: Convert alphamask to FF/00 for 5551.
* UI: Avoid enum/float comparisons.
* VR: Remove unnecessary deprecated header.
* SaveState: Switch from deprecated is_pod.
* GPU: Correct Marvel copy hook size check.
* GPU: Hook US version of Marvel Alliance upload.
* OpenXR - Freezing on Pico 4 fixed
* OpenXR - Test mirroring over 30 various games
* OpenXR - Get all mirroring variants
* Revert \"OpenXR - Disable range culling properly\"
* GPU: Correct equal depth checks.
* OpenXR - View matrix identity check breaking several games fixed
* OpenXR - Don\'t get mirroring from identity matrix
* OpenXR - Do not apply head rotation on identity matrix
* GPU: Correct vertex decoder in software transform.
* Mpeg: Correct YUV order from decode.
* Mpeg: Fix ConvertToYuv420 return value.
* GPU: Avoid enabling depth test pointlessly.
* GPU: Prefer scaling depth to 16-bit if using 24.
* GPU: Avoid clears for non-simple depth values.
* TexCache: Cleanup BGRA flag dirtying.
* Fix GLSL compilation issues on really old Adreno drivers.
* GPU: Avoid self memcpy().
* OpenGL ES: Crash as early as possible if things are bad
* Update zh_TW.ini
* Space added
* TexCache: Correct 16->32 for CLUT4 with shift.
* TexCache: Fix 16->32 colors with CLUT start pos.
* TexCache: Align expandClut buffer, cleanup sizes.
* Restore parallel GLSL builds
* Lift length limit on Android logging
* Log source code for failed pipeline creations
* Avoid drawing with failed-to-create pipelines
* Make Mailbox handle null values. Fixes hang.
* Output shader descriptions directly in the source code
* Improve VkResult logging
* Warning fix in VR code
* OpenXR - Disable range culling properly
* OpenXR - Allow more extreme camera adjusts
* OpenXR - GTA Liberty city stereo fixed
* Properly buildfix GL/VR again
* OpenXR - Camera sliders removed from settings
* pl: fix a couple of typos and apply suggestions
* Fix sky plane fix (broke in my last VR refactor)
* OpenXR - Camera adjustment using PSP keys
* pl: fix typo
* pl: update analog stick translation
* OpenXR - Keep status of PSP keys
* Restore assert
* Experiment (Vulkan): Temporarily disable GLSL parallel compilation on Android. For #16341 investigation.
* pl: fix some typos
* Disable remaining false positive.
* Turn off boundSecondaryIsInputAttachment_ when we don\'t have one.
* Vulkan: Use the very same view as input attachment and color attachment, not just the same image
* Update zh_TW.ini
* Update zh_CN.ini
* Remove unnecessary assert
* OpenXR - Move configs out of VRRenderer
* OpenXR - Move matrix calculation out of VRRenderer
* OpenXR - Simplify projection matrix creation
* OpenXR - Matrix indexing fixed
* OpenXR - Get rid of separate projection matrices
* OpenXR - Get rid of ovrMatrix4f structure
* Partially rescue translation by copying from Hack Settings
* Setting should be reported
* Blind libretro fix
* Android fix
* Blind Qt fix
* lang: Remove obsolete keys, add new untranslated ones :(
* Change \"Simulate block transfer\" to \"Skip GPU Readbacks\". Group the speed hacks together
* Change \"Rendering Mode\" to just a \"Skip buffer effects\" checkbox. Reuse translations.
* libretro fix, more games
* GPU: Correct softgpu curve issue.
* GPU: Always skin in decode for software transform.
* softgpu: Always use software skinning.
* GPU: Purify vertTypeIsSkinningEnabled().
* Windows ARM/ARM64 buildfix
* Remove now-unused lang keys
* Change the \"Retain changed textures\" option into a compat.ini option.
* GPU: Use skinned position always in bounding check.
* GPU: Cleanup GetVertTypeID() usage.
* Linking fix for normal Android devices
* UWP build fix. Had to reshuffle some stuff and compile some Vulkan files.
* Add a dynamic loader for OpenXR so the VR code can link. Make it all build on Windows.
* Typo fix
* Make a lot more code VR build for all platforms
* Fix type of predictedDisplayTime
* 6dof fix
* Rename 6DOF_PRECISE to HAS_UNIT_SCALE
* Remove ugly float conversion hacks from VR config
* Finish previous buildfix...
* Upgrade gradle, specify NDK version in android/build.gradle
* Yet another gradle upgrade
* Comment fixes (feedback)
* Fix parsing ampersands in server listings for streaming
* Drop some D3D11 screen rotation support (was only used on Windows Phone)
* VK/D3D11: Move the rarely used \"u_rotation\" uniform to the frame uniform buffer.
* Switch RenderPassType to be a \"proper\" bitfield enum.
* Support Android file intents with up to 3 dots in path
* Code formatting fixed
* OpenXR - Get platform flags in runtime
* OpenXR - Introduce platform flags
* OpenXR - Fix ifdef ANDROID
* OpenXR - Add an option to disable 72Hz update
* OpenXR - Enable camera movement and stereo in flatscreen mode
* [Libretro] Update core options to v2 + add a few new ones
* Build: Use Makefile for libretro.
* OpenXR - Settings code cleanup
* OpenXR - Enable stereo for Split/Second
* OpenXR - Workaround for not working inputbox
* Memory initialization fixed
* OpenXR - Let users set the movement length
* OpenXR - Option to disable controller mapping
* OpenXR - Map controller motions on keys
* lang/pl_PL: add more translations
* lang/pl_PL: translate controlls section
* lang/pl: translate errors section
* assets/lang pl_PL: edit some translations on game pause screen
* assets/lang: translate more stuff in settings screen
* Fix grid align
* Wed Nov 02 2022 virtuousfoxAATTgmail.com- Update to version 1.13.2+1759~git20221102.92cd3fa5c:
* Build: Enable libzip on libretro.
* GE Debugger: Respect unchanged VRAM each frame.
* GE Debugger: Try harder to identify unchanged VRAM.
* GE Debugger: Dump textures only if possibly used.
* GE Debugger: Restrict marking of dirty VRAM better.
* Vulkan: Fix descriptor set binding in geometry shader generator. Should fix #16315
* Replacement: Avoid issues with c++14 data().
* UI: Install textures as a zip if supported.
* irjit: Correct prefix validation.
* interp: Correct dprefix accuracy for vrot.
* irjit: Fix unordered float compares.
* Replacement: Don\'t double count memory usage.
* Replacement: Allow use of textures.zip for Android.
* Replacement: Lock around shared data access.
* Replacement: Cache file data across cache keys.
* Replacement: Log only missing explicit filenames.
* Replacement: Decimate aggressively with high usage.
* Replacement: Reduce IO checks on startup.
* Replacement: Avoid needless exists check per tex.
* interp: Correct vscl/vmscl t prefix handling.
* irjit: Handle vrot overlap more correctly.
* SaveState: Restore replacements in only one place.
* Debugger: Allow currently-invalid memory reference.
* Debugger: Fix input.analog.send validation.
* UWP: Avoid some float conversion warnings.
* Windows: Avoid compile param conflict warning.
* Draw: Correct ambiguous comparison overload.
* typo fixed
* OpenXR - Stereo support for Outrun 2006 added
* OpenXR - Add new virtual key for camera adjust
* OpenXR - Camera side adjust added
* OpenXR - Camera height adjust added
* OpenXR - Do not process key actions during camera adjust
* Vulkan: Log additional queue command.
* armips: Update to latest.
* headless: Update tests.
* Vulkan: Fixes validation errors with \"null\" textures
* Address feedback
* OpenXR - Allow updating camera in realtime
* OpenXR - Make VR camera parameters floating numbers
* Need to request the proper type of uniform buffer descriptors.
* Add some extra checking for valid stereo shader.
* Actually bind a global uniform buffer, too. Not yet used.
* Vulkan: Reserve descriptor set 0 for frame-global data, move everything else to set 1
* jit: Reduce some include pollution.
* Update zh_TW.ini
* Update zh_TW.ini
* Fix UB
* Format string fix
* Shadergen fix for OpenGL
* Crashfix in settings menu (Android only, for whatever reason)
* Fix validation issue with clears, remove redundant code
* Clean up GPU_Vulkan::BuildReportingInfo a bit
* Improve compatibility checks for stereo rendering.
* Fix for stereo with textureProj (emulated projection).
* Fix depal texture binding bug
* Name more image views. Very useful with a little patch to the Vulkan debug layers.
* Fix rendering in non-stereo mode
* Pass shadergen tests
* Address feedback
* Stereo now works through shader depal too
* Fix more cases, GTA works now.
* Use arrays more consistently.
* Always use array textures for framebuffers in Vulkan for simplicity.
* wip
* Minor shaderwriter refactor
* Stereo on mobile fixes
* Some refactoring of framebuffer views, layer issues, more work.
* More work. Things are starting to work now.
* Add a couple of stereo display shaders, add infrastructure, compile stereo pipelines
* Non-stereo bugfix
* Start stereo postshader work
* More multiview work
* Misc multiview hackery
* thin3d: Replace hint at future MRT support with basic multi layer support
* Update zh_TW.ini
* OpenXR - Lego Star Wars III stereo support added
* OpenXR - 6DoF and stereo in Lego Star Wars II fixed
* Build: Fix Android/macOS ccache.
* Build: Update deprecated actions.
* headless: Update tests.
* GE Debugger: Correct UV display with prescale.
* Minor ShaderWriter refactor, prep for later changes
* GE Debugger: Allow reading tex on D3D11.
* Vulkan: Use v2 feature checks, and add check for multiview features.
* Testfix
* Minor refactor of ShaderWriter flags. Extracted from the stereo PR
* softgpu: Better approximate slope mip level mode (#16276)
* x86jit: Correct vh2f NAN handling (#16275)
* headless: Update tests.
* VR: Always pass the bounding box check.
* GPU: Account for scissor/viewport in bound test.
* GPU: Respect depth clamp in bounding box check.
* GPU: Allow/use indices in bounding box check.
* GPU: Correct large morph vertex advance.
* GPU: Consume cycles in bounding box check.
* GPU: Correct bounding box for larger counts.
* GE Debugger: List verts on bounding box command.
* Make it possible to specify extensions for Vulkan in the ShaderWriter
* Remove duplicate line in libretro makefile.
* OpenXR - Wrong condition removed (#16271)
* OpenXR - Refactor compatvr.ini file (#16270)
* Apply Kyria\'s updates to tr_TR (Turkish) translation
* Minor refactoring in PresentationCommon
* PresentationCommon: Use refcounts to simplify shader module management
* Vulkan: Fix frame ordering issue with postprocessing shaders
* GPU: Respect matrix and reverse flag w/o normals.
* softgpu: Multiply prev normal by world matrix.
* softgpu: Respect negate normal flag without norm.
* Update zh_TW.ini
* Update zh_CN.ini
* OpenXR - Camera distance adjust added
* OpenXR - Rearrange VR settings
* Update zh_CN.ini
* Some more codestyle cleanup
* Change wrap_mode to clamp for bicubic upscaler
* Libretro buildfix attempt again
* Remove \"attachment\" parameter from BindFramebufferAsTexture everywhere.
* Libretro buildfix attempt
* Vulkan: Correct some enum switch warnings.
* Kernel: Fix reported StopThread error.
* headless: Update passing tests.
* headless: Fix crash running some tests on Vulkan.
* headless: Allow screenshot to not be 512x272.
* SDL: fix glew on wayland by ignore glx
* OpenXR - Use only the first projection matrix in frame for mirroing detection
* OpenXR - Ensure scene analyze is called the same way as before
* Build/warning fix
* Remove newly added dependencies on PPSSPP
* Don\'t use PPSSPP-specific stuff in Common/VR for now.
* Buildfixes
* Android non-gradle buildfix
* CMakeLists.txt fix
* Make as much as possible of the VR code build on all platforms
* Use GPU \"use\" flags to replace IsVRBuild in the renderer. It remains elsewhere.
* Reorder the GPU USE flags a bit
* OpenXR - Move VR passes count calculation
* OpenXR - Reduce uniform calls
* OpenXR - Simplify projection matrix analyze
* OpenXR - Get rid of VR tweaks
* OpenXR - Move matrix composing out of VR tweaks
* Two more renames to make things read better
* Rename GPU_SUPPORTS_ to GPU_USE_
* Rename gstate_c.Supports to gstate_c.Use
* GPU: Replace logic ops with blend for simple cases.
* softgpu: Correct linear interp for uneven positions.
* softgpu: Correct drawing outside TL of rectangle.
* softgpu: Make triangle fan rect detection generic.
* OpenXR - Add VR mode for stereo flat screen rendering
* Savedata: Update filelist on file erasure.
* Kernel: Stop reporting invalid semaphore names.
* Kernel: Stop reporting invalid mutex names.
* Code cleanup, optional param renamed: \"recreate\" -> \"remove\"
* Fix save states
* OOP
* know unknown in sceMp4Create
* Add draft mp4msv module
* Kernel: Add reason to reported stop error.
* Windows: Improve reporting of WASAPI errors.
* Io: Fail open earlier from ms0: w/ no access flags.
* jit: Run invalidates immediately.
* jit: Consistently check range on invalidate.
* jit: Ignore zero byte icache invalidates.
* D3D9: Correct scissor state cache in Draw.
* headless: Update tests.
* softgpu: Cull a triangle with all negative w.
* softgpu: Fix crash on screenshot w/o display.
* Removed the bugged part of hle.func.scan + new comments
* Vulkan: fix wayland swapchain size 1x1
* OpenXR - Disable VUlkan for now
* OpenXR - Create VR framebuffer for Vulkan
* OpenXR - Hookup VR API into Vulkan
* Comments updated, default value for parameter \"recreate\" set to false
* Added optional parameter to hle.func.scan, improved code of hle.func.removeRange
* OpenXR - Vulkan support in progress
* OpenXR - Initial work on Vulkan support
* Sat Oct 15 2022 Sergey Kondakov
- Update to 1.13.2+1524~git20221014.cbe31af8c