Hello community,
here is the log from the commit of package libretro-ppsspp for openSUSE:Factory
checked in at 2020-06-07 21:35:08
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Comparing /work/SRC/openSUSE:Factory/libretro-ppsspp (Old)
and /work/SRC/openSUSE:Factory/.libretro-ppsspp.new.3606 (New)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Package is "libretro-ppsspp"
Sun Jun 7 21:35:08 2020 rev:2 rq:812065 version:0~git20200530
Changes:
--------
--- /work/SRC/openSUSE:Factory/libretro-ppsspp/libretro-ppsspp.changes
2020-02-11 22:23:47.383514465 +0100
+++
/work/SRC/openSUSE:Factory/.libretro-ppsspp.new.3606/libretro-ppsspp.changes
2020-06-07 21:35:32.604922317 +0200
@@ -1,0 +2,665 @@
+Sat May 30 11:55:18 UTC 2020 - [email protected]
+
+- Update to version 0~git20200530:
+ * oop
+ * Remove log as @unknownbrackets suggest
+ * add raspberry pi 64 bit build files
+ * Thread: Default to kernel threads from kernel.
+
+-------------------------------------------------------------------
+Sat May 30 08:09:19 UTC 2020 - [email protected]
+
+- Update to version 0~git20200529:
+ * Experimentally enable pixel-depth-rounding for Tales of Phantasia, tries
to work around an Exynos driver bug.
+ * Time to update gradle again (Android Studio 4.0 was released)
+ * Fix minor bug in StereoResampler debug display
+ * UWP: Fix safe insets.
+ * Vulkan: Ensure depth/stencil load match on Mali.
+ * Vulkan: Trivially kill more empty steps.
+ * Travis: Build UWP also.
+ * UWP: Link ChatScreen.
+ * UWP: Stub new inputbox system func.
+ * UWP: Buildfix for controller vibration.
+ * UWP: Add libpng17 include path.
+ * UWP: Include TextDrawer in main MSVC project.
+ * UWP: Fix TextDrawer with latest changes.
+ * GPU: Don't allow step id to decrease at a sync.
+ * Vulkan: Correct viewport flag reset on rebind.
+ * GE Debugger: Fix alignment in GE dumps.
+ * Do a similar thing for D3D (let the backend handle the dirtying).
+ * OpenGL/Vulkan: Rework the contract around dynamic state. Removes some ugly
dirtying from the GL render manager.
+ * UI: Lock around removal from dispatch queue.
+ * Remove all those "GLES reset the blend state" comments.
+ * GLRenderManager: Removes some redundant dirtying. Preserves blend state
(color mask) across clears.
+ * Vulkan: After binding a new framebuffer, we always need to dirty the
viewport/scissor state.
+ * DarkStalkers: Handle the "normal" screen stretch too, not just "wide", to
avoid a surprising performance drop.
+ * Exclude a couple more commands from re-execution in ReapplyGfxState. See
+ * GPU: Don't reapply LoadClut each frame.
+ * PPGe: Left align messages in dialogs.
+ * Windows: Workaround for custom build step error.
+ * Windows: Avoid calling git describe 3 times.
+ * SDL: Try to continue if EGL init fails.
+ * Windows: Move git-version update to build event.
+ * Global: Add more other platforms to MSVC project.
+ * Headless: Fix flash0/font path.
+ * Debugger: Avoid symbol map if deleted.
+ * Debugger: Don't break during startup.
+ * Android: Buildfix.
+ * GPU: Never set safe size larger than the buffer.
+ * [Camera/V4L] Add support for jpeg and multiple buffers
+ * Windows: Ask for a specific device on failure.
+ * Windows: Avoid WASAPI init for a bad format.
+ * Windows: Avoid crash for a mono output format.
+ * Ge: Check stack depth based on args struct size.
+ * GPU: Ignore viewport for scissor of 481.
+ * Vulkan: Label render passes in RenderDoc/etc.
+ * Vulkan: Cleanup some duplicate code.
+ * Correct an issue where reformat didn't work if no renderpass was active
due to the use of clear.
+ * Remove a redundant framebuffer bind in CopyDisplayToOutput
+ * Add a name tag for all render steps (GL/Vulkan). Helps with debugging and
should be cheap enough (a single pointer per "step").
+ * Move the check from #12908 into the firmware version check.
+ * Vulkan: Avoid stencilAction != depthAction.
+ * Vulkan: Check driver version for Adreno 5xx bug.
+ * Vulkan: Move Harvest Moon fix to Draw::Bugs.
+ * Vulkan: Stencil initialization: Use the adreno path for Mali as well.
+ * Fix a case of pointer truncation in Vulkan on 32-bit. Fixes #12932
+ * Vulkan crashfix (pNext was uninitialized)
+ * Vulkan: Fix leak and remove extra allocator.
+ * Vulkan: Create FB compatible pipelines in Draw.
+ * Vulkan: Expand logging of render steps a bit.
+ * D3D9: Avoid clearing color on stencil upload.
+ * GPU: Avoid unnecessary clear on stencil upload.
+ * Revert "Experimental commit that effectively reverts the Vulkan part of
#12882."
+ * Experimental commit that effectively reverts the Vulkan part of #12882.
+ * Fix the Windows 32-bit build.
+ * Track scissors like we track viewports (bugfix?).
+ * Show "debug build" on the splash screen, in debug builds.
+ * Vulkan: Switch the framebuffer-rebind-to-clear on reformat to, well, a
normal clear instead.
+ * Vulkan: Verify scissor as well.
+ * Vulkan: Add asserts to catch no viewport render.
+ * UI: Take reporting screenshot at frame end.
+ * Vulkan validation: Switch to the new Khronos validation layer shipping
with recent SDKs.
+ * Vulkan: Stop merge at clear/touched read only.
+ * Vulkan: Make merge pass a bit easier to read.
+ * GLES: Fix invalidation of backbuffer.
+ * Vulkan: Generalize dependency tracking.
+ * GLES: Add dependency tracking for render passes.
+ * GPU: Centralize framebuffer download.
+ * Buildfix
+ * Remove the Audio Resampling setting (now always on). Having it off is not
useful because it'll never sync up perfectly over time.
+ * Revert the loop check in StereoResampler, new one could accidentally keep
looping when underrun severely (like if emulation stopped).
+ * Add more debug info in scePsmfPlayerStart
+ * Make the IsValidPBP DISC_ID check a bit more lenient. Fixes an issue where
some homebrew would no longer show in the list.
+ * Fix homebrew store button to work even after changing grid layouts (it
lost its click handler)
+ * Fix a crash bug in homebrew store
+ * Remove our custom atomics code entirely.
+ * Convert atomic code in core and ConsoleListener to use C++ atomics
+ * Reduce the SDL audio buffer size, 2048 is a bit excessive. Port the
changes to the Qt SDL code.
+ * StereoResampler: Make sure the target buffer size is large enough, taking
SYSPROP_AUDIO_FRAMES_PER_BUFFER into account.
+ * Rename things to make more sense.
+ * StereoResampler: Use C++ atomics
+ * Add some vaguely interesting stats
+ * SDL: If we get an audio device with a different freq than 44100, that's
actually OK.
+ * arm64jit: Track writable and non-writable pointers.
+ * Mp4: Cleanup some parameters.
+ * cmake: Fix rpi4 build on newer gcc.
+ * GPU: Fix an overflow loading old save states.
+ * GLES: Specify buffer type just to be safe.
+ * arm64jit: Minor cleanup.
+ * GPU: Allow each shader in chain to have settings.
+ * UI: Translate shader setting names.
+ * GPU: Keep last output size in chained postshaders.
+ * GPU: Prevent infinite loops in postshader chains.
+ * GPU: Force nearest only for the upscaling filter.
+ * GPU: Move calculating render res to presentation.
+ * GPU: Allow postshaders to have parents.
+ * GPU: Update postshader uniforms for each.
+ * GPU: Process all postshader pipelines.
+ * GPU: Cleanup a comment, we use shorts now.
+ * GPU: Move things around to be per postshader.
+ * Simplify how to get the debug stats from StereoResampler
+ * Fix comment
+ * Qt fix
+ * Only show frames per buffer if the number is available through sysinfo
+ * Oops, need to pass an (invalid) slot number in headless too.
+ * SDL: Show the actually used sample rate in system info.
+ * oop
+ * Fix "Improved compatibility of sceGeListEnQueue: verify that stackDepth <
256"
+ * Display the savestate slot number when saving and loading state through
shortcuts.
+ * Very minor optimization in PresentationCommon (don't upload the indices
every frame).
+ * Fix per game setting and pack setting in vec4
+ * Use map for settings
+ * Post shader setting uniform
+ * Thin3D: use 16-bit indices. Fixes #12898.
+ * GPU: Oops, don't skip copy if stride different.
+ * Fix DarkStalkers after the just-merged refactoring.
+ * Draw: Small optimization to callback.
+ * Libretro: Add libpng17 to include flags.
+ * GPU: Take A off RGB565 conversion funcs.
+ * GPU: Use texclamp for postshader/present draw.
+ * GPU: Centralize DestroyAllFBOs().
+ * GPU: Cleanup presentation flipping a bit.
+ * D3D11: Allow pixel shader uniforms in Draw.
+ * GPU: Cleanup skip buffer texture draws.
+ * GPU: Simplify direct render when skipping buffers.
+ * softgpu: Fix postshader on 5551.
+ * D3D9: Attempt PS/VS 3.0 if it doesn't work with 2.
+ * GPU: Use postshader for direct VRAM draws again.
+ * GPU: Use a texture directly for MakePixelTexture.
+ * softgpu: Avoid RB swizzle when using a postshader.
+ * Vulkan: Allow frag shader UBO reads.
+ * Vulkan: Correct missing offsets in Draw.
+ * Vulkan: Correct postshader sampler binding.
+ * Draw: Actually use the index offset parameter.
+ * softgpu: Enable postshader support.
+ * GLES: Fix reuse of vertex data buffer.
+ * GPU: Cleanup leftover postshader stuff.
+ * UI: Allow postshaders on D3D9.
+ * GPU: Move post shader handling to new class.
+ * D3D9: Enable postprocessing of post shaders.
+ * Draw: Enable backwards compat on D3D11 shaders.
+ * Draw: Add more uniform types.
+ * Draw: Allow specifying a tag on shaders.
+ * GPU: Move a bit more to new display approach.
+ * softgpu: Allow display rotation.
+ * softgpu: Allow configuring Google Cardboard.
+ * GPU: Move cardboard/etc. to PresentationCommon.
+ * Vulkan: Fix Draw usage of framebuffers.
+ * GPU: Split FramebufferCommon into two classes.
+ * softgpu: Fix texture overlap.
+ * GPU: Handle buffer overhead in postshader uniforms.
+ * Android: Oops, fix start with space in filename.
+ * Global: Add some defs for MSVC highlighting.
+ * Temporarily disable YuGiOh save fix (experiment in issue #7914)
+ * Improved compatibility of sceGeListEnQueue: verify that stackDepth < 256
+ * D3D11: Better set current texture to null first, otherwise we can run into
another issue.
+ * Fix a comment
+ * D3D11: Fix a bind ordering issue in depal (only a problem with debug layer
enabled)
+ * ColorConv: Fix a few conversions that missed the lower bits of each
component.
+ * Vulkan: Don't merge render passes where the second one begins with a clear.
+ * Android: Avoid multiple resizes in a row.
+ * UI: Add more options to touch test screen.
+ * UI: Return to game settings after restart.
+ * Windows: Fix GL reinit on backend switch.
+ * Android: Move a bit more size handling.
+ * Android: Reassert sustained perf when going ingame.
+ * Android: Refactor size maintenance to own class.
+ * GPU: Minor lighting cleanup in software transform.
+ * GPU: Split up software transform into phases.
+ * Windows: Add safety checks to WASAPI code.
+ * GLES: Add safety handling for offset depal.
+ * GPU: Calc framebuf offset with right params.
+ * GPU: Avoid a texture offset change in sw transform.
+ * GLES: Simplify the framebuf offset detection.
+ * Vulkan: Framebuffer manager: Use an allocator for "MakePixelTexture"
images.
+ * compat.ini: Turn on ForceUMDDelay for Innocent Life. See issue #2830.
+ * iOS/macOS : set bundle version
+ * iOS : File association
++++ 468 more lines (skipped)
++++ between /work/SRC/openSUSE:Factory/libretro-ppsspp/libretro-ppsspp.changes
++++ and
/work/SRC/openSUSE:Factory/.libretro-ppsspp.new.3606/libretro-ppsspp.changes
Old:
----
libretro-ppsspp-0~git20191015.tar.xz
New:
----
libretro-ppsspp-0~git20200530.tar.xz
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Other differences:
------------------
++++++ libretro-ppsspp.spec ++++++
--- /var/tmp/diff_new_pack.OyV6Dh/_old 2020-06-07 21:35:37.040936379 +0200
+++ /var/tmp/diff_new_pack.OyV6Dh/_new 2020-06-07 21:35:37.044936391 +0200
@@ -1,7 +1,7 @@
#
# spec file for package libretro-ppsspp
#
-# Copyright (c) 2019 SUSE LINUX GmbH, Nuernberg, Germany.
+# Copyright (c) 2020 SUSE LLC
#
# All modifications and additions to the file contributed by third parties
# remain the property of their copyright owners, unless otherwise agreed
@@ -17,17 +17,17 @@
Name: libretro-ppsspp
-Version: 0~git20191015
+Version: 0~git20200530
Release: 0
Summary: PPSSPP libretro core for PSP emulation
-License: GPL-2.0
+License: GPL-2.0-only
Group: System/Emulators/Other
URL: http://www.retroarch.com
Source: %{name}-%{version}.tar.xz
-BuildRequires: gcc-c++
-BuildRequires: cmake
BuildRequires: Mesa-devel
+BuildRequires: cmake
+BuildRequires: gcc-c++
%description
A PSP emulator for Android, Windows, Mac and Linux, written in C++.
++++++ _servicedata ++++++
--- /var/tmp/diff_new_pack.OyV6Dh/_old 2020-06-07 21:35:37.084936518 +0200
+++ /var/tmp/diff_new_pack.OyV6Dh/_new 2020-06-07 21:35:37.084936518 +0200
@@ -1,4 +1,4 @@
<servicedata>
<service name="tar_scm">
<param
name="url">https://github.com/hrydgard/ppsspp.git</param>
- <param
name="changesrevision">e3971dccbde395fb6d990dd3b3be66f65326325d</param></service></servicedata>
\ No newline at end of file
+ <param
name="changesrevision">288fe3adeb68776d2b4e3bbb6b907281dd41abaf</param></service></servicedata>
\ No newline at end of file
++++++ libretro-ppsspp-0~git20191015.tar.xz ->
libretro-ppsspp-0~git20200530.tar.xz ++++++
/work/SRC/openSUSE:Factory/libretro-ppsspp/libretro-ppsspp-0~git20191015.tar.xz
/work/SRC/openSUSE:Factory/.libretro-ppsspp.new.3606/libretro-ppsspp-0~git20200530.tar.xz
differ: char 26, line 1