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


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