AArch64 | |
ppc64le | |
s390x | |
x86-64 |
- Update to version 0~git20200503: * Only log scan process if we want to. * Code style fix. * Update Dependencies submodule. * Use non-throwing variant of directory_iterator. * Enclose directory listing in a try/catch block. * Log scanning process. * Fix code style. * Implement LoadModuleBufferAddress. * Implement CdGetReadPos. * Enable Tenkaichi test. * Fix code style. * Clarify comment. * Add some invalidation range tests. * Make GetTransferInvalidationRange function public. * Add test base class. * Extract invalidation range computation logic. * Constify some functions. * Change check method. * Add GsAreaTest. * Allow Vulkan instance to be created without validation layer active. * Update Framework submodule. * Fix code style. * Allow selecting a specific device to be used by Vulkan. * Save & load device/vendor IDs. * Use suitable physical device. * Account for textures with 0 buffer width * Display available devices. * Fix build errors. * Add missing files. * Add Vulkan DeviceInfo module. * Update Framework submodule. * Use GetStructPtr. * Implement alternative GS CSR register * Fix edge cases in RegisterVblankHandler * Implement ReleaseVblankHandler in VBlank IOP module * Implement missing blendmode 1002 * document CCdvdfsv::Invoke592 method 0 structure * Fix stylin issues. * Update CodeGen submodule. * Use GetStructPtr to obtain VsyncFlag locations. * Add MAX in test. * Implement MINI/MAX VU operations differently. * Setup denormal handling mode in test. * Add VU MinMax test. * Remove dead code. * Handle alternate WriteFile function. * Handle error case in ReadFile. * Test signed values. * Fix some return values. * Hook Mc2 functions when specific IOP modules are loaded. * Make sure SearchFile returns not found if file is not there. * Tweak the function detection heuristic. * Hook Mc2 functions somewhere else. * Implement ChDir. * Clean ReadFile handling. * Use defines for operation results. * Flesh out GetDir implementation. * Function 5 is ReadFileAsync. * Fix some problems in GetDir. * Default to port 0. * Add WriteFileAsync. * Add MkDirAsync and CreateFileAsync. * Add some basic error checking. * Use constant for memory card port. * Find function pointers using an heuristic. * Hook the underlaying check async function. * Fix function id. * Initial version of libmc2 HLE. * MC investigation again. * MC investigation. * Various hooks that made the SIO2 test working. * More MemoryCard SIO2 investigation. * Memory Card SIO2 protocol investigation. * Add DMACMAN and SECRMAN HLE modules. * Fix strip command line. * Add error check and logging in RetroArch Android build script. * Build using NDK r21. * Update Gradle & Gradle Plugin. * update model after checking all s3 entries * moving warning call to its own function * display s3 bootables as they're proccessed * Bootable dialog, add statusbar * prevent dialog closure when proccessing s3 bootables * explicitly set S3 bootable std::async flag to std::launch::async * move S3 bootable processing to std::async * Handle splitting of image transfers that may have addresses that go out of bounds. * Flush command buffer when we're about to read GS RAM. * Update CodeGen submodule. * Update Nuanceur submodule. * Code style fixes. * Update mainwindow.cpp * Update main.cpp * Use Xenial for Travis ARM64 builds. * Update CodeGen submodule. * Update CodeGen submodule. * Mask GS Regs * Update Framework submodule * Code style fixes. * Add PSMZ16 swizzle table. * Implement transfer read handlers. * Fix validation warning. * Remove annoying asserts. * Cache CLUT transfers. Allow previous transfers to be reused. * Store CLUT in a buffer instead of image. * Add PSMT8 Local to Local transfers. * Fix destination alpha test. * Add destination alpha test for 32-bit frame buffers. * Add destination alpha test. * Add missing alpha test condition. * Rename VulkanTransfer to VulkanTransferHost. * More pixel formats. * Basic implementation of local to local transfers. * Load and save CBP0/1 state. * Add const parameter to Copy. * Use enable_testing earlier to allow CodeGenTestSuite to be added to tests. * Add "denormals are zero" check in IsZero function. * Code style fixes. * Enable flush-to-zero mode on AArch64. * Limit intrinsic usage to x86 platforms. * Set proper denormal handling modes. * we dont want to auto default to s3 scan button * display serial number in list view * show disc path in listview, can be useful to distinguish between different copies * Qt check image extension for type, instead of header, we assume images downloaded from TGDB are jpg, so it can fail if the image is png with jpg extension * check to see if bootable is listed before trying to get diskId, speed up scan, especially on aws S3 buckets * Qt: list S3 games in bootables * s3 listing to own function * simplify AppImage packaging process * statically link against libgcc & libstdc++ on unix platforms * Add a stub for FileIO ccode function. * Also make sure VU mem and Micro mem are aligned. * Make sure our virtual machine is allocated with proper alignment. * Code style fixes. * Remove float types from VuTests. * Check broadcast elements in FMAC stall detection. * Rename functions for more consistency. * Cleanup. * Update flag skip compile hint algorithm. * Go back to the static adjustment approach. * Add another stall test. * Add some annotations to the test. * Move helper functions. * Another slightly different approach. * Add stall test case. * Slightly different approach. * Add very basic FMAC hazard detection. * Improve README * save input profile before loading different profile * allow deleting of all profile, but not the last remaining one * fix profile delete, note: removing item triggers index change, which triggers profile change, which triggers old profile config save, thus recreating the file again * initial Gamepad profiles support * Enable protecting RAM pages to detect modified code on iOS. * Add some asserts. * Update submodules. * use default margining value * support region s3 buckets * Properly handle SPU DMA stop mode. * Return error in CdRead is command is already pending. * Add comment to say which game requires the delay. * Add delay to NDiskReady command. * Upgrade Android Gradle plugin version. * Another attempt at fixing mount's output read issue. * block signal to gs combobox during population, else it will always call currentIndexChanged(0) forcing the option to OpenGL even when not changed * move gs label updating to own function, update gs label when handler is changed through the setting menu * use enum for gs handler index * Don't cache blocks that have breakpoints. * Add log. * Fix code style. * Better skip flags hint computation. * Fix crash. * Update test with breaking case. * Add simple flags test. * Move hints computation to a function. * Skip flags update when we're sure result won't be used. * directly copy GS states * hide gs selection+warning when vulkan is not available during build * make GS selectable, add toggle option * dont fail to load game info, if it has no overview * allow replacing GSHandler on the fly * create render window manually, to avoid dependency on showEvent() * Code stylin'. * Make Vulkan optional in the build. * Install proper package for ARM64 build. * Use proper platform def. * Fix Linux build. * Add fog support. * Add pipeline barrier between draw calls. * Don't send a resize event if nothing has been exposed. * Catch error when booting from command line. * Linux Vulkan Surface Creation. * Build using latest Vulkan SDK. * Code style fixes. * Tweak settings dialog to make text visible on Windows and macOS. * Add less than alpha test. * Merge render passes. * Implement PSMCT24 transfers. * Disable synchronous queue submits on macOS. * Add support for CLUT CSM2 mode. * Make accessors const. * PSMCT16 CLUT support. * Implement RGB_ONLY alpha test fail. * Handle special alpha test case. * Implement presentation params. * Remove duplicated code. * Fix HIGHLIGHT2 texture function. * Divide by Q for sprites. * Add missing PSMCT16 case. * Factor out the CLD processing logic and use it in Vulkan. * Add not equal alpha test. * Recreate swapchain if presentation size changed. * Create & destroy semaphore at same time as swap chain. * Cleanup. * Remove dead code. * Increase vertex buffer size to get rid of syncs. * Make alpha testing active. * Move color and depth update code to functions. * Update submodule. * Prepare for alpha testing. * Add pipeline barriers to prevent flickering issues. * More PSMCT24 texture handling. * Handle PSMCT24 frame buffers. * Add support for PSMT8H/PSMT4HL/PSMT4HH. * Add support for PSMT4 transfers. * Add tex coord clamping support. * Remove projMatrix from draw push constants. * Fix mask. * Make the GPU side RAM read/writeable by other GS operations. * Add missing PSMCT16 cases. * Remove redundant definitions. * Add missing file in CMakeLists.txt * Update submodule. * Prevent redundant CLUT loads. * Make sure we flush vertices before transfer. * Fix command buffer leak. * Allow more than one frame to be in-flight. * Don't wait for transfers to complete. * Don't reset descriptor pool. * Save descriptor sets. * Save Present descriptor sets. * Command buffers are one time submit. * Add offset. * Use Generic Buffer in Transfer. * Handle DECAL. * Fix viewport size. * Add texture alpha expansion. * Update Nuanceur submodule. * Make textureColor a variable. * Increase vertex buffer size. * Add submission counter. * Fix color masking implementation. * Add check. * Add support for Highlight2 texture function. * Handle transfers that are not divisible by compute shader local size. * Update Nuanceur submodule. * Use palette colors for PSMT4 textures. * Simplify Memory_Read4. * Add missing break. * Add support for 16-bit color mask. * Add fixed alpha blending parameter. * Submodule update. * Add basic color write mask support. * Handle some texture functions. * Prepare alpha testing. * Depth testing. * Add Memory Read/Write 24. * Compute depth address. * Passthrough depth value. * Set depth test function in caps. * Fix warnings. * Make some definitions public. * PSMZ32 swizzle table. * Prepare for depth. * Add descriptor set pooling in draw module. * Divide tex coord by Q. * Fix version number again. * Add checkbox to enable/disable Vulkan through UI. * Mini fixes. * Fix host to local transfer code to allow OpenGL to work again. * Update Nuanceur submodule. * Keep apiVersion to 1.0. * Embed MoltenVK in macOS bundle. * Don't enable validation layers on macOS/iOS. * Add padding to CLUT load params. * Add padding to xfer params. * Output dst color for debugging purposes. * Use buffer for GS memory. * Handle PSMCT24 in present. * Make Vulkan GS handler enableable through a setting. * Fix indices. * Remove VulkanWindow from build if not supporting Vulkan. * Generalized blending. * Fix Memory_Write16. * Allow drawing to PSMCT16S framebuffers. * Allow presenting PSMCT16S framebuffers. * Compile GSH_VulkanQt only if Vulkan is enabled. * Cleanup. * Enable GSH Vulkan through CMakeLists. * WIP support for more image formats. * Support IDX4 clut loads. * Add checks. * Load more swizzle tables. * Implement BuildPageOffsetTable for PSMT4. * Code style fixes. * Don't build Vulkan for AArch64 Linux. * Handle out of date swapchain. * Linux build fixes. * Download Vulkan SDK on Travis. * Set scissor. * Add basic alpha blending. * Use push constants for present parameters. * Use swizzle tables for memory accesses. * Add swizzle tables. * Add getter for page offsets. * Use image helper. * Use pipeline cache. * Cleanup. * Move handling of the frame's command buffer in a separate class. * Read from CLUT when drawing. * Execute CLUT load. * Cleanup. * Initialize CLUT image. * Update CMakeLists.txt * Use pipeline cache. * Add CLUT loader module. * Remove hard coded local size in transfer compute shader. * Preparing for CLUT support. * Modulate multiplies by 2. * Update submodules following rebase. * Move draw parameters to push constants. * Support another texture format. * Allow multiple transfer pipelines. * Add GetPixelAddress helper. * Use texture size when reading texels. * Add memory read/write utils. * Add memory utils. * Very basic texturing. * Laying the groundwork for texturing. * Flip Y output render. * Change the vertex buffering strategy. * Enable sprites. * Draw in the framebuffer area. * Update memory management code. * Present now shows display framebuffer area. * Minor cleanup. * Free vertex buffer properly. * Use buffer helper. * More work towards memory transfers. * Setting the bases for transfers. * More color channels. * Updates following rebase. * Remove test code. * Update Nuanceur submodule. * Stop using Qt's VkInstance. * Specify that we want to enable fragment shader interlock. * Enable extensions and features. * Bind temporary image view to make rendering work on MoltenVK. * Use invocation interlock. * Move reseting. * Draw triangles with input colors. * Basic triangle draw. * Remove test code. * Starting primitive drawing. * Some shades of red. * Download and setup Vulkan SDK on macOS Travis. * Fix Win32 build. * Update VulkanSDK version used on AppVeyor. * Add macOS Vulkan init code. * Different shade of red. * Test storage image reading. * Update submodule. * Create descriptor set layout for draw pipeline. * Create descriptor pool. * Moved all presentation related code in a class. * First triangle draw! * Fix indent. * Basic shaders and graphics pipeline. * Create present render pass. * Add bases for rendering code. * Query surface extents. * Use properly initialized structures. * Enable validation layers in debug. * Destroy swap chain. * Remove hardcoded surface format. * Download VulkanSDK only if it's not there. * Cache VulkanSDK for faster AppVeyor builds. * Install VulkanSDK on AppVeyor. * Let Framework's Vulkan CMakeList handle the Vulkan dependency. * Moved resource freeing stuff in proper function. * Use Framework's Vulkan wrapper. * Vulkan Initialization + Qt. * Remove unused dtor. * Create an API agnostic OutputWindow class.
- Exclude unrar sources for legal issues - Update to version 0~git20200125: * cleanup * capture screenshot directly from display framebuffer, at rendering resolution * Fix color issues in iOS PsfPlayer UI. * Various iOS UI fixes: - Fixed menu button placement for iPhone X layouts. - Fixed dark mode support. * Some adjustments for iPhone X screen layout. * Use TravisCI deploy v2. * Add move overload to SendGSCall. * rename windows libretro core, to distinguish between releases, note RA requires both to be named play_libretro.dll, however, that'd cause upload conflict * fix libretro ios deploy * libretro support elf loading.... this id currently duplicating code from BootablesProcesses * Code style fixes. * remove direct access to CMailBox in Android & DirectX GS * fix libretro deploy * fix android libretro build * fix cmake path * libretro: set lower audio buffer * make mutex a class object * Cleanup * change to unix line endings * libretro: cmake: add iOS suffix * cleanup * Update android libretro bash build scrip * libretro: add _android.so suffix to shared library, its how retroarch expect the libraries to be named * Libretro: Fix iOS build * cleanup * Libretro: update input to support bitmasking * Update libretro.h * Libretro: Audio: replace queue with buffer, remove audio mute option (thats handled by RA) * Libretro: move audio processing to main thread * Libretro: Remove audio dependencies * poll button state on retro_run() thread... to avoid race condition, as these methods are not thread safe * libretro: update supported format * Disable early logs, set storage path for android * Code style fixes. * compile with PIC when building libretro cores... maybe enable it by default? * Appveyor: Build an deploy Windows Libretro Core * Travis: build libretro cores * Fix iOS build * Fix Android build * Select correct OpenGL version * Add Android Audio support * Cleanup * Prepare CMakeLists.txt for Android/iOS builds * Update CMakelists.txt * Prepare for non windows builds * libretro: add save state support * libretro: pass ram, for cheat system * Cleanup: fix multiplier selection, set base resolution to PS2 default, use internal rendering resolution before rendering * Initial Libretro implementation * allow GS to run in non-/threaded mode
- Remove bundled boost and use system boost
- Initial version