Package Release Info

libretro-play-0~git20200503-bp152.1.1

Update Info: Base Release
Available in Package Hub : 15 SP2

platforms

AArch64
ppc64le
s390x
x86-64

subpackages

libretro-play

Change Logs

* Tue May 05 2020 i@guoyunhe.me
- 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.
* Mon Feb 03 2020 i@guoyunhe.me
- 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
* Fri Oct 18 2019 Yunhe Guo <i@guoyunhe.me>
- Remove bundled boost and use system boost
* Tue Oct 15 2019 Yunhe Guo <i@guoyunhe.me>
- Initial version