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libretro-play-0~git20200503-lp152.1.10 RPM for ppc64le

From OpenSuSE Ports Leap 15.2 for ppc64le

Name: libretro-play Distribution: openSUSE:Leap:15.2:PowerPC / ports
Version: 0~git20200503 Vendor: openSUSE
Release: lp152.1.10 Build date: Wed Jun 24 16:40:38 2020
Group: System/Emulators/Other Build host: obs-power8-05
Size: 5469960 Source RPM: libretro-play-0~git20200503-lp152.1.10.src.rpm
Packager: https://bugs.opensuse.org
Url: http://www.retroarch.com
Summary: Play! libretro core for PlayStation 2 emulation
Play! is an attempt to create a PlayStation 2 emulator.

This package is for RetroArch/libretro front-end.

Provides

Requires

License

MIT

Changelog

* 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

Files

/usr/lib64/libretro
/usr/lib64/libretro/play_libretro.so


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Fabrice Bellet, Tue Apr 9 12:13:28 2024