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Fix branch name for AppVeyor Builds #3472
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Confirmed fixed for me with c7de36a |
PeterMcteague
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Sep 27, 2017
PeterMcteague
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Sep 27, 2017
* Qt: Remove duplicate gui repaints in settings dialog ApplyGuiOptions(true) already forces GuiStylesheetRequest and therefore RepaintGui in main_window if necessary. We don't need GuiRepaintRequest on accept because there should be no option left that doesn't repaint immediately * Qt: improve gamelist refresh, fix some more scroll issues despite earlier efforts with modelindex and so on the annoying scroll jump still surfaced sometimes, so we only scrollTo index on selected occasions from now on. Furthermore we don't need to refresh the gamelist if no custom config has been applied, so this will only be needed on accept from now on * Fix buffer overrun in cert loading, made it more accurate. Fixes RPCS3#3408 * Added additional disc folder detection and INSDIR functionality. * fs: minor fix * sys_fs: use g_tls_error for diagnostic Affected syscalls: sys_fs_open sys_fs_opendir sys_fs_stat sys_fs_mkdir sys_fs_fcntl (get free space) * sys_mmapper: minor range fix * Improve lv2_memory object * Implement fs::error::notempty * Vulkan: use pkg-config instead of checking for Linux (RPCS3#3440) Makes Vulkan optional on Linux / makes it possible on FreeBSD. * Update Visual Studio 2015 URL * Add git_branch to git-version.h, add display version info to gs_frame and add branch and version to log. (RPCS3#3186) * Added version number and branch name to gs_frame and log file. This also involved making the files that generate git-version.h , get the branch. * Implemented installation of PS3_EXTRA PS3_EXTRA games are installed if they're not already and then the game boots. Unsure if the game booting is the correct behavior but I think it is. * Redid a forgotten change * Qt: settings_dialog layout fix (hack) * Qt: add char count label to osk dialog * [Qt] fix graphics adapter selection and rebase for less redundancy * HGA calls sys_rsx_context_attribute before calling sys_rsx_memory_allocate. This inevitably causes RPCS3 to crash. Add nullptr check to prevent this. * Moved all currently written installs to main_window This gives a much nicer install dialog. In future I want to give some better way of installing the PS3_EXTRA stuff, preferably giving it it's own menu. * Moved installs to main_window so they could have a progress bar This was also more appropriate for it, as they should be installed before boot. * Reverted changes to system.cpp Got missed in previous commit, idk why * Silent some compiler warnings * Move sys_process_exit * Add <typeinfo> * Backup logs to old_logs/ * Fix initial log message * Implemented MFF_HIDDEN for VNIDs Minor refactoring Now possible: ```REF_FUNC(...).flag(MFF_HIDDEN);``` * Implemented syscall _sys_process_exit * Restore UTF-8 in Log.cpp * Fixed global variables in Log.cpp * Remove unnecessary newline in Log.cpp * Implemented __sys_look_ctype_table Implemented _sys_tolower, _sys_toupper Fixed _sys_strncasecmp * Implemented _sys_prx_load_module_on_memcontainer * Rewrite _sys_memcmp * Fix _sys_strncasecmp * Rewrite _sys_strlen * Rewrite _sys_strcmp * Rewrite _sys_strncmp * Rewrite _sys_strcat * Rewrite _sys_strcpy * Rewrite _sys_strchr * Rewrite _sys_strrchr * Rewrite _sys_strncpy * Patch: new 'load' syntax [load, path_name1] - load sequence [load, path_name2, -0x40] - same, but modify the addresses by -64 * Rewrite _sys_strncat * Exitspawn support renewal Implemented _sys_process_exit2 syscall Rewritten sys_game_process_exitspawn Rewritten sys_game_process_exitspawn2 Implemented _sys_process_atexitspawn Implemented _sys_process_at_Exitspawn And some other changes * Fix error on loading a library twice * sys_fs_mkdir: implement ENOENT * Try to fix some fs errors * Fix library loading mode 'both' * Remove unnecessary include git-version.h * cellAudio: use error_code * Minor VFS fix * rsx/vk/gl: Refactoring and reimplementation of blit engine Fix rsx offscreen-render-to-display-buffer-blit surface reads - Also, properly scale display output height if reading from compressed tile gl: Fix broken dst height computation - The extra padding is only there to force power-of-2 sizes and isnt used gl: Ignore compression scaling if output is rendered to in a renderpass rsx/gl/vk: Cleanup for GPU texture scaling. Initial impl [WIP] - TODO: Refactor more shared code into RSX/common * rsx/vk: Bug fixes - Make each frame context own its own memory - Fix GPU blit - Fix image layout transitions in flip vk: Improve frame-local memory usage tracking to prevent overwrites - Also slightly bumps VRAM requirements for stream buffers to help with running out of storage - Fixes flickering and missing graphics in some cases. Flickering is still there and needs more work vk: Up vertex attribute heap size and increase the guard size on it vulkan: Reorganize memory management vulkan: blit cleanup vulkan: blit engine improvements - Override existing image mapping when conflicts detected - Allow blitting of depth/stencil surfaces * rsx: Several fixes and improvements - Do not ignore non-centered pixel blitting - Register method ac00+16 - Bump texture memory heap to account for GPU texture scaling requirements (vulkan) - Explicit MRT location index output to better convey intent (openGL) * esx: Fixes to the texture cache rsx: Blit engine improvements - Always handle blits to and from framebuffers through the GPU - Handle depth surfaces properly when using GL - Check for format mismatches when blitting to the surface store [WIP] * rsx/fp: Shader decompiler fixes - Requires proper 2-pass impl rsx/fp: Catch hanging code blocks rsx/fp: Don't pause on scaling error * rsx: Bug fixes and improvements rsx: Try to skip unknown commands without discarding entire cb * rsx: Add support for batched multidraw gl: Fix multidraw [WIP] rsx: Ignore vertex base when data source is generated using arithmetic vk: Check pending flag before doing fence poke vk/gl: Fix for inlined array and immediate draws rsx: Collapse joined draws when batching * rsx: Texture cache fixes and improvments gl/vk/rsx: Refactoring; unify texture cache code gl: Fixups - Removes rsx::gl::texture class and leave gl::texture intact - Simplify texture create and upload mechanisms - Re-enable texture uploads with the new texture cache mechanism rsx: texture cache - check if bit region fits into dst texture before attempting to copy gl/vk: Cleanup - Set initial texture layout to DST_OPTIMAL since it has no data in it anyway at the start - Move structs outside of classes to avoid clutter * gl: cleanup; fix program linkage on mesa using GL_ARB_explicit_uniform_location, also make use of ARB_multidraw * gl: Minor optimizations rsx: Texture cache - improvements to locking rsx: Minor optimizations to get_current_vertex_program and begin-end batch flushes rsx: Optimize texture cache storage - Manages storage in blocks of 16MB rsx/vk/gl: Fix swizzled texture input gl: Hotfix for compressed texture formats * rsx: Fix multidraw range splits again rsx: Hotfix for disjoint range detection * rsx: Texture cache improvements - Limits buffer size to min 720 in the Y axis (1024 section causes conflicts in some cases - TODO) rsx: Fixups to allow large textures for blit operation - Also includes checks for both leaking sections and blit regions for vulkan hotfix for hanging when using WCB addendum - unlock both ro and no blocks before attempting to copy memory blocks gl: Fixups for ARB_explicit_uniform_location - Forces glsl v 430 to make use of the extension rsx/vk: Rework texture cache to minimize recursive access violations - Also modifies the vulkan commandbuffer begin/end/submit mechanism gl: Fix cached_texture_section::is_flushable to take memory protection into account rsx: Fix blit dst offset calculation * rsx: Fixups * rsx: Add support for non-projective shadow sampling - Fixes missing shadows in persona 5 vk: Enable polygon depth bias a.k.a polygonOffset - Fixes shadow acne in persona 5 * rsx: Texture cache fixes and improvements rsx: Conditional lock hack removed vulkan - Fixes - Remove unused texture class - Fix native pitch calculation (WCB) rsx: Catch hanging begin/end pairs when flushing deferred draw calls vulkan: Register DXT compressed formats vulkan: Register depth formats gl: Workaround for 'texture stitching' when gathering flip surface - TODO: Add a proper flip hack option rsx: Fix texture memory size calculation - DXT textures dont have real pitch. Since pitch is used to calculate memory size, make sure it always evaluates to rsx_size rsx: Fix cpu copy detection rsx: Validate blit dst surface and dont make assumptions about region blit order - Also relax restrictions on memory owned by the blit engine if strict rendering is not enabled rsx: Fix depth texture detection rsx: Do not manually offset into dst. The overlapped range check does so automatically rsx: Minor optimizations rsx: Minor fixes - Fix to detect incompatible formats when using GPU texture scaling and show message - Better 'is_depth_texture' algorithm to eliminate false positives * Deploy QT DLLs using windeployqt tool (RPCS3#3432) * Deploy QT DLLs using windeployqt tool Replace the old mechanism that manually copy the DLLs using either CMake or VS built-in functions. The new approach uses the windeployqt tool provided by the QT project that automatically detect the needed DLLs and perform the necessary copying. This approach should be more robust if there's an upstream change on QT project regarding DLLs usage. * QT DLLs: do not ship RPCS3 with ANGLE and software-OpenGL According to https://doc.qt.io/qt-5/windows-requirements.html ANGLE is useful for applications that use OpenGL ES by removing the need to install OpenGL drivers, redirecting OpenGL calls to DirectX instead. RPCS does not uses OpenGL ES so it's better to just remove it from the binary distribution. opengl32sw.dll is a fallback mechanism when ANGLE libraries are not available that uses a software backend for OpenGL. It's unlikely that RPCS3 will work using software-OpenGL, so there's little point into shipping them. * QT DLLs: do not ship with SVG and translation files Like the other removed QT libraries: they are not needed right now. We can deploy them if they become useful someday. * Allow null argument Should fix Jak 2 * gl: Check that fence is not empty before calling destroy * rsx: Fixes - Fix section scanning range for early reject - Specify IMAGE_ASPECT_STENCIL when uploading image_from_cpu * vs/qt: Explicitly reference target output to avoid failing post-build step - Referencing the whole build folder will err if there is any non-qt exe in the folder * Fix branch name for AppVeyor Builds (RPCS3#3472) * rsx: Texture cache fixes - Update section flags when requested - Fix nullptr dereference: cached_dest will be null if dst_is_render_target is true * rsx: Make the 3rd texture dimension matter - Affects cube maps and texture3D surfaces * vulkan: Optimize memory allocation * vulkan: Use frameid to determine texture storage to discard * vk: New images always should be UNDEFINED or PREINITIALIZED * rsx: Clean up debug overlays. Add unreleased textures metric to track texture memory * vk: Clamp unreleased texture metric - TODO: Find the leaking references * ds4: Fix initial connection issue and hotplug/dongle calibration detection * Removed tropdir checks as trophies are already installed I believe trophies to already be installed once the game is launched, according to my dev_hdd0\home\00000001\trophy folder anyway. * Added automatic .pkg installation to games on initial boot * fs: minor fix * sys_fs: use g_tls_error for diagnostic Affected syscalls: sys_fs_open sys_fs_opendir sys_fs_stat sys_fs_mkdir sys_fs_fcntl (get free space) * Qt: Remove duplicate gui repaints in settings dialog ApplyGuiOptions(true) already forces GuiStylesheetRequest and therefore RepaintGui in main_window if necessary. We don't need GuiRepaintRequest on accept because there should be no option left that doesn't repaint immediately * Qt: improve gamelist refresh, fix some more scroll issues despite earlier efforts with modelindex and so on the annoying scroll jump still surfaced sometimes, so we only scrollTo index on selected occasions from now on. Furthermore we don't need to refresh the gamelist if no custom config has been applied, so this will only be needed on accept from now on * Fix buffer overrun in cert loading, made it more accurate. Fixes RPCS3#3408 * sys_mmapper: minor range fix * Improve lv2_memory object * Implement fs::error::notempty * Vulkan: use pkg-config instead of checking for Linux (RPCS3#3440) Makes Vulkan optional on Linux / makes it possible on FreeBSD. * Update Visual Studio 2015 URL * Qt: add char count label to osk dialog * Add git_branch to git-version.h, add display version info to gs_frame and add branch and version to log. (RPCS3#3186) * Added version number and branch name to gs_frame and log file. This also involved making the files that generate git-version.h , get the branch. * Qt: settings_dialog layout fix (hack) * HGA calls sys_rsx_context_attribute before calling sys_rsx_memory_allocate. This inevitably causes RPCS3 to crash. Add nullptr check to prevent this. * Silent some compiler warnings * [Qt] fix graphics adapter selection and rebase for less redundancy * Move sys_process_exit * Add <typeinfo> * Backup logs to old_logs/ * Fix initial log message * Implemented MFF_HIDDEN for VNIDs Minor refactoring Now possible: ```REF_FUNC(...).flag(MFF_HIDDEN);``` * Implemented syscall _sys_process_exit * Restore UTF-8 in Log.cpp * Fixed global variables in Log.cpp * Remove unnecessary newline in Log.cpp * Implemented __sys_look_ctype_table Implemented _sys_tolower, _sys_toupper Fixed _sys_strncasecmp * Implemented _sys_prx_load_module_on_memcontainer * Rewrite _sys_memcmp * Fix _sys_strncasecmp * Rewrite _sys_strlen * Rewrite _sys_strcmp * Rewrite _sys_strncmp * Rewrite _sys_strcat * Rewrite _sys_strcpy * Rewrite _sys_strchr * Rewrite _sys_strrchr * Rewrite _sys_strncpy * Patch: new 'load' syntax [load, path_name1] - load sequence [load, path_name2, -0x40] - same, but modify the addresses by -64 * Rewrite _sys_strncat * Exitspawn support renewal * Fix error on loading a library twice * sys_fs_mkdir: implement ENOENT * rsx/vk/gl: Refactoring and reimplementation of blit engine Fix rsx offscreen-render-to-display-buffer-blit surface reads - Also, properly scale display output height if reading from compressed tile gl: Fix broken dst height computation - The extra padding is only there to force power-of-2 sizes and isnt used gl: Ignore compression scaling if output is rendered to in a renderpass rsx/gl/vk: Cleanup for GPU texture scaling. Initial impl [WIP] - TODO: Refactor more shared code into RSX/common * rsx/vk: Bug fixes - Make each frame context own its own memory - Fix GPU blit - Fix image layout transitions in flip vk: Improve frame-local memory usage tracking to prevent overwrites - Also slightly bumps VRAM requirements for stream buffers to help with running out of storage - Fixes flickering and missing graphics in some cases. Flickering is still there and needs more work vk: Up vertex attribute heap size and increase the guard size on it vulkan: Reorganize memory management vulkan: blit cleanup vulkan: blit engine improvements - Override existing image mapping when conflicts detected - Allow blitting of depth/stencil surfaces * Try to fix some fs errors * Fix library loading mode 'both' * Remove unnecessary include git-version.h * cellAudio: use error_code * Minor VFS fix * rsx: Several fixes and improvements - Do not ignore non-centered pixel blitting - Register method ac00+16 - Bump texture memory heap to account for GPU texture scaling requirements (vulkan) - Explicit MRT location index output to better convey intent (openGL) * esx: Fixes to the texture cache rsx: Blit engine improvements - Always handle blits to and from framebuffers through the GPU - Handle depth surfaces properly when using GL - Check for format mismatches when blitting to the surface store [WIP] * rsx/fp: Shader decompiler fixes - Requires proper 2-pass impl rsx/fp: Catch hanging code blocks rsx/fp: Don't pause on scaling error * rsx: Bug fixes and improvements rsx: Try to skip unknown commands without discarding entire cb * rsx: Add support for batched multidraw gl: Fix multidraw [WIP] rsx: Ignore vertex base when data source is generated using arithmetic vk: Check pending flag before doing fence poke vk/gl: Fix for inlined array and immediate draws rsx: Collapse joined draws when batching * gl: cleanup; fix program linkage on mesa using GL_ARB_explicit_uniform_location, also make use of ARB_multidraw * rsx: Texture cache fixes and improvments gl/vk/rsx: Refactoring; unify texture cache code gl: Fixups - Removes rsx::gl::texture class and leave gl::texture intact - Simplify texture create and upload mechanisms - Re-enable texture uploads with the new texture cache mechanism rsx: texture cache - check if bit region fits into dst texture before attempting to copy gl/vk: Cleanup - Set initial texture layout to DST_OPTIMAL since it has no data in it anyway at the start - Move structs outside of classes to avoid clutter * gl: Minor optimizations rsx: Texture cache - improvements to locking rsx: Minor optimizations to get_current_vertex_program and begin-end batch flushes rsx: Optimize texture cache storage - Manages storage in blocks of 16MB rsx/vk/gl: Fix swizzled texture input gl: Hotfix for compressed texture formats * rsx: Fix multidraw range splits again rsx: Hotfix for disjoint range detection * rsx: Texture cache improvements - Limits buffer size to min 720 in the Y axis (1024 section causes conflicts in some cases - TODO) rsx: Fixups to allow large textures for blit operation - Also includes checks for both leaking sections and blit regions for vulkan hotfix for hanging when using WCB addendum - unlock both ro and no blocks before attempting to copy memory blocks gl: Fixups for ARB_explicit_uniform_location - Forces glsl v 430 to make use of the extension rsx/vk: Rework texture cache to minimize recursive access violations - Also modifies the vulkan commandbuffer begin/end/submit mechanism gl: Fix cached_texture_section::is_flushable to take memory protection into account rsx: Fix blit dst offset calculation * rsx: Fixups * rsx: Add support for non-projective shadow sampling - Fixes missing shadows in persona 5 vk: Enable polygon depth bias a.k.a polygonOffset - Fixes shadow acne in persona 5 * rsx: Texture cache fixes and improvements rsx: Conditional lock hack removed vulkan - Fixes - Remove unused texture class - Fix native pitch calculation (WCB) rsx: Catch hanging begin/end pairs when flushing deferred draw calls vulkan: Register DXT compressed formats vulkan: Register depth formats gl: Workaround for 'texture stitching' when gathering flip surface - TODO: Add a proper flip hack option rsx: Fix texture memory size calculation - DXT textures dont have real pitch. Since pitch is used to calculate memory size, make sure it always evaluates to rsx_size rsx: Fix cpu copy detection rsx: Validate blit dst surface and dont make assumptions about region blit order - Also relax restrictions on memory owned by the blit engine if strict rendering is not enabled rsx: Fix depth texture detection rsx: Do not manually offset into dst. The overlapped range check does so automatically rsx: Minor optimizations rsx: Minor fixes - Fix to detect incompatible formats when using GPU texture scaling and show message - Better 'is_depth_texture' algorithm to eliminate false positives * Allow null argument Should fix Jak 2 * gl: Check that fence is not empty before calling destroy * Deploy QT DLLs using windeployqt tool (RPCS3#3432) * Deploy QT DLLs using windeployqt tool Replace the old mechanism that manually copy the DLLs using either CMake or VS built-in functions. The new approach uses the windeployqt tool provided by the QT project that automatically detect the needed DLLs and perform the necessary copying. This approach should be more robust if there's an upstream change on QT project regarding DLLs usage. * QT DLLs: do not ship RPCS3 with ANGLE and software-OpenGL According to https://doc.qt.io/qt-5/windows-requirements.html ANGLE is useful for applications that use OpenGL ES by removing the need to install OpenGL drivers, redirecting OpenGL calls to DirectX instead. RPCS does not uses OpenGL ES so it's better to just remove it from the binary distribution. opengl32sw.dll is a fallback mechanism when ANGLE libraries are not available that uses a software backend for OpenGL. It's unlikely that RPCS3 will work using software-OpenGL, so there's little point into shipping them. * QT DLLs: do not ship with SVG and translation files Like the other removed QT libraries: they are not needed right now. We can deploy them if they become useful someday. * rsx: Fixes - Fix section scanning range for early reject - Specify IMAGE_ASPECT_STENCIL when uploading image_from_cpu * vs/qt: Explicitly reference target output to avoid failing post-build step - Referencing the whole build folder will err if there is any non-qt exe in the folder * rsx: Texture cache fixes - Update section flags when requested - Fix nullptr dereference: cached_dest will be null if dst_is_render_target is true * Fix branch name for AppVeyor Builds (RPCS3#3472) * ds4: Fix initial connection issue and hotplug/dongle calibration detection * rsx: Make the 3rd texture dimension matter - Affects cube maps and texture3D surfaces * vulkan: Optimize memory allocation * vulkan: Use frameid to determine texture storage to discard * vk: New images always should be UNDEFINED or PREINITIALIZED * rsx: Clean up debug overlays. Add unreleased textures metric to track texture memory * vk: Clamp unreleased texture metric - TODO: Find the leaking references
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PS: Not going to rebase or squash, just use the auto squash GitHub merge option.