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ppsspp-1.9.3~git20191218-lp152.1.1 RPM for x86_64

From OpenSuSE Leap 15.2 for x86_64

Name: ppsspp Distribution: openSUSE Leap 15.2
Version: 1.9.3~git20191218 Vendor: openSUSE
Release: lp152.1.1 Build date: Sun May 31 19:40:01 2020
Group: System/Emulators/Other Build host: lamb71
Size: 16157161 Source RPM: ppsspp-1.9.3~git20191218-lp152.1.1.src.rpm
Packager: https://bugs.opensuse.org
Url: http://www.ppsspp.org
Summary: PlayStation Portable Emulator
PPSSPP is a PSP emulator written in C++, and translates PSP CPU instructions directly into optimized x86, x64 and ARM machine code, using JIT recompilers (dynarecs).

Provides

Requires

License

GPL-2.0-or-later

Changelog

* Thu Dec 19 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191218:
    * Update build.gradle.. again.
* Sun Dec 01 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191201:
    * vulkan: The GPU profiler could end up writing massive amounts of text, fix some bugs around that.
    * vulkan: ApplyRenderPassMerge; Add copy / blit destinations to touched buffers.
    * Vulkan: Enable renderpass merging for all games (was introduced in 1.9 for GoW games). A number of other games can also benefit.
* Sat Nov 30 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191126:
    * Update lang submodule
* Wed Nov 20 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191118:
    * Do not assert in Discord::Shutdown
* Wed Nov 13 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191110:
    * Update CMakeLists.txt
* Sat Nov 09 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191108:
    * Make style more consistent
* Thu Nov 07 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191105:
    * libretro buildfix
    * Update libretro.cpp
    * Remove the I/O on Thread option - treat it as always on.
    * Yet another gradle update
* Sun Nov 03 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191103:
    * Fix vcrs disassembly
* Thu Oct 31 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191030:
    * Oops
    * Isolate most of the softgpu specialization code to RasterizerRectangle.
    * Fix a backwards check
    * Remove unused textureswizzle support (we use shaders instead).  Universally support presenting 5551 format directly.
    * Hack around most of the problems with the save/load dialog. Software stretch gets enabled in non-wide mode, so wallpapers work at a cost of speed.
    * Scissor fix
    * Even more speed.
    * More speed
    * Buildfix
    * Further specialization.
    * More specialization work.
    * DarkStalkers: Fix display on OpenGL ES.
    * DarkStalkers: Fix display in the D3D backends. Still broken in OpenGL.
    * Darkstalkers: Gross hack to avoid the game's own stretch, and present the raw buffer instead for a sharper image.
    * More darkstalkers work
    * Detect sprite drawing (1:1 texture mapping), run a simpler function without the triangle state tracking.
    * SoftGPU: Detect through-mode rectangles from triangle strips
    * Software renderer: Use hardware color conversion on Vulkan in 5551 16-bit mode
    * Start slowly migrating from macros
    * Add a compat.ini flag for software rendering, use it to force on in Darkstalkers
* Sat Oct 26 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191025:
    * Buildfix
    * Also rename the config setting to make sure it starts out off.
    * Cardboard VR: Add an on-screen VR OFF button. Enable Cardboard on iOS.
    * Revert "Remove Google Cardboard support. Fixes #11668"
    * Update lang submodule, adding Croatian, thanks to HilmBrala
    * Text drawing fixes
    * Correct the wrong GL DataFormat enums
    * GL: remove another unused format
    * Reduce GL texture format support to the ES minimum. We have to handle these anyway so let's only have one path.
    * OpenGL dataformat cleanup - pass Draw::DataFormat to the GLRenderManager.
* Wed Oct 23 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191022:
    * Fix the build - there's a Vec3 name collision, fixed it using a namespace.
    * Vulkan+SoftwareRenderer: Fix screen rotation on Android.
* Mon Oct 21 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191020:
    * Io: Consistently use error codes with OpenFile().
    * Io: Return error code for write attempt to UMD.
    * Io: Change async thread priority if running.
    * Io: Destroy async threads on reset.
* Sun Oct 20 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191020:
    * Vulkan: Add checks so we don't try to write NULL objects to a descriptor set.
    * Change Bloom Hack aggressive detection to include GOW games bloom.
* Sat Oct 19 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191017:
    * Use old jit enablement method if clean method fails
* Wed Oct 16 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191015:
    * Fix fork logic
    * Replace horrible hack with less horrible hack
    * Fix name collision on iOS build
    * Move the viewport clamping back to rendermanager to avoid a struct copy in the common case.
    * Fix misplaced break
    * Vulkan: Move viewport/scissor rotation to the QueueRunner instead of RenderManager. Add some checks.
    * Vulkan blend factor: Bugfix and minor optimization
    * Update last commit to use IsValidRange instead of IsValidAddress.
    * Code analysis: Skip invalid code sections. May help #12414.
    * UI: Better way of showing game/savedata images. Fixes #12408
    * WASAPI: Discovered by chance that pwstrDeviceId can be null. Treating it as a new device.
* Wed Oct 09 2019 pousaduarte@gmail.com
  - Update to version 1.9.3~git20191008:
    * SDL: Switch audio device when plugged in.
    * SDL: Add UI to reset audio device at runtime.
    * SDL: Use a configurable output device.
    * SDL: Use SDL2 audio API for output.
    * cmake: Ignore if madbundle.sh fails.
    * cmake: Remove old qmake options.
    * [iOS] Resolve SDK 13 Generation
    * Move window to center
    * MainScreen: Prevent grid game buttons from becoming too wide if the png has the wrong dimensions.
    * Vulkan: Always write gl_PointSize, fixes #12364. Remove unnecessary predeclaration of gl_Position.
    * Android: Setup UI callback earlier if possible.
    * UI: Allow pinning remote ISO paths.
    * UI: Handle remote browsing asynchronously.
    * UI: Cleanup browse button check.
    * UI: Allow remote paths to be pinned.
    * http: Use relative paths for remote isos.
    * http: Don't treat http:// as a relative path.
    * 1.9.3 commit
    * Android: Finally fix our display sizing problems for good, hopefully.
    * Android: Preparation for future cutout (notch) support
    * Increase max aspect to 2.4. Fixes #12349
    * Logging improvements
    * Android: Setup UI callback before settings change.
    * Fixes
    * Make use of OnSystemUiVisibilityChangeListener to check whether navbar is hidden. Affects DPI calculations.
    * Vulkan: Compile compute shaders only if enabled.
    * Vulkan: Add a setting for hardware scaling.
    * Vulkan: Initial 16-bit texture shader decode.
    * Vulkan: Add 4xbrz texture shader.
    * Make the barrier a bit more focused. Up some limits.
    * Need a barrier on Mali. Strange that validation didn't warn...
    * In the computeUpload path, use a shader intrinsic to unpack the color.
    * Fix build error on 64-bit android
    * Vulkan: Check coherent bit.
    * Also experiment with a "copy shader" that just does raw data manipulation into GPU local memory, then copies to image from there.
    * Use a plain compute shader for RGBA8888 texture uploads, as a proof of concept.
    * Vulkan: Add simple manager for compute shaders that upload data to images.
    * SaveState: Handle compression thread better.
    * UI: Join downloads on destruct.
    * UI: Cleanup install threads from UI thread.
    * Io: Join loading/manager threads more explicitly.
    * http: Ensure webserver shutdown on exit.
    * Core: Avoid detach for game loading thread.
    * http: Avoid detaching threads, join instead.
    * Reporting: Use a single message posting thread.
    * Switch: Configure base paths.
    * Switch: Cleanup some includes.
    * Switch: Disable IPv6.
    * Switch: Add basic defines for checks/reporting.
    * Vulkan GPU profiler: Measure the CPU time spent on the render thread recording command buffers.
    * Io: Correct result on async file not found.
    * Io: Wait async thread on IO completion.
    * Io: Cleanup some logging.
    * Io: Check callbacks in sceIoWaitAsyncCB().
    * Io: Handle open async in a thread.
    * Io: Use async for read/write/seek/ioctl.
    * Io: Prepare HLE thread handling for async.
    * Psmf: Cleanup finishThread save state handling.
    * Io: Cleanup some error handling.
    * Io: Store sceIoChangeAsyncPriority value.
    * Psmf: Use kernel memory for helper thread stack.
* Sat Oct 05 2019 pousaduarte@gmail.com
  - Update to version 1.9.2~git20191003:
    * Improve the touchscreen test screen with some numbers.
* Thu Oct 03 2019 pousaduarte@gmail.com
  - Update to version 1.9.2~git20191003:
    * Upgrade gradle version again
    * SDL: ensure swap interval is set correctly for SDL2 kmsdrm driver
    * Touchscreen: Apply weihouya's fix, add a touchscreen test screen. See #12381.
    * Don't assert if Discord not shut down properly. Possible workaround for #12140.
* Sun Sep 29 2019 pousaduarte@gmail.com
  - Update to version 1.9.2~git20190929:
    * UI: Stop caching the draw context in coreParam.
    * UI: Minor assert fix.
    * GPU: Generate normals for curves with lighting.
    * Core: Fix memory range guard check.
    * Workaround for a crash found in #12358 on older devices
    * Fix nasty race condition with menu background audio. Fixes #12365
    * Add a comment. See issue #12365
    * Assorted cleanup
    * Blind attempt at fixing an OpenSL ES crash
    * Add memory range checks to a few little-used sysclib functions. Might help #12359.
    * Fix crash in Zip UI. Make another crash happen earlier.
    * Fix crash in zip handling
    * Symbolic commit for 1.9.2. Making another submission attempt to Google play so have to increment the version.
    * Debugger: reset step counter on game stop.
    * Listed additional UMD serials for GTA titles
    * Symbolic commit for 1.9.1.
    * Symbolic 1.9.0 commit
    * Android: Fix crashes on Android versions < 11 due to mCameraHelper being null
    * Silence a few warnings.
    * Update lang submodule
    * Vulkan: Update API headers.
    * Refer to AkiraJkr's new issue
    * Add patch note about MGS:PW as suggested by AkiraJkr
    * Additional README updates
    * More readme updates
    * README.md: Lunamoo's additions
    * More README.md updates
    * Update README.md a bit more
    * Update README.md for 1.9.0
* Mon Sep 23 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190923:
    * Update default adhoc server to one that works
    * Another fix for AnalogTestScreen rendering (it broke again somehow?)
    * Case fix for previous commit
    * Hacky workaround for #12339 (Amazon FireStick 4k issue)
    * Android audio: Turns out the initial queue operation queued up too little data anyway (sizeof on dynamic buffer.. sigh).
    * Remove some legacy
    * Android OpenSL: Fix bug where we should have enqueued two buffers on startup.
    * Vulkan: Fix shutdown crash accidentally caused by #12324
    * Fix issue preventing video to work correctly in Digimon. Fixes #12186
    * Remove some logging, add a comment.
    * We had an old fallback to the EGL GL loop in the Vulkan init. Remove it.
    * Don't let a delayed config load mess with the GPU backend option. Fixes #12284.
    * Vulkan: Just some extra logging.
    * Vulkan: Clear caches when deleting shaders.
* Mon Sep 09 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190909:
    * Fix a comment
    * Vulkan: Slim down and rename the Mali hack.
    * Vulkan ARM mali Z hack: Modify the matrix instead of the shader.
    * Workaround ARM Mali depth hardware bug. Fixes #11937
    * Update lang submodule
    * Improve Mali driver version detection
* Wed Sep 04 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190904:
    * Vulkan: Move scissor/viewport rotation into the VulkanRenderManager. Fixes #12303.
    * Analog test screen: Fix drawing of the X marks
    * Create a default keymap for the MOQI:I7S gamer phone (with builtin controls)
    * Windows: Kill the mouse wheel release timer after it's used to prevent spamming keyup events.
    * Remove an old special case
    * Android: Be slightly more aggressive at defaulting to Vulkan (from Android 8.1 / 27)
    * Android: Remove the popup message when falling back to OpenGL. Fixes #12284 .
    * Vulkan/PowerVR: Make another blind fix attempt for #12296. Can't find my PowerVR device :/
    * Bump up the descriptor pool size for the UI. Should fix #12299.
    * Vulkan: Even more logging in VulkanMayBeAvailable.
    * SDL: Add back a couple of lines that should have been copied, not deleted. Thanks [Unknown]
    * Vulkan: Prepare for adding a second init path for VulkanContext.
* Sun Sep 01 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190901:
    * Attempt to work around the PowerVR bug again (pretransform undid the old workaround in landscape). See #12276
    * Linux: Port the proper memory base finding over to MemArenaPosix.cpp.
    * SDL/Vulkan: Fix scale problems when maximizing/restoring the window.
    * Oops, fix the last commit, it got a little restrictive.
    * VulkanMaybeAvailable: Bail earlier in some cases where there's no surface extension.
    * [iOS] Resolve Cmake warning
* Wed Aug 28 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190826:
    * (Libretro) Buildfix - update Makefile.common
    * Remove deleted GE dumps from Recent. Fixes a part of #11904 (the recent list wasn't updated properly).
    * sceUsbCam: Fix some bugs my last commits introduced.
    * MJPEG in sceJpeg: Notify the framebuffer manager that there's been a picture written to memory. Fixes part of #8521
    * Improve some logging (%08x for addresses)
    * sceUsbCam: Heap-allocate the buffer.
    * http: Remove web server restart handling.
    * http: Show recent games in same order.
    * http: Improve EBOOT.PBP handling.
    * [Android] Fix code style
    * [Android] Updates for camera
    * Missed this in the last commit, sigh
    * Improve an assert message that AkiraJkr saw. Fix a silly bug in the last commit.
    * Default to Vulkan on Android Pie or later. Fixes #12228.
    * Android: Update the gradle version again.
    * Fix display of memory view window on high-DPI displays. Fixes #11913.
    * Revert "GPU: Download CLUTs when loading at 256 stride."
    * SasAudio: Cap the cycle estimate at 1200 to prevent crackling in FFT. Fixes #9956.
    * Add a few more checks.
    * Vulkan profiling vis bugfix: Restore font scale after drawing.
    * Vulkan: Prevent some bad merging of renderpasses. Thanks Unknown for writing it up.
    * Stop renderpass merging at readbacks.
    * Minor optimization
    * Vulkan: Automatically merge render passes to the same target when possible.
    * Improve renderpass profiling descriptions a little
    * Vulkan: Profile individual render passes/steps.
    * Get rid of numQueries
    * Vulkan: Disable some bad validation. Things are right and work fine.
    * Decided to end the practice of #ifdefs in Config.h. Led to bizarre miscompilations when reading config with inconsistent ifdefs set.
    * Bugfixes to VK gpu profiling. Properly get the valid bits.
    * Vulkan: Implement basic integrated GPU profiling.
    * removed the sceUsbMic checks
    * Add sceUsbMic.cpp/h to the UWP project
    * Update PowerSaveModeReceiver (again)
    * Fixes delete button for downloaded games from homebrew store in UWP
    * UI: Fix crash with no buttons in popup.
    * UI: Validate address entered in settings.
    * configure QT to get a higher version for opengl
    * IO: Use TextEdit for hostnames on more platforms.
    * UI: Cleanup hostname entry to use a dialog.
    * UI: Make IP/hostname dialog more generic.
    * UI: Respect loop info for menu music.
    * Core: Fix a format type error.
    * iOS: Ignore gl3stubInit() on iOS, to avoid warnings.
    * Vulkan: Check default case with an assert.
    * GPU: Avoid some unused var/func warnings.
    * Android: Get our base pointer in a saner way than YOLO, if possible. Should help #12249.
    * Simplify openIniFile to use ShellExecute so .ini files get opened in an associated text editor
    * More extreme paranoia in VulkanMaybeAvailable
    * Vulkan: Re-enable the blacklist.
    * Vulkan: On Android, only try to load libvulkan.so, not libvulkan.so.1. Plus more paranoia.
    * VulkanMayBeAvailable: Add more logging, disable blacklist check for testing (see #12093)
    * Vulkan loader: Fix the SHIELD Tablet blacklist string.
    * Rename "Immersive Mode" to Full Screen. We can reuse the FullScreen translation from desktop. Fixes #12229
    * Update PowerSaveModeReceiver
    * Cleanup
    * Android: NativeApp.Init: Log the device name.
    * Vulkan: Simple blacklist of device names that are not allowed to check for Vulkan. Will help #12093.
    * Typo fix
    * Minor code cleanup
    * Micro-optimize the Vulkan loader: Load more device-specific function pointers to avoid a bounce in the device loader, reorder things a little.
    * Vulkan: Reduce the amount of redundant stencil parameter sets
    * Vulkan: Image views: The driver is probably smart enough to recognize a no-swizzle, but let's use the proper method.
    * MakeUnique.h in the CMakeLists.txt
    * Init GlobalThreadPool in a thread safe manner
    * Start as many worker threads as actually used (used to start more)
    * Store std::thread in worker thread class by value and explicitly start it up, and don't use shared_ptr in thread pools
    * Cleanup mutex usage in worker threads
    * Remove 'started' bool from worker threads, as fixes for spurious wakeups made it obsolete
    * Handle spurious wakeups on worker thread condition variables properly
    * Use move semantics for worker thread functors
    * Clean up ThreadPool and WorkerThread constructors with C++11 features,
    * Add MakeUnique.h so make_unique is available without C++14
    * Windows: Allow write-only files to be read later.
    * WASAPI: Add some missing error checks. May help #12081? (but will result in silence)
    * Apply the same Mali range culling "fix" in OpenGL.
    * Vulkan: Set all four coordinates to NaN instead of just W. Fixes range culling on ARM. Fixes #11999.
    * Set DrawSyncEatCycles for Patapon 2, recommended by pamford45
* Thu Aug 08 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190808:
    * Vulkan: Add missing barrier when rendering to a target that's already in COLOR_OPTIMAL layout.
    * Some changes and asserts.
    * Vulkan: Improve the Metal Gear Acid 2 performance hack.
    * Move NKCodeFrom*.h into the relevant platform folders
    * Address feedback
    * VFPU-Int: Add a few fast-paths to ReadMatrix/WriteMatrix. Should gain back part of the speed lost in #12217
    * Buildfix (oops)
    * Memchecks: Avoid taking the mutex lock if no memchecks active. Possible minor speedup in GoW and other block-copy-heavy games.
    * Compat: Add more Tekken game IDs to leg shake fix.
    * Compat: Option to use accurate dotprod for VMMUL.
    * interp: Implement software inverse square root.
    * interp: Oops, fix vdot bug with subnormals.
    * interp: Implement software sqrt to match PSP.
    * interp: Use vfpu_dot for vdet as well.
    * interp: Use software dot in vcrsp/vqmul.
    * interp: Fix adding infinity in software dot.
    * interp: Handle rounding in software dot.
    * interp: Correct INF * 0 during dot.
    * interp: Use an integer multiply for dots.
    * interp: Handle NaN better in vfpu_dot.
    * interp: Use vfpu_dot for vavg, vfad, vhdp.
    * interp: Use software dot for better accuracy.
    * Fix the indirect postprocessing path. Fixes #12133 (but see the issue for a secondary bug).
    * Update lang submodule
    * sceUsbMic
* Sat Aug 03 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190801:
    * Workaround for DJ Max Portable's clumsy copy protection. Fixes #9477.
    * Vulkan: Actually fix #12202, an array was out of scope where it was used, causing garbage flags.
    * Vulkan: Using VK_DEPENDENCY_BY_REGION on the backbuffer subpass causes tearing, let's not do it. Fixes #12202.
    * Move WM_MOUSEWHEEL back to WndProc to fix wheel events not working in Win 7.
    * libretro: don't fail on missing SDL
    * GPU: Allow upload to temp resized framebuf.
    * Add Hori Fighting Stick VX to gamecontrollerdb.txt
    * UI: Support zip files with deep folder structures.
    * Android: Disable building HLSL support in glslang, works around #12105
    * Add a little reminder to self with a link to an interesting article.
    * Upgrade gradle again
    * Make things clear for people that never saw real PSP.
    * Add right analog for touch controls.
* Fri Jul 19 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190718:
    * Config: Specify/save game title on load too.
* Tue Jul 16 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190716:
    * UI: Fix zip leak in error case.
    * UI: Allow custom button to toggle fullscreen.
    * Replace mouse control with device ID mouse check for threshold.
    * Reduce in-game axis bind threshold for mouse control.
    * Update all values for mouse axis.
    * UI: Allow installing texture packs from zips.
    * Replacement: Allow region-specific settings.
    * UI: Fix type comparison warning.
    * Config: Don't save empty sections.
    * Config: Add game name to game-specific inis.
    * Ignore mouse mappings for UI
* Sun Jul 14 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190714:
    * Address review feedback, thanks unknownbrackets
    * More GameManager improvements.
    * Fix build error on non-windows
    * Pre-check the contents of ZIP files before allowing install.
    * GameManager: Actually allow installing ISOs from zip files. Refactor.
    * Start refactoring GameManager zip handling to easier support ISOs in zips
* Wed Jul 10 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190708:
    * interp: Correct vsbn instruction.
    * Kernel: Shutdown when module load fails.
    * GPU: Forget pause signal on new list.
    * Experimentally revert a small part of #12094, ios external display support, that seemed to break exit. See #12140.
    * cmake: Automatically detect raspberrypi 4.
    * GPU: Download CLUTs when loading at 256 stride.
    * Travis: Build Windows on Travis too.
    * SDL: Use whatever display SDL gives us for EGL.
    * Replay: Attempt to ignore reads in PSP/GAME.
    * Replay: Add file header handling.
    * Travis: Update to NDK r18b.
    * Travis: Update config to reduce timeout errors.
* Sat Jul 06 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190705:
    * [Libretro] Fix some default config values -iAltSpeedVolume -iFirmwareVersion -iPSPModel Fixes #12144
    * Audio: Quick SRC resampling experiment.
    * Audio: Track SRC frequency.
    * Audio: Correct sceAudioChRelease return value.
    * Audio: Improve error messages for sample counts.
* Wed Jul 03 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190703:
    * Simplify synchronization model in InputDevice.cpp - replaced volatile flags/mutex/condition variable with joining on thread and one atomic flag
    * Remove KeyboardDevice which was essentially useless
    * Support falling back to xinput9_1_0.dll if neither xinput1_4.dll or xinput1_3.dll are present. This can happen on a Windows XP, Vista or 7 PC without DirectX End-User Runtimes installed.
    * Windows: Properly check for hidden files when enumerating files
    * Windows: Fix an exit crash by not destroying the window in CGEDebugger destructor - this window (and displayList) have already been destroyed and freed at that point
* Wed Jul 03 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190702:
    * Update lang submodule
    * Remove Google Cardboard support. Fixes #11668
    * Windows: Fix Vulkan out of process check.
* Sat Jun 29 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190629:
    * Enable right analog stick for libretro
* Thu Jun 27 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190627:
    * Windows: Fix leak on folder browse.
    * Comment some confusing code
    * Warning fix
    * Android: Add DPAD_CENTER as an accept button. Fixes menu navigation on Mi Box and Shield Remote.
    * UWP: Fix overscan on Xbox One
    * Update lang, pspautotest submodules
    * Vulkan: An additional check during init. May help #12131
    * For the non-vulkan backends, zero display rotation settings just to be sure.
    * GE Debugger: Split playback into a separate file.
    * GE Debugger: Cache decompressed frame commands.
    * fix indent
    * GLES: Update proj matrix on viewport change.
    * GPU: Improve a 5551 stencil emulation case.
    * Debugger: Fix subtexture readback crash.
    * UI: Add a note for HTML link parsing.
    * Audio: Add volume for alternate speed.
    * http: Support redirects for load URL too.
    * http: Support relative redirects too.
    * http: Support redirects for downloads.
    * SaveState: Fail load on decompression error.
    * UI: Clear queued events on Event destruct.
    * Audio: Better errors on Output2/SRC reserve.
    * Audio: Correct errors on Output2/SRC release.
    * Debugger: Fix connection in Firefox.
    * Travis: Fix build cache for macOS/iOS.
    * Common: Fix some unused ident and case warnings.
    * Travis: Install python3 via brew.
    * Address feedback, delete some unused code.
    * Core: Keep number on setting for translated.
    * Core: Ignore case of GPU backend setting.
    * Core: Save GPU backend as identifier.
    * Core: Allow for disabling graphics backends.
    * Core: Use readable names for failed backends.
    * Don't ask for TRANSFER_DST for swapchain surface. No reason to.
    * Avoid rotating the image when DrawActiveTexture is used for other things than drawing to the backbuffer.
    * Fix the 270 degree rotation case
    * Vulkan: Apply the desired pretransform when drawing to the backbuffer.
    * Vulkan: Log supported pretransforms.
    * Disable external display by default
    * Fix invalid mode on iPad Pro 2018
    * Ignore mute switch when connected to external display
    * Fix shutdown because of Discord deinitializer
    * Simple dpi scaling
    * Fix overscan compensation (Hack)
    * Do some clean up
    * Fix iPhone won’t switch to external display
    * Auto switch between internal and external display
    * Show root view controller on external display
* Sat Jun 22 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190620:
    * Buildfix for cmake builds
    * Update SPIRV-Cross
    * Upgrade glslang to latest
    * Vulkan: Upgrade to latest headers
    * Fix mouse scroll by releasing with a delay using timer(16ms) Also moved WM_MOUSEWHEEL to DisplayProc where it works fine now.
    * Fix some further static analysis warnings
    * Fix a bunch of inconsequential uninitialized variables
    * Fix static analysis warning about access outside array (d[ins] = s[ins * 4] * t[0])
    * interp: Fix dumb mistake in vtfm.
* Sat Jun 15 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190614:
    * Implement and test clz32, use it in the MIPS interpreter cores.
* Tue Jun 11 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190611:
    * Fix build error
    * SDL: Adjust EGL config choice heuristics.
* Mon Jun 10 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190609:
    * UWP: white space fix
    * fix unintended line removal from rpi platform
    * UWP: Full screen support, config save fix
    * TextDrawerUWP: oops, forgot to release the objects used.
    * adding arm64 platform to libretro makefile
    * UWP: fix prebuild commands
    * UWP: fix && in English UI labels
    * TextDrawerUWP based on DirectWrite
    * UWP: enable SYSPROP_LANGREGION
    * UWP: project filiter update, add assets to other architectures
    * Update submodules lang, pspautotests
    * libretro: Add SpvPostProcess.cpp to the static makefiles
    * Revert "ARM64 vmmul experiment: Disable if S and T matrices overlap."
    * UWP: fix prebuild commands
    * ARM64 vmmov experiment: Reduce precision by using FMUL+FADD instead of FMADD. May help #12082 and thus also #11179 and #9843.
    * ARM64 vmmul experiment: Disable if S and T matrices overlap.
    * Add space to new setting name
    * Fix avi dump via render buffer instead, with an option to use output buffer since recording with post process effects will often be desirable.
    * JIT: Split VFPU_MTX disable options. To help with #9843
    * arm64jit: Tweak matrix vfpu overlap detect, etc.
    * armjit: Fix avoidLoad handling for fpu regs.
    * arm64jit: Fix avoidLoad handling for fpu regs.
    * GPU: Correct Danganronpa hack.
    * Windows: Fix some warnings.
    * Fix minor oversight
    * Style fix
    * JitDisable: Add option to disable regalloc across instructions (flush after every instruction)
    * Silence robocopy error codes
    * Edited version of #12031, without the ISO/CSO ability.
    * Oops, tab fix to previous commit
    * Add d3d9_d3dcompiler_loader to libretro's makefile. Probably helps #12071
    * Update lang submodule
    * Improve WordWrapper:
    * Block savestates OSM when video frames are dumped. Also make the dump messages shorter, especially dump start since it will be recorded.
    * Fix avi dump feature by using output buffer.
* Mon May 27 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190527:
    * GLES: Use fragColor0 in GLSL 3.30 float path.
    * Windows: Add ResolvePath fallback if symlink fails.
    * SoftGPU: Implement dithering.
    * Fix spurious unit test failure.
* Fri May 24 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190523:
    * Improved Show in Folder:
    * Update gradle yet again
    * Vain attempt to make the Windows buildbot happy, after LunaMoo's comment in #12052
    * Oops, this was left for debugging.
    * VS2017: Add hack to automatically select the newest installed Windows 10 SDK. VS2019 already does this by default if you specify 10.0.
    * Compat: The Transformers games perform much better with Force 60fps.
    * Qt: Implement clipboard support
    * SDL: Implement clipboard support
* Thu May 16 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190516:
    * D3D11 init: Release pFactory at the appropriate place.
    * D3D11: Also properly check for the no-adapters case.
    * Add a missing error check to the D3D11 device creation. May help #12039?
    * Remove base/arch.h
    * Windows: Workaround buildbot failure.
    * Fix d3d11_loader on x86
    * Use D3DCompiler_47.dll for D3D9 context.
* Mon May 13 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190513:
    * ArmCPUDetect: close the registry key when finish
    * fix git-version-gen on normal commits (without tag)
    * UWP: Use default (latest) toolset and remove dependency to 16299 SDK
    * Proper device type detection for UWP
    * UWP Window resizing support
    * Fix typo which disabled GEDebugger
    * Remove the related #include
    * Android: Display measurement fixes
    * Delete 2 unused i18n category pointer declarations
    * Add CPU string in Windows ARM
    * Fix issue with D3D9 vs UWP
    * Spacing fix
    * Oops, fix the D3D9 fallback
    * Oops, missed these two
    * Assorted warning fixes
    * Clean up some more ifdefs
    * Remove DbgNew.h forced include in ARM debug builds, doesn't work for some reason.
    * Add WindowsSDKDesktopARM64Support to vcxproj files
    * Fix #12023, accidental disabling of the GL backend on non-Windows ARM platform caused by #12013.
    * Revert "Remove default SDK version from project files"
    * UWP: Update the temporary-key with a new one generated by dominater01
    * Remote ISO: Fix bugs from issue #12018 and probably #12019
    * Game server: Reject bad URLs
    * Add Test Drive Unlimited to depthRangeHack to disable range culling
    * Report: Add Windows ARM identifiers
    * update ppsspp-ffmpeg to current master
    * Toolchain for nvidia jetson linker tegra lib.
    * Update lang and ffmpeg submodules
    * Fix D3D11 context on Windows ARM Debug
    * Remove unnecessary ifdefs
    * Fix UnixTests and HeadlessHost on ARM
    * Update ffmpeg to support Windows ARM64
    * UWP: add missing files for ARM64
    * Update UWP project files for ARM64
    * Update .gitignore
    * Fix a crash on DirextX 11 with Feature Level <= 9_3 hardware
    * Update ppsspp_config.h for Windows ARM
    * Disable features not available on Windows ARM32/ARM64
    * Fix ssize_t in libzip for Windows ARM64
    * Add Crash() for Windows ARM64
    * Enable ArmCPUDetect on Windows Desktop
    * Fix GetWindowsSystemArchitecture()
    * Fix neon headers for MSVC ARM64
    * Update Visual Studio project files for Windows ARM32/ARM64
    * Enable PNG screenshots for all platforms
    * UI: Make the screenshot key configurable.
    * Mp3: Set as inited only after success.
    * Mp3: Correct seek to specific frame.
    * Mp3: Fix ID3 tag handling.
    * Mp3: Properly flush the buffer on reset.
    * Mp3: Always output data in decode, except at end.
    * Mp3: Use a vector for the temp buffer.
    * Mp3: Correct delay on decode.
    * Mp3: Loop correctly from an offset.
    * Mp3: Reset sum decoded on loop.
    * Mp3: Correct sum decoded sample count.
    * Mp3: Return total frame count in sceMp3GetFrameNum.
    * Mp3: Fix loop func errors, clamp to -1.
    * Remove some unused code.
    * Add missing variable reset fixes #12002
    * Remove default SDK version from project files
    * Fix VS2019 builds and remove _xp dependency (drops Win XP support, allows latest SDK etc.)
    * Hopefully fix the annoying LR.
    * Remove "sound speed hack".
    * Mp3: Correct sceMp3GetMaxOutputSample.
    * Mp3: Fix errors for a bunch of init getters.
    * Mp3: Detect offset headers, reject invalid data.
    * Mp3: Apply offset to stream read buffer.
    * Mp3: Align CheckStreamDataNeeded with InfoToAdd.
    * Mp3: Don't change buffer accounting until add.
    * Mp3: Fix errors on sceMp3NotifyAddStreamData.
    * Band-Aid for libretro Savestate load Proper would be using PPSSPP's Queue. This will need frontend extensions to do it sanely. Fixes #11429 (mitigate for now)
    * Mp3: Improve handle releasing behavior.
    * Mp3: Better errors in sceMp3GetInfoToAddStreamData.
    * Mp3: Allow allocating two mp3 handles.
    * Mp3: Fail to reserve if resource not inited.
    * Mp3: Better match resched on resource init/term.
    * Update gradle stuff again
    * Fix typo again
    * Oops, got these backwards.
    * Update ffmpeg and lang submodules
    * Fix typo
    * Masked PSP Memory support for the AArch64 Dynarec
    * Power: Match reschedule timing better.
    * Power: Correct hz on update and improve resched.
    * Added IO Timing Method option.
    * Update controller data base ps3 clone controller
    * GPU: Improve non dual source stencil replace.
* Sat Apr 06 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190404:
    * interp: Handle vtfm/vhtfm prefixes properly.
    * interp: Correct prefixes on vfad and vavg.
* Wed Apr 03 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190402:
    * interp: Cleanup prefix/size in vcrsp/vqmul.
    * interp: Handle invalid swizzle for vmin/vmax.
    * interp: Correct vwbn and vlgb size behavior.
    * interp: Better prefixes for vdiv/similar ops.
    * interp: Correct prefixes on vdot/vhdp.
    * interp: Handle prefixes on matrix init ops.
    * interp: Correct vsgn out of swizzle bounds.
    * interp: Handle vsgn prefixing.
    * Jit: Ignore high bit in vmfvc/vmtvc.
    * interp: Ignore high bit in vmfvc/vmtvc.
    * interp: Handle invalid swizzle in vsge/vslt.
    * interp: Implement vcrs prefixes and sizes.
    * interp: Correct simple vmov variant prefixing.
    * interp: Correct vdet prefix handling.
    * interp: Correct prefixes in vsrt ops.
    * interp: Correct prefixes for vsbn/vsbz.
    * interp: Cleanup vsocp size handling.
    * interp: Correct size handling for vi2x ops.
    * interp: Correct swizzle on vx2i ops.
    * interp: Don't write lane 2 on single colorconv.
    * interp: Correct some negative invalid zero cases.
    * interp: Force vscmp result of invalid to zero.
    * interp: Correct vfim for -inf and similar.
    * interp: Correct vmfvc register behavior.
    * interp: Handle wrong sizes of vf2h/vh2f.
    * interp: Correct vrnd prefix handling.
    * interp: Match actual vdiv prefix handling.
    * interp: Mask moves to vfpu ctrl.
    * interp: Handle NAN more correctly in vscmp.
    * interp: Handle flush prefixes slightly better.
    * interp: Handle prefixes for Vmmov/Vmmul/Vmscl.
    * interp: Handle vrot prefixes mostly correctly.
    * interp: Use a helper to generate prefix consts.
    * interp: Properly apply mask on single lane ops.
    * interp: Generate constants using prefixes.
    * interp: Correct vscl prefix handling.
    * interp: Fix vbfy prefix handling.
    * interp: Mask value in vpfxd.
    * interp: Confirm vi2f/vf2i prefix handling.
    * interp: Apply T prefix to D in vcmov.
    * interp: Correct behavior for matrixes with size=1.
    * interp: Handle abs/neg on nan values better.
    * IR: Use interp for unhandled prefix cases.
* Sat Mar 30 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190327:
    * Disables iOS exit animation to prevent freezing. Selective PTRACE sys call.
* Tue Mar 26 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190326:
    * Address feedback from #11936 (support memory types without CACHED as a backup)
    * Add texture dump/replace hotkeys.
    * Vulkan: Request cached memory for readbacks. First try coherent too but also support non-coherent cached memory.
* Mon Mar 25 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190325:
    * TexCache: Align bufw properly even for VRAM.
    * Debugger: Prevent saving a -1 sized func.
    * Vulkan validation: INFO level has gotten too spammy, turn it off.
    * Fix invalid argument string for kuKernelLoadModule. Fixes #11895.
    * MSVC project files: Fix silly search/replace error from #11883
    * IR: Correct vmmul optimizations.
    * Android: Allow less common sample rates.
    * Kernel: Kernel threads can beget kernel threads.
    * SDL: Make it clear Vulkan check is not an error.
    * cmake: Automatically disable Wayland for Raspbian.
    * SDL: Fix compile error when not using FBDEV.
    * http: Fix warning on compare in url decode.
* Fri Mar 22 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190322:
    * UI: Allow deletion of GE dumps from UI.
    * Update lang (with ES spelling error fix, etc). Fixes #11912
* Wed Mar 20 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190318:
    * GPU: Respect stencil write mask on clear.
    * SoftGPU: Apply color doubling only to RGB.
    * Vulkan: Narrow down buffer usage flags a little bit.
    * Windows: Change FP model to Precise. See #11384
    * UI: Pass touch/button releases to all screens.
* Sun Mar 17 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190317:
    * UI: Avoid using game info cache in savedata sort.
* Thu Mar 14 2019 pousaduarte@gmail.com
  - Update to version 1.8.0~git20190314:
    * Finish up the fix attempt for #11882
    * Correctly handle memory types in VulkanPushBuffer. Should help #11882.
    * Update the version number in AndroidManifest.xml (pretty sure we don't really still need to do this, but whatever).
    * Update the lang submodule
    * Add last minute fix mention
    * Update README.md for 1.8.0.
    * Android (and libretro): Turn off -ffast-math. Fixes #11880.
    * Revert "Temporary commit to get CalcCullRange logging into a buildbot build"
    * Temporary commit to get CalcCullRange logging into a buildbot build
    * On game load error screens, print the filename. May help diagnose issues from screenshots of the error (commonly sent by end-users)
    * Vulkan subpass dependencies: Handle VK_IMAGE_LAYOUT_UNDEFINED without debug-asserting.
    * Fix apparent bug in #11094, fixes #11878 and likely #11798
    * Fix a VK validation failure when opening the homebrew menu
    * Survive pipeline creation failure on Vulkan. Makes Burnout playable on Pocophone... Sigh.
    * Update to a new gradle version again
* Mon Mar 11 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190311:
    * sceFontLib: Don't call the callback if double-free. Should fix one part of #6627
    * GLES: Fix stencil buffer upload at > 1x PSP.
* Mon Mar 04 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190304:
    * UI: Update more browser links to https://.
    * Windows: Link to https://.
    * Windows: Clear help menu correctly.
* Sun Mar 03 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190303:
    * DPI fixes in the old Win32 debugger. Fixes #11856.
    * Update gamecontrollerdb.txt
    * Hori Minipad S
    * GLES: Correct cull range offset in unbuffered.
    * GPU: Handle cull range properly drawing at offset.
    * Add the other gameIDs for euro tony hawk
    * Hardcode the cheats that work around the Tony Hawk jit issues. Temporary, horrible hack working around #3854.
* Fri Mar 01 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190301:
    * Use MSG_NOSIGNAL for some more send() calls. Didn't fix anything though.
    * UWP: Restore the Load button. Fixes #11855.
    * compat: Enable 60fps limit and warning for wrong clock freq for Tekken 6.
    * Remove old resolution hackery that didn't fix anything.
* Wed Feb 27 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190227:
    * Fix some minor things found looking at Valgrind output
    * Add missing line to SDL EGL init (no way this path could have worked anywhere?)
    * EGL errors should cause us to bail. Also downweight alpha in the EGL config chooser. See #11839
    * Silence a compiler warning, fix an uninitialized variable
    * Disable vertex range culling when the depthrange hack is enabled.  Temporary workaround for #11576.
    * Ignore DisableAccurateDepth on Adreno as well. Fixes #11557
    * Disable more texcoord math on terrible-precision PowerVR (it's really awful). Fixes #9189.
    * EGL: Avoid HDR mode. Uses unknownbrackets' changes from #11839.
    * Better place for CloseHandle
    * Found the handle leak! Doh.
    * Avoid trying to create a FileLoader for empty filenames
    * Rename the lag sync config ini setting to reset it for all users. See #10195.
    * Back out wrong change. Leaving better error handling for later.
    * VulkanImage: Fix issue where we'd try to free dedicated allocations from the allocator_ instead of Vulkan directly.
    * interp: Implement vsbz and vlgb.
    * Jit: Correct VFPU prefix eating flags.
    * interp: Correctly handle vsocp prefixes.
    * Jit: Correct vocp prefix handling.
* Sat Feb 23 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190223:
    * Travis: Remove old clang cache workaround.
    * Android: Default screen rotation to auto landscape for new users. Fixes #11832
    * Make window resize work with Vulkan. Seems more stable now.
    * Bundle libSDL inside app on macOS, fixes #11830
    * Log why the config is being saved (we seem to do it a bit much at times)
    * SDL/Qt: At least quit properly when switching backends
    * Disable GLEW on macOS
    * Linux: Draw the graphics API on the splash screen, like most other platforms.
    * ARM/ARM64: Ignore invalid immediate addresses in delay slots, which may be conditional.
* Fri Feb 22 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190222:
    * Fix postprocessing shader support on macOS
    * interp: Correct vocp prefix handling.
* Thu Feb 21 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190221:
    * Add more games to RequireBlockTransfer. Plus, for whatever reason we seem to have a separate compat.ini for UWP, update it.
    * PPGe: Correct text wrap without height.
    * Add a large number of missing Game IDs to compat.ini. May help various Phantasy Star and SOCOM issues, in particular.
    * Another GOW game ID. See #11815
    * compat.ini: More IDs to lists of games requiring default CPU freq and buffered rendering.
    * A lot more GoW game IDs.
    * Followup to last commit: Also add IDs for GOW demos.
    * Fix one instance of #11815. Hope there aren't a lot more missed GOW IDs.
    * Android: Allow using custom storage paths.
    * Core: Remove some now unused variables.
* Tue Feb 19 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190219:
    * Core: Fix lag sync on game start / after pause.
    * Update pspautotests submodule, not that it matters, just for convenience.
* Mon Feb 18 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190218:
    * SDL: Allow PauseWhenMinimized to work.
    * Qt: Cleanup indentation.
    * Windows: Hide accelerators when they are disabled.
    * Qt: Correct text bind on first draw of string.
    * Windows: Browse for folder like Qt.
    * Qt: Correct Browse... handling for multithreaded.
    * Qt: Re-enable Load button to browse for file.
    * SDL: Force fullscreen desktop for USING_FBDEV.
    * SDL: Prevent mouse capture on macbook trackpad.
    * Savedata: Truncate detail if it's too long.
* Sun Feb 17 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190216:
    * Windows: Detect Vulkan in separate process.
* Sat Feb 16 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190216:
    * GPU: Better typesafety for shader bits.
* Fri Feb 15 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190214:
    * Enable BlockTransferAllowCreateFB for Ys Seven as discussed in #11669
    * CwCheat warning fixes
    * Update pspautotest submodule
    * add controllers
    * Lie about success of loading flash0:/kd/audiocodec_260.prx, just like we already lie about audiocodec.prx.
    * GLES: Disable range culling on VideoCore/Vivante.
    * Android: Update gradle to 3.3.1
    * OpenGL: Disable the mapped buffer strategy for Adreno (Qualcomm).
    * Android: Add some logging
    * GPU: Correct depth clamp range in range cull.
    * Fix issue where too long filenames could wreck the Install Zip dialog layout.
    * Naruto 3: Probably a better fix for the video hang issue.
* Sat Feb 09 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190209:
    * Make "Show FPS Counter" in the Windows menu actually show fps, not just speed
    * Gate fewer effects behind "Disable slow framebuffer effects".
    * Only gate really expensive block transfers behind the setting.
    * The block transfer setting should not affect clearing memory behind a render target, especially since that's already gated behind a compat flag.
* Fri Feb 08 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190207:
    * Update lang
    * VK code cleanup: Just a little helper for handling dedicated allocation for images.
    * Disable vertex range culling on old NVIDIA. Should help #11638
    * Detect PCI device ID where available (not in GL?)
    * Add missing break statement fixing bizarre language menu issue from #7929
    * Enable the FPS limit for F1 2006, too.
    * Partially revert #10456 (avoid limit FPS without a clear).
    * Remove iForceMaxEmulatedFPS and replace with a compat setting for the two games that really need it.
    * Qt: Apply suggested keyboard shortcut fix. Fixes #11735.
    * Qt: Remove keyboard shortcut for buffered rendering. Mitigates #11725 although not a proper fix.
    * Compat: Force realistic UMD timing for F1 2006. Fixes #9193 but not the game, since there's also #11177.
    * Remove unused API, assorted cleanup.
    * Further improve VK extension loading. Switch to VK_EXT_debug_utils (but fallback to VK_EXT_debug_report if only that is available).
    * Update glslang to latest version
    * Add code to enable a couple more extensions I anticipate using eventually.
    * Properly use VK_KHR_dedicated_allocation to make some drivers extra happy
    * Minor refactor of physical device property/feature detection, to allow for more extension use.
    * More Vulkan validation fixes
    * Android .nomedia: Don't hide everything under PSP, too harsh.
    * To avoid strange images in Android gallery, pre-create TEXTURES with a .nomedia, and add .nomedia to the PSP directory.
* Mon Feb 04 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190204:
    * Vulkan: Fix typo, bump shader cache version.
    * Fix checkbox bug introduced in #11758. Fixes #11761.
    * Add simple UI for JIT feature disable flags
    * Reporting: Disable when jit flags are disabled.
    * UI: Add bitfield checkbox.
    * Jit: Respect flags for jit types and features.
    * Core: Add flags to disable jit features.
* Fri Feb 01 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190131:
    * VK: Load the dedicated allocation extension properly (but don't use it yet).
    * VK: Minor cleanup, turn off unfinished and probably wrong use of dedicated allocation feature
    * Load a function from VK_EXT_external_memory_host
    * Update Vulkan headers to SDK 1.1.97
    * Reorder stuff to make the compiler happy.
    * Minor cleanup
    * Improve the check for Vulkan to check for surface extensions first.
    * If we lose the Vulkan device, recommend the user to switch to Direct3D11.
    * Fix silly mistake editing the vulkan image code
    * Also buildfix for libretro
    * Remove some unnecessary vkDestroyImage calls.
    * Fix SDL build
    * Better handling of swap chain size, add PowerVR hack. Fixes #11743
    * Fixes for issues found by Vulkan validation layers, including a common non-harmful perf warning (doesn't fix all cases, but does fix the most common one).
    * DeleteDirRecursively: Don't leak the find handle on failure (win32)
    * CMakeLists: fix EGL detection for ARM devices
* Thu Jan 24 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190123:
    * Additional logging
    * VK device allocator: Support separate memory type per slab.
    * Fix for weird Xbox B button behavior, see #10948. A simpler change was tested to work by Ruler.
* Tue Jan 22 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190122:
    * Update armips submodule with bugfix. Also lang.
* Fri Jan 18 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190116:
    * Update build-x64.cmd
    * Added " guards to if not exists
    * Update to latest gradle, update lang submodule.
* Tue Jan 08 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190108:
    * Remove usage of deprecated function readdir_r (and ugly Blackberry hack diren_large)
    * Qt: Temporary workaround for #11721 - simply remove the load button (you can still load games from the Games tab)
* Mon Jan 07 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190106:
    * Address feedback
    * Try to support Qt keyboard input directly. Partially fixes #11653 (nickname crash on mac)
* Sun Jan 06 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190106:
    * Check that allocations in SplineCommon succeed. Attempt at #11660 but not optimistic.
    * Remove the duplicate
    * Update Launch Screen.storyboard
    * Typo
    * Removed the premade picture
    * Changing it to import some logo files on the iOS port.
    * Removing a now unused file.
    * Added a check to the pointer for memcpy
* Fri Jan 04 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190103:
    * GLES: Detect Vivante GPU, disable vertex range culling
* Wed Jan 02 2019 pousaduarte@gmail.com
  - Update to version 1.7.5~git20190102:
    * Update lang submodule
    * I don't know why i included it there haha
    * The new Launch Screen ( to include the logo )
    * A new logo file
    * Configure CMake to include the new logo
* Sun Dec 30 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181230:
    * UI: Check for step debugging on unthrottle.
* Sun Dec 30 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181229:
    * http: Correct typo.
* Fri Dec 28 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181227:
    * http: Report errors reading discs.
    * Loaders: Refactor chaining to avoid dup code.
    * http: Add timeout on no response.
    * Update lang submodule
    * GLES: Remove FBO_UNUSABLE bug check.
    * GLES: Move some vendor bug checks to Draw.
    * GLES: Remove spurious semicolons in shaders.
    * GLES: Correct fragment precision check.
    * GLES: Specify glsl version precisely in depal.
    * GPU: Move dual source blending bug check to Draw.
    * Vulkan: Limit stencil workaround to Adreno 5xx.
    * GPU: Track draw in shader manager.
* Mon Dec 24 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181223:
    * GE Debugger: Minor fix step count dialog.
    * [spline/bezier]Remove unused stuff.
    * Avoid breaking any alpha-stencil emulation in Adreno bug workaround
    * Vulkan/adreno: Apply workaround for Harvest Moon issue #10421
* Sun Dec 23 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181222:
    * http: Check for available discs before connecting.
    * http: Parse port in ipv6 addresses.
* Fri Dec 21 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181220:
    * Minor tweak to the test
    * GE Debugger: Improve step count dialog.
    * GE Debugger: Add step count dialog.
* Thu Dec 20 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181220:
    * Update lang
    * Don't leak the new pipelines
    * This should finally repro one of the Adreno bugs
* Thu Dec 20 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181219:
    * Android EGL config: Always require 8888, stencil if version >= ICS
    * Android EGL: Add logging of depth and stencil bits
    * GPU driver test: Add a third test with depth completely disabled, and rename the others to match.
    * Display some important information on GPU test screen to make screenshots more useful
    * Build system updates
    * Finish up the test
    * thin3d: Make the stencil ref value dynamic state (all APIs support this directly).
    * Write rough framework for GPU discard test screen
* Wed Dec 19 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181219:
    * Delete some unused DNS code, just because.
    * GLES: Simplify depth download shader.
    * Fix bug in #11681
    * Add check for GL_FRAGMENT_PRECISION_HIGH for GLES in stencil code.
    * thin3d: Remove unused shader language support
    * Fix ridiculous bug in thin3d.h. Only worked by accidental matchup between shader IDs..
    * GLES: Download depth values via shader.
    * GLES: Move depth packing code to dedicated file.
    * GLES: Actually support depthless FBOs.
    * GLES: Use depth textures where possible.
* Tue Dec 18 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181218:
    * Additional raw string shaders
    * Remove unused and unfinished SPIRV disassembler
    * Use raw strings for more shaders
    * ActivateTopScissor doesn't belong in UIContext::Begin.
    * Remove no-op DrawBuffer::End()
* Tue Dec 18 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181217:
    * TWo warning fixes
* Mon Dec 17 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181217:
    * SoftGPU: Fix crash on garbage index data.
    * SoftGPU: Respect stencil write mask on test fail.
    * GPU: Fix curve breakage due to cull flipping.
* Sun Dec 16 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181215:
    * Remove the DisableShaderCache setting, rename the other
    * VK: Add INI options to disable some vendor checks, and to disable the shader cache.
* Sat Dec 15 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181214:
    * Oops, x2
    * Remove outdated TrueColor setting.
    * Remove "Timer Hack" setting. Untested, probably low usage and unclear utility.
    * Remove the "Disable stencil test" hack. Doesn't seem to serve much purpose anymore.
    * Disable precompiled header for all configurations of Armips
    * Disable SDL check with armips dependency
    * Update UWP port
* Tue Dec 11 2018 pousaduarte@gmail.com
  - Update to version 1.7.5~git20181211:
    * GE Debugger: Fix dump replay ticks accounting.
    * Windows: Hide Vulkan/D3D11 if not available.
    * Revert 6fd1c0e3d and eba6c00 which experimentally disabled dual src on Adreno.
    * Just make the optimized (non-release) android build debuggable.
    * Attempt to improve Discord Rich Presence
    * Update to 1.7.5, update lang
    * cmake: Fix CMP0077 policy warnings.
    * cmake: Remove the unused RASPBIAN define.
    * GL: Realized we need another sanity check in the readback code
    * Have to increment the build number due to a mistake, so make it 1.7.4
    * Update readme for 1.7.3
    * 1.7.3
    * Revert "Android: Fix Vulkan immersive startup."
    * VK: Fix sometimes-missing images in GameScreen. Can't load textures from update(). (should probably make that possible though.. later).
    * Attempt to fix the last very common issue of #11493 by being paranoid
    * VK: Add extra safety checks around font texture creation. Motivated by some Play crashes.
    * Core: Fix spurious error on Linux/Unix paths.
    * Coldbird server moved, so change the default.
    * ManagedTexture: CreateTextureFromFileData should not return a ManagedTexture object if it fails.
    * Comply with new Google Play policy that is not happy with "Support PPSSPP" leading to the PPSSPP Gold app in Play
    * Windows: Check for devices on Windows events only.
* Fri Dec 07 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181207:
    * Disable "Edit & Continue" with VS debug mode.
* Mon Dec 03 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181203:
    * SDL: Allow toggling fullscreen for GLES2 on desktops.
* Mon Dec 03 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181203:
    * GPU: Ignore light params for shade mapping.
    * Bump shader caches
    * GE Debugger: Allow relative prim counts.
    * Vulkan: Avoid using Vulkan by default.
    * Vulkan: Avoid OpKill workaround with no stencil.
    * GPU: Avoid stencil emulation if possible.
    * GPU: Dirty stencil on stencil mask change.
    * GPU: Avoid a missing virtual destructor warning.
    * GE Debugger: Allow jumping to a specific prim.
    * GE Debugger: Track a counter of prims.
* Sun Dec 02 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181201:
    * Madcatz Fightpad SFvTekken / Hori Mini Wired 4
    * Io: Ensure sign extension for error codes.
    * Update lang again
    * Headless: Fix compare for 16-bit output.
    * Headless: Allow startup using NULL core.
    * GPU: Force use of indexes on cull mode flip.
* Fri Nov 30 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181130:
    * Update lang
    * GPU: Maintain a bit more state in inner-prim loop.
    * GPU: Properly flip cull on simple triangle lists.
* Thu Nov 29 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181129:
    * Windows: Define menu item text in menu only.
    * Windows: Translate all items by id, not position.
* Wed Nov 28 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181128:
    * Use compat setting instead
    * fix ifdef vs if defined
    * Avoid possible compile error: conflicting defs
    * yugioh save fix tool
* Mon Nov 26 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181126:
    * SoftGPU: Calculate texcoords in transform.
    * GPU: Correctly flush on cull mode change.
* Sun Nov 25 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181125:
    * UI: Allow sorting saves by date too.
    * SaveState: Retry failed state screenshots.
    * Attempt to fix glsl depal error reported in #11588 (ATI/AMD)
    * D3D11: Correct shader bounds apply.
    * D3D9: Correct shader bounds apply.
    * D3D11: Allow shader blend to self.
    * GL: Realized we need another sanity check in the readback code
* Fri Nov 23 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181123:
    * SoftGPU: Oops, properly apply pixel mask in 16-bit.
    * GE Debugger: Fix display of raw normals.
    * GPU: Use provoking normal for lighting with flat.
    * SoftGPU: Correct clipping for flat shading.
    * VK: Fix sometimes-missing images in GameScreen. Can't load textures from update(). (should probably make that possible though.. later).
    * GLES: Fix render-to-self detection.
    * GPU: Correct specular exponent zero.
    * GPU: Skip specular on negative diffuse factor.
    * GPU: Correct powered diffuse with exp=0.
    * GPU: Handle spot light with 0 exp or length.
    * GPU: Skip specular on powered diffuse.
    * Reporting: Ignore link error with bad shaders.
    * Attempt to fix the last very common issue of #11493 by being paranoid
    * VK: Workaround for validation bug (will be fixed in the next Vulkan SDK)
    * Assert even in release mode if preset shaders fail to compile. This is just to help track down a Play crash.
    * VK: Add extra safety checks around font texture creation. Motivated by some Play crashes.
    * SoftGPU: Fix pixel mask on rectangle clear.
    * handle cullface, help to #10597
* Tue Nov 20 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181120:
    * Coldbird server moved, so change the default.
* Mon Nov 19 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181119:
    * ManagedTexture: CreateTextureFromFileData should not return a ManagedTexture object if it fails.
    * SoftGPU: Cleanup lighting code a bit.
* Sun Nov 18 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181118:
    * GE Debugger: Support record for more render types.
    * GE Debugger: Avoid writing 0 sized packets.
    * GPU: Correct shade mapping with 0,0,0 light pos.
    * SoftGPU: Normalize 0,0,0 as 0,0,1 for shade map.
    * GPU: Fix shade mapping in soft transform.
    * GE Debugger: Fix display event record timing.
    * GE Debugger: Avoid overwriting in softgpu playback.
    * GE Debugger: Preserve VRAM textures in dumps.
    * Vulkan: Allow pre-transition from undefined.
    * GE Debugger: Fix type conversion warning.
    * GE Debugger: Fix handling for framebuf changes.
    * GE Debugger: Record block transfer too.
    * Core: Fix spurious error on Linux/Unix paths.
    * Debugger: Prevent invalid address on syscall.
* Tue Nov 13 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181113:
    * [spline/bezier]Unify SubmitSpline/Bezier.
* Mon Nov 12 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181112:
    * Take care of most cases of render-to-virtual-readback-buffer, I think.
    * Support virtual readbacks for detected-memcpy framebuffer copies, delete MotoGP hack.
    * Add compat flag to allow virtual framebuffer readbacks (auto-create fb from readback destination). Does not yet work outside VRAM but should fix Digimon Adventure.
    * No need for fb_normalized_address
    * Get rid of MaskedEqual
    * Only mask away Z mirrors if inside VRAM
    * Remove constraint that virtual framebuffers have to represent VRAM.
* Mon Nov 12 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181111:
    * New spline stuff seems to need bigger storage buffer pools
* Sun Nov 11 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181111:
    * UI: Fix incorrect 3D API.
    * Discord: Attempt to explicitly cleanup on exit.
    * Discord: Add cmake option to disable.
* Sat Nov 10 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181108:
    * F-droid lite version - create stubs for Moga Controller
    * GPU: Dirty frag shader on depth write.
    * Io: Add missing error code on file open.
    * CMake: Fix linking X11 when using EGL and not fbdev
* Tue Nov 06 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181106:
    * CMake: Link against OpenGL when using EGL but not GLES2
    * CMake: Allow disabling Wayland support with USE_WAYLAND_WSI
* Mon Nov 05 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181105:
    * Framebuffer blit: Clip src rectangle as well
* Sun Nov 04 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181104:
    * Move comments in function to be more relevant
    * TexCache: Round DXT5 alpha up.
    * TexCache: In DXT3, don't swizzle alpha.
    * TexCache: Respect color order in DXT3/5.
    * TexCache: Mix DXT colors using 2/3 not 3/8.
    * TexCache: Decode DXT1 zero alpha as black.
    * TexCache: Don't swizzle DXT1 colors.
    * Fixes for Unknown
    * Update lang
    * Comply with new Google Play policy that is not happy with "Support PPSSPP" leading to the PPSSPP Gold app in Play
    * Fix database comments ending the cheat import.
    * MRFIXIT2001: This patch adds a second frameskip setting, one for setting the # of frames to skip, one for setting the % of frames to skip based off fps
    * GLES: Fix to delete subimage data since #11447.
    * [spline/bezier]minor fix
    * [spline/bezier]Reduce static buffers. Get rid of the spline buffer using half of the vertex buffer.
    * [spline/bezier]minor fix
    * [spline/bezier]minor fix
    * [spline/bezier]Get rid of duplication call of Flush().
    * [spline/bezier]Surround with namespace Spline.
    * [spline/bezier]Remove comment.
    * [spline/bezier]Improve basic spline/bezier structures.
    * [spline/bezier]oops
    * [spline/bezier]minor fix(referenced to c1f0e981).
    * [spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing.
    * [spline/bezier]Instanced rendering for B-Spline is very slow when using weak GPU, so disabled it and simplify the shaders. Add changing the quality of HW tessellation.
    * [spline/bezier]Fix to build for Android(clang).
    * [spline/bezier]Modify ControlPoints and fix VertexPreview.
    * [spline/bezier]Put the control points stuffs all in one structure.
    * [spline/bezier]Modify the weights cache variables to a template variable.
    * Math3D: Something wrong with hand simd optimization in vec2<float>, so it causes very slow down. However, compiler optimization is faster enough, so removed it.
    * [spline/bezier]Put the output buffers all in one structure.
    * [spline/bezier]Improve TemplateParameterDispatcher class macro to a real class.
    * [spline/bezier]Extract an if-check in the hot loops to the template parameter.
    * [spline/bezier]Expand loops in the shaders.
    * [spline/bezier]Precalculate weights in the shaders using the outer product.
    * [spline/bezier]Sharing textures to avoid heavily textures creation/deletion in one frame. At least, it occurs about 1000 and very slow down in Pursuit Force.
    * [spline/bezier]Fix around vertex type flags.
    * [spline/bezier]Improve shader uniforms a bit.
    * [spline/bezier]Reduce multiplications in the shaders from 16 to 4.
    * [spline/bezier]Get rid of wasted if-checks at Graphics Processors.
    * [spline/bezier]Move whole tessellation logic in the shaders into a subroutine.
    * [spline/bezier]Fix spline weights calculation and get rid of using next patch position in hwtess.
    * [spline/bezier]Unify hardware tessellation of bezier and spline.
    * [spline/bezier]Improve hwtess to use cached weights.
    * [spline/bezier]Unify software tessellation of bezier and spline.
    * [spline/bezier]Improve HW tess on Opengl to combine 3 textures into a single texture and use it.
    * thin3d: Add support for texture subimage to GLRender.
    * [spline/bezier]Fix to build for GE debugger.
    * [spline/bezier]minor cleanup
    * [spline/bezier]Fix about quality.
    * [spline/bezier]Improve template parameter dispatch method.
    * [spline/bezier]Improve spline tessellation using same as bezier tessellation method.(performance improvements, at least 10 FPS or more)
    * [spline/bezier]Fix normal generation flag and some minor stuffs.
    * [spline/bezier]Improve tessellator more generic.
    * [spline/bezier]Improve bezier tesselator more.
    * [spline/bezier]minor cleanup
    * [spline/bezier]Fix bezier texcoord generation.
    * [spline/bezier]Improve bezier tessellator more.
    * [spline/bezier]Improve bezier tessellator.
    * [spline/bezier]Implement weights cache system.
    * [spline/bezier]Make a spline weights calculation class and precalculate all spline weights at the beginning.
    * [spline/bezier]minor fix
    * [spline/bezier]minor fix
    * [spline/bezier]Make a bezier weights calculation class and precalculate all bezier weights at the beginning.
    * [spline/bezier]Improve bezier weights calculation.
    * [spline/bezier]Move bezier patch loops into the function and pre-convert control-points.
    * [spline/bezier]Move SIMD optimization of vector operations to Math3D.h. Needs rebuild to avoid a dialog confirmation on Visual Studio.
    * [spline/bezier]Use real tessellation in low-quality with "fixed to 2" tessellation factor.
    * [spline/bezier]Pre-convert control-points for the accumulation of SIMD optimization, and avoid conversion in hot loops.
    * Fix namespace Vec2f.
    * Modify IndexConverter class to functor.
    * [spline/bezier]minor fix
    * [spline/bezier]Make a function to build indices.
    * [spline/bezier]minor cleanup
    * [spline/bezier]Improve the logic of copying control-points.
    * [spline/bezier]Make a function to copy control points.
    * [spline/bezier]minor fix
    * [spline/bezier]minor fix
    * [spline/bezier]minor fix
    * [spline/bezier]minor fix
    * [spline/bezier]minor fix
    * [spline/bezier]Managing buffer allocation.
    * [spline/bezier]Add spline derivative calculation for normal generation.
    * [spline/bezier]Get rid of divisions in spline weights calculation.
* Sat Nov 03 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181102:
    * Fix libretro Windows build
    * Libretro d3d11 build fix
    * Add texture replacement option
    * add texture filtering core option
    * Squash of a few libretro makeile fixes
    * Core: Format CMakeLists.txt consistently.
    * Qt: Add GLES defines if USING_GLES2.
* Fri Nov 02 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181102:
    * Windows: Check for devices on Windows events only.
    * Core: Wait for background CPU load on exit.
    * GLES: Correct invalid scissor handling.
    * GLES: Add disabled code to run GLES on desktop.
    * GLES: Detect ARB aniso and cull distance.
    * Update OpenGL Extension
    * Fix whitespace
    * Readability improvements
    * Implement drawing of offset scale
    * Implement saner making space for offsets
    * Make space for offsets (dirty implementation)
* Thu Nov 01 2018 pousaduarte@gmail.com
  - Update to version 1.7.1~git20181101:
    * Update AndroidManifest.xml to 1.7.1
    * Update README for 1.7.1
    * Update lang yet again
    * GPU: Cancel shader preload on shutdown/lost.
    * GLES: Skip freeing program if not allocated.
    * Vulkan: Wait for GPU ready on shutdown.
* Tue Oct 30 2018 pousaduarte@gmail.com
  - Update to version 1.7~git20181030:
    * Update lang submodule
    * Savedata: Write only one secure entry.
    * Address feedback, thanks!
    * Make more lines translatable in credits
    * Improve sanity checks for framebuffer readbacks
    * native: enable backtrace on some BSDs
    * Update AndroidManifest.xml for 1.7.0
    * On older Android versions, densityDpi can't change and is thus not present in the Configuration objects.
    * Update lang submodule again
    * Minor README update
    * Update lang submodule
* Thu Oct 25 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20181025:
    * Update lang submodule
    * Just fix some gradle build warnings. It's using platform 16 anyway (but somehow it all still works back on -9)
    * Update lang
    * Update README.md for 1.7.0
* Mon Oct 22 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20181022:
    * Yet another try at taking care of the GPD crashes in #11063.
    * Disable triangle range culling on D3D9 on Intel. Should fix #11477
    * GL: Also skip gl calls in ThreadEnd during shutdown on Android. May help #11063
    * Turn off gl debug logging again
    * Fix issue where skipGLCalls_ wasn't respected. May help #11063
    * Revert two accidental minor changes
    * Workaround for bad int behaviour on Adreno / GLES. (no problems in Vulkan).
    * Fix minor bug in natural.vsh, which caused a gl_error that I ran into when tracing another bug
* Wed Oct 17 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20181017:
    * Fix undefined MSG_NOSIGNAL
    * Ignore SIGPIPE signal receiving data to avoid crash
    * Added 8Bitdo SN30 Pro (Switch Profile) controller
* Fri Oct 12 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20181011:
    * Oh, another gradle update. Why not.
    * Vulkan validation: Fix issue where we forgot to transition image mip levels past 0 away from TRANSFER_DST_OPTIMAL during creation.
    * Make sure to save the config while changing backends using the menu bar.  Should help #11465
* Wed Oct 10 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20181009:
    * Windows: Detect DirectInput devices after launch.
    * Disable CheckFailedGPUBackends() in debug builds, for convenience
    * Android: Fix Vulkan immersive startup.
    * Android: Avoid race on surface destroyed.
    * Android: Consistently use version constants.
    * http: Allow pbp and ppdmp files too.
    * Display: Resched interrupt before vblank threads.
    * GPU: Reduce log noise while stepping.
* Sun Oct 07 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20181007:
    * Instead of the last commit, don't enable the dual src extension at all on Adreno.
* Sat Oct 06 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20181006:
    * Experimental commit trying to solve #10421: Blacklist dual src blending on Adreno/Vulkan
    * Address additional comments.
    * Avoid calling any GL calls during shutdown on Android. Should help #11063
    * Use androidgitversion version 0.4.5
    * Remove duplicate library; use the existing one
    * Disable Android HW scale on TV type devices.
    * Android build: Enable AAPT2
* Fri Oct 05 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20181004:
    * Replacement: Show a warning for bad texture names.
    * Replacement: Note filename restrictions in ini.
    * Replacement: Refactor ini template generation.
    * UI: Implement a glowing border touch control style.
* Wed Oct 03 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20181003:
    * Vulkan: Apply Themaister's patch, removing illegal pre-transitions of swapchain images. Fixes #11417
    * GE Debugger:Step to curved surface.
* Tue Oct 02 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20181001:
    * Windows: Support WASAPI default device switching.
    * Windows: Support non-extensible float in WASAPI.
    * Listen to WASAPI events
    * Cleanup: Split out the WASAPI code into its own file.
    * Remove redundant minSdkVersion and targetSdkVersion settings from AndroidManifest.xml
    * UI: Ask for restart when changing graphics device.
    * Windows: Oops, backwards.
    * Windows: Detect Windows 10 using kernel32.dll.
* Sat Sep 29 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180929:
    * Core: Report disc read errors to the user.
    * Android: Update deps; Cannot reproduce #11420
    * Android: Remove obsolete files: eclipse
    * Reduce the number of build variants
* Wed Sep 26 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180925:
    * Fix: prevent linkage error if EGL and GLES is not in one big blob
* Tue Sep 25 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180925:
    * GLES: Properly parse GL extension names.
    * GPU: Fix a shader unit typo.
    * Patch up small UI bug on credits screen.
* Mon Sep 24 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180924:
    * Update ffmpeg submodule
* Sun Sep 23 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180923:
    * Update assets/lang submodule
    * UI: Maintain aspect better on screenshots.
    * UI: Keep report image at right aspect ratio.
    * GPU: Dirty more correctly for cullrange params.
* Fri Sep 21 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180921:
    * GLES: Refactor out duplicate code.
    * GPU: Cleanup outdated flushbefore code.
    * GE Debugger: Fix tex preview race condition.
    * GPU: Correct handling of large viewport scaling.
    * Fix: should close on spec #11404
* Wed Sep 19 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180919:
    * D3D11: Enable depth clamping.
    * Android: Buildfix for CMake 3.6.
* Tue Sep 18 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180918:
    * Throw in very minor fix (apply readonly to buffer used in tesselation).
    * Vulkan: Only apply the depth workaround on Qualcomm devices (adreno)
    * Fix small and scary Vulkan bug (leftover from skinning-removal revert)
    * UI: Fix occassional issue starting second game.
    * GPU: Refactor cull range calculation together.
    * Vulkan: Avoid depth clamp with clip range.
    * Add: some helpers to compile on ODROID-XU4/XU3
    * Vulkan: Implement verex range culling.
    * D3D9: Implement vertex range culling.
    * GLES: Implement vertex range culling.
    * Android: Don't use "hw scaling" on modern devices by default.
    * Add some links to Discord where appropriate.
    * Add: allow touch screen events on fullscreen
* Fri Sep 14 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180914:
    * Add TSX Extension
    * Add some extension
    * x86: Use OS for cores on Mac OS X too.
    * x86: Use OS to detect core count.
* Wed Sep 12 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180912:
    * Add: -ffast-math compiler option to anything other then Intel
    * GPU: Handle bad fog params as large signed vals.
    * SoftGPU: Support fog on 3D rectangles.
    * GPU: Apply fog before color test.
    * GPU: Clamp after color doubling.
    * GPU: Apply color test after doubling.
    * SoftGPU: Preserve stencil inside logic op func.
    * SoftGPU: Avoid extra lookup of old stencil.
    * D3D11: Fix pow(0, 0) lighting handling.
    * GPU: Clean up some shader id flag usage.
* Sun Sep 09 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180909:
    * D3D9: Set alpha mask reference in uniforms.
    * D3D11: Split color test out by component.
    * TexCache: Fix texture alignment in GLES.
    * Mpeg: Avoid reading outside available bytes.
    * Add: Touchscreen event support for SDL2
    * Replacement: Cut down on parsing for large inis.
* Sat Sep 08 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180907:
    * Core: Reset working graphics backend on restart.
    * Core: Don't consider graphics failed on shutdown.
* Thu Sep 06 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180906:
    * Core: Log more on graphics backend failures.
* Wed Sep 05 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180905:
    * Debugger: Fix crash in softgpu with no texaddr yet.
    * UI: Automatically forget pinned deleted paths.
    * Core: Add flag to prevent graphics cycling.
    * Core: Track graphics startup failures and cycle.
* Tue Sep 04 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180903:
    * Android: Buildfix for CMake.
* Mon Sep 03 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180902:
    * TexCache: Optimize DXT5 alpha lerp.
    * Core: More consistently use directory constants.
    * Android: Add .nomedia files to system and textures.
    * TexCache: Avoid masking out alpha for DXT3/DXT5.
    * TexCache: Optimize DXT3/DXT5 decode to single pass.
    * UI: Fix state screenshot size on pause screen.
    * Savedata: Show confirm save without faded icon.
    * Add: Get user-preferred locale from OS (linux only)
* Sun Sep 02 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180902:
    * Core: Match up NOEN define usage a bit more.
    * Qt: Buildfix with removed debugger methods.
    * UI: Move debugger checkbox outside texture area.
    * Debugger: Add an event for GE dump recording.
    * Debugger: Refactor to allow simpler broadcasting.
    * Debugger: Prevent record with no commands.
    * GE Debugger: Refactor out stepping callback.
    * GE Debugger: Factor out host calls some.
* Sat Sep 01 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180901:
    * UI: Load post shader names on non-Windows early.
    * GPU: Clear alpha more consistently from 565.
    * Set a minimum of 1x1 for Android text bitmap measurement.
    * Add: EGL info for GLES on Linux
    * glslang options for vulkan
    * Debugger: Fix texture readback in GLES.
    * TexCache: Keep maxSeenV on clut variants in sync.
* Mon Aug 27 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180826:
    * Untested attempt to fix ios/mac discord
    * Allow choosing to use the system snappy or not.
    * GPU: Fix typo with wrong type.
    * UI: Use a larger buffer for realpath().
    * Android: When using the hardware scaler, round the size to divisible by 4.  Might help #11151
    * Enable Discord integration for Mac and Linux.
* Sun Aug 26 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180826:
    * Update gradle version again
    * add BTP-BD2F joystick gamecontroller map
    * Ge: Keep jump/call optim when fast memory on.
    * Ge: Avoid executing invalid pointers.
    * GPU: Download safe size on next create, too.
    * GPU: Fix texture handling on framebuf detach.
    * GPU: Apply logic op in more cases.
    * GPU: Refactor logic op simulation for better reuse.
    * SoftGPU: Apply pixel mask for clears.
    * Headless: Fix graphics compare tests.
* Thu Aug 23 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180823:
    * Core: Fix logging of SCEGE category.
    * UI: Delay game config/discord until game info load.
* Mon Aug 20 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180818:
    * GLES: Fix direct shader depal on GLES.
    * Windows: Correctly buildfix Windows XP.
* Thu Aug 16 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180815:
    * Add sceUsbAcc stubs, improves EyePet(fixes endless loop on boot)
    * Harmonize some VS project settings.
    * Properly fix the iterator bug, oops.
    * Fix crash bug when cleaning duplicates of recent files
    * Revert some of the sln and vcxproj changes, hoping to appease Travis
    * Discord: Translated some messages
    * Don't forget to update the other build systems and try to fix the builds.
    * Basic Discord presence integration.
    * Add submodules, namespace json to prepare for the addition of rapidjson (sigh)
* Mon Aug 13 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180813:
    * Io: Fallback to long/full path on Windows XP.
    * Io: Linux buildfix.
    * GLES: Enable shader depal with Vulkan fixes.
    * Io: Prevent cur/parent dir in listing of root.
    * UI: Resolve symlinks when adding things to recent.
* Sun Aug 12 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180812:
    * Update README.md with discord link
* Sun Aug 12 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180812:
    * Savedata: Also validate icon/subdata size.
    * Savedata: Use size, not bufSize, for icons.
    * Savedata: Return error when bufSize is too small.
    * Savedata: Return error codes on WRITEDATA/MAKEDATA.
    * GE Debugger: Rename depth clamp more places.
    * SoftGPU: Oops, correct rounding to make sense.
* Mon Aug 06 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180806:
    * SoftGPU: Fix some minor rounding on viewport cull.
    * GE Debugger: Arrange matrices properly.
    * SoftGPU: Always clip, without special neg z case.
    * SoftGPU: Drop verts only when depth not clamped.
    * GE Debugger: Fix preview crash.
    * GPU: Rename clipping flag to depth clamp.
    * Update glslang again. Might fix #11276
* Sat Aug 04 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180801:
    * add libretro hooks for memory pointers to allow usage of new retroarch cheat code searching and rumble-on-memory change features
* Mon Jul 30 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180730:
    * GPU: Optimize > 0 alpha test using discard rules.
    * Headless: Fix graphics tests for Vulkan/Direct3D.
    * GPU: Restrict alpha test to zero for dest blend.
* Sun Jul 29 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180729:
    * Savedata: Reset data size when retrying hash.
    * OpenGL: Fix bug where we could end up calling glUniformMatrix without a bound program. Found by GL debug callback on NV.
    * GPU: Allow skipping discard when write disabled.
    * GLES: Avoid discard when we can blend.
    * Vulkan: Avoid discard when we can blend.
* Sun Jul 22 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180721:
    * Be extra careful about never ever binding null textures when drawing backgrounds. See #11243
* Tue Jul 17 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180716:
    * Update SPIRV-Cross to a fresher version.
    * Vulkan validation: Ignore the depthreplacing error for now
    * Update glslang to latest as of 2016-06-26
    * Reduce the estimated transform cost of an additional light from 10 to 7 cycles, see #5530.
* Wed Jul 11 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180711:
    * Debugger: Add force resume/kill thread API.
    * Debugger: Add backtrace API.
    * Debugger: Add function symbol add/remove API.
    * Debugger: Add APIs for texture and CLUT.
* Tue Jul 10 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180709:
    * max res x2
* Sun Jul 08 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180707:
    * Just a quick fix for a typo made in last big rewrite of cheat engine.
* Fri Jul 06 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180705:
    * Don't cut below 2
    * SaveState: Fix stale state threshold.
* Sun Jul 01 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180701:
    * Debugger: Update to latest armips.
    * Savedata: Use file hash to validate hash mode.
    * GLES: Include shader compile status in log/report.
    * GLES: Specify unsigned shift for Adreno bug.
    * GLES: Read compile/link errors consistently.
* Fri Jun 29 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180629:
    * GPU: Use hw tess only for hw transform.
    * GPU: Use HW transform for flat spline/bezier.
* Wed Jun 27 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180627:
    * Made X11-Vulkan default. Provided explanatory toolchain file as overriding is more complex.
    * Changed cmake option to exclude X11 rather than Vulkan itself.
    * Added Vulkan disable and forced CPU detection options
    * Restore the vertexCount to 32-bit, needed in some tesselation situations
    * GE Debugger:Fix indices memory allocation of bezier.
    * [spline/bezier]Modify D3D11 hwtess texture buffer to structured shader buffer.
    * Moved from using enum to enum class
    * Update AndroidManifest.xml
    * Update build.gradle
    * Update gradle-wrapper.properties
    * Update build.gradle
    * Added "oldest save" and "slots 1-5" as options for "auto load savestate"
    * [spline/bezier]Fix tex coords.
* Mon Jun 25 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180625:
    * Savedata: Upgrade secureVersion by default.
    * Savedata: Map secureVersion modes correctly.
    * Savedata: Add validation on secureVersion param.
    * Savedata: Return result codes from Save/Load.
    * Vulkan: Assert on some creates failing.
    * thin3d: Cleanup some unused/uninitialized warnings.
    * UI: Keep rendering UI even while stepping.
    * UI: Disable stepping on unthrottle touch button.
    * UI: Fix leak in control visibility screen.
    * UI: Make touch control visibility more consistent.
    * UI: Sort touch control visibility better.
    * UI: Show custom speed toggle buttons.
    * UI: Refactor touch control config handling.
    * Core: Allow toggle between 2 custom speeds.
    * UI: Make sliders able to show disabled.
    * Core: More consistently use config enums.
    * Core: Move config enums to separate file.
    * UI: Add a virtkey for holding alt speed.
* Sat Jun 23 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180623:
    * Debugger: Use Break instead of Stop.
    * Windows: Separate Pause and Break actions.
* Sat Jun 23 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180623:
    * UI: Interpret "unthrottle" to mean leave stepping.
    * CoreTiming: Reset CPU mhz on reset.
    * SaveState: Initialize some memory that is saved.
    * http: Don't crash on unclean client disconnect.
* Wed Jun 20 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180620:
    * Vulkan: Workaround Adreno discard bug. (#11197)
* Tue Jun 19 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180619:
    * Make HideSaveWarnings global (#11196)
    * Android: Allow desktop GL if available.
    * Android: Fix C++ EGL code path with threaded GLES.
    * GLES: Cut down on use of USING_GLES2.
    * Vulkan: Workaround stencil upload bug on Adreno.
    * GLES: Add missing semantics for stencil upload.
    * GLES: Cleanup stencil upload w/h handling.
    * native: Avoid an absolute value error.
    * Jpeg: Avoid signed shift warnings.
    * GPU: Avoid a switch case warning.
    * Vulkan: Fix some missing switch warnings.
    * GPU: Remove some unused fields.
    * Debugger: Fix some format warnings in udis86.
    * http: Check fread() result to avoid warning.
    * Debugger: Update to latest armips.
    * SDL: Avoid alpha on Mali/ARM devices using GLES.
    * SDL: Buildfixes for EGL lookup.
    * SDL: Allow more EGL configs.
    * GLES: Restore stencil/depth readback for debugger.
    * Debugger: Add some docs for new APIs.
    * Debugger: Add APIs to retrieve render image.
    * Debugger: Allow GPU actions while stepping.
    * GPU: Screenshot output in BGRA if that's native.
    * thin3d: Fix requesting BGRA buffers.
    * http: Discard output buffer on disconnect.
* Sun Jun 17 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180616:
    * Added Gioteck VX2 detection
* Sat Jun 16 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180616:
    * SaveState: Show only after 4 hours.
    * SaveState: Use latest version if initial missing.
    * SaveState: Add a setting to ignore warnings.
    * SaveState: Show warning on old / long use state.
    * UI: Show warning when in a temporary dir.
    * UI: Make button padding configurable.
* Fri Jun 15 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180615:
    * GLES: Use accurate GLSL ver in postshader convert.
* Thu Jun 14 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180614:
    * MediaEngine: adjust for AVStream.codec deprecation
    * GE Debugger: Stall less liberally on GE dump exec.
    * GE Debugger: Use a class for dump execution.
    * GE Debugger: Fix asserts when reading debug tex.
    * GE Debugger: Prevent hang on shutdown.
* Mon Jun 11 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180610:
    * SDL: Start with window hidden.
    * SDL: Use UpdateScreenScale().
    * Qt: Allow for larger screen sizes.
    * Qt: Toggle fullscreen like on all other platforms.
    * Qt: Return correct refresh rate.
    * triangles
    * fx
    * triangle fan
    * cullmode fallback
    * flush back cull mode
    * handle cull mode by indices, improve performance for GVGNP, refer to #10172
* Sun Jun 10 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180610:
    * Vulkan: Properly transition stencil/depth for read.
    * Debugger: Prevent infinite loop on dead socket.
    * Debugger: Fix bounds warnings in debug mode.
* Sat Jun 09 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180609:
    * Qt: Use Roboto Condensed like on other platforms.
    * Qt: Remove bundled assets reader.
    * Debugger: Ignore invalid branches.
    * Debugger: Add func name and data symbol to disasm.
    * Debugger: Allow conditions on threadID/moduleID.
    * Debugger: Allow stepping based on thread.
    * Debugger: Avoid some lock ordering issues.
    * Debugger: Add HLE API funcs.
    * Debugger: Add debug interfaces for threads.
    * Debugger: Use a lock for memory reallocs.
    * Debugger: Add some missing memory locks.
    * Debugger: Add memory breakpoint management.
    * Debugger: Initial breakpoint APIs.
    * Debugger: Disasm search API.
    * Debugger: Avoid asserts in disassembly.
    * Debugger: Add thread safety to breakpoints.
    * Debugger: Fix resume not skipping breakpoints.
    * Debugger: Include assembler API.
    * Debugger: Poll frequently after stepping.
    * json: Optimize writing a bit.
    * Debugger: Use fragments for long chunks.
    * Debugger: Add stepping to WebSocket API.
    * Debugger: Add cpu.evaluate method.
    * Debugger: Prevent crazy disasm range.
    * Debugger: Add additional encoding/symbol info.
    * Debugger: Initial disasm API.
    * Debugger: Lock during startup/shutdown.
    * Debugger: Add version event for future proofing.
    * Debugger: Include PC and ticks in stepping events.
    * Debugger: Add current game info.
    * Log: Use a separate field for the timestamp.
    * Debugger: Disconnect on shutdown/disable.
    * Debugger: Add checkbox to enable remote debugger.
    * Debugger: Add config for remote debugger on start.
    * Debugger: Use a counter when entering stepping.
    * Debugger: Allow pinging current status.
    * Debugger: Name the WebSocket debugger thread.
    * Debugger: Add cpu.stepping and cpu.resume.
    * Debugger: Reorganize state handling.
    * Debugger: Cleanup, add initial API docs.
    * Debugger: Allow setting regs to inf/nan.
    * Debugger: Improve JSON number parsing.
    * Debugger: Initial register get/set APIs.
    * Debugger: Minor cleanup in MIPSDebugInterface.
    * Debugger: Synchronize error events using tickets.
    * Debugger: Organize WebSocket event handling.
    * Debugger: Serve a simple log listener WebSocket.
* Fri Jun 08 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180608:
    * Add missing include
    * net: Use WSAAddressToString for Windows XP.
    * http: Move web server to core and use flags.
    * thread: Add a simple thread executor.
    * http: Correct WebSocket close when code missing.
    * http: Use a buffer for WebSocket output.
    * http: Allow selecting a WebSocket subprotocol.
    * http: Allow fragmented data for WebSocket.
    * http: Add a simple WebSocket server class.
    * http: Add some operations to avoid blocking.
* Thu Jun 07 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180607:
    * jit: Remove unused breakpoint code.
    * armjit: Enable breakpoints.
    * arm64jit: Enable breakpoints.
    * Debugger: Run memory breakpoints on mobile.
    * Core: Remove sleep on stepping.
    * Core: Wake up inactive waits on game exit.
    * Debugger: Fix initialization issues.
    * Core: Process stepping on other platforms.
    * Core: Refactor stepping and locking.
    * json: Switch to gason instead of vjson.
    * json: Avoid encoding inf/nan in JSON.
    * json: Be precise by default.
    * json: Fix formatting of nested arrays/objects.
    * json: Allow formatting read json back to writer.
    * json: Actually include in build.
    * json: Escape strings in the json writer.
    * Debugger: Add assembler to build.
    * net: Listen on ipv6 and ipv4.
    * net: Support local ipv6 formatting.
    * net: Support ipv6 lookups.
    * Core: Remove some unused coreState funcs.
    * UI: Use UISTATE_PAUSEMENU while game still running.
    * Debugger: Consistently handle invalid addresses.
    * Debugger: Add mutexing to disassembly manager.
    * Debugger: Lock startup/shutdown for threadsafety.
    * Debugger: Track a counter when entering stepping.
    * Debugger: Allow multiple clients more properly.
    * GLES: Removed unused skip copy code.
    * GPU: Use unordered_map for tempFBOs.
    * GPU: Minor framebuffer code cleanup.
    * D3D9: Reuse BGRA conversion code.
    * D3D9: Use an unordered_map for offscreen.
    * thin3d: Convert BGRA8888 to RGB888 for screenshots.
    * GPU: Remove some unused code.
    * GPU: Dirty tex when clearing or rendering to self.
    * SDL: Fix EGL build.
* Wed Jun 06 2018 pousaduarte@gmail.com
  - Update to version 1.6.3~git20180606:
    * UI: Quit sorting when done.
    * UI: Add option to sort saves by size.
    * Sas: Correct calculation of VAG end.
    * Sas: Correct delay in playing samples.
    * GE Debugger: Cleaned repetition in spline preview.
    * GE Debugger: Show bezier/spline in preview.
    * Qt Debugger: Remove texture viewer.
    * Qt Debugger: Remove memory viewer.
    * Qt Debugger: Remove display list debugger.
    * Qt Debugger: Remove disassembly.
    * Qt Debugger: Remove VFPU dialog.
    * Qt: Fix build on Mac.
    * Qt: Mark git-version.cpp to skip automoc.
    * Qt: Load texture replacement images.
    * Reporting: Fix typo.
    * Reporting: Provide suggestions on negative reports.
    * UI: Show compat rating radios next to each other.
    * Headless: Default memory stick inserted.
    * Ctrl: Always mark non-user buttons released.
    * GPU: Use software transform for flat shading.
    * GPU: Correct sw flat shading color on Vulkan/D3D.
    * D3D9: Implement flat shading via state.
    * D3D11: Implement flat shading in shader.
    * Rename device choice config options as requested.
    * D3D11: Allow the user to select rendering device.
    * If there are multiple Vulkan devices, show a setting to allow the user to choose.
    * SDL: Move EGL init code into SDLGLGraphicsContext.
    * SDL: Use fullscreen for mobile/GLES.
    * SDL: Properly try multiple GL versions.
    * Update to 1.6.3
    * Android: Reformat Java files.
    * cityhash: disable SSE 4.2 optimization on x86
    * Update default firmware version to 6.60.
    * Savedata: Respect secureVersion parameter.
    * OpenGL: Similar to NvOptimusEnablement, use AmdPowerXPressRequestHighPerformance.
* Tue Jun 05 2018 pousaduarte@gmail.com
  - Update to version 1.6.2~git20180604:
    * Update lang submodule again
* Mon Jun 04 2018 pousaduarte@gmail.com
  - Update to version 1.6.2~git20180604:
    * save cache before clear
* Sat Jun 02 2018 pousaduarte@gmail.com
  - Update to version 1.6.2~git20180602:
    * UI: Reinit UI texture during game when used.
    * Fix a GL error when taking a screenshot in non-buffered. May help #11056
    * Vulkan image readback: Fix a couple scary cases of wrong argument order in image transitions, leading to transitioning 0 mips
    * Better return the right pointer.
    * When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
    * Never bind a NULL image view in Vulkan no matter what.
* Fri Jun 01 2018 pousaduarte@gmail.com
  - Update to version 1.6.2~git20180601:
    * Update lang submodule
    * fx depal int precision for opengl es
* Thu May 31 2018 pousaduarte@gmail.com
  - Update to version 1.6.2~git20180531:
    * D3D11: Fix crash on screenshot.
    * Update to 1.6.2
    * Fix another of these pesky GL task switching bugs.
    * More (disabled by default) gl error logging..
    * Add a missing virtual destructor, fix a warning
* Wed May 30 2018 pousaduarte@gmail.com
  - Update to version 1.6.1~git20180529:
    * sprintf->snprintf. Don't think any of these are likely overflows though.
    * Thin3D: Handle binding a null texture better.
    * GLES: Properly restore the pointer to the render manager in more places
* Tue May 29 2018 pousaduarte@gmail.com
  - Update to version 1.6.1~git20180528:
    * Update to 1.6.1
    * Vulkan: Update shaders/state when dirty properly.
    * Vulkan: Don't merge render passes if read from.
    * Minor cleanup
    * GLES: Refresh the draw context in DrawEngineGLES on DeviceRestore. How did we miss this?
    * More paranoia from Google Play
    * Add some paranoid checks guided by stack traces from Google Play
    * Change some log levels to verbose
    * Check for a valid screen manager in NativeIsAtTopLevel
* Sat May 26 2018 pousaduarte@gmail.com
  - Update to version 1.6~git20180526:
    * Update version to 1.6 in AndroidManifest.xml
    * Update lang
    * Android immersive mode: Fix display size stretch and touch screen inaccuracy when toggling immersive mode
    * Android: In v21 and later, make the navigation bar black using styles.xml
    * Improve README for 1.6
    * Update README.md for 1.6
* Mon May 21 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180521:
    * SaveState: Fix rename when undo disabled.
    * Core: Shutdown properly on load failure.
* Tue May 15 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180514:
    * GLES shader depal fix. Again, this is disabled by default so should not affect anything.
    * Minor code simplification
* Mon May 14 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180513:
    * GLES depal (currently disabled): Use high int precision.
    * Always specify GLSL version 450 when compiling Vulkan shaders.
    * Let's try to update the sustainedperformancemode in yet another place... See #11018
* Fri May 11 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180510:
    * Another directory, plus no need to use c_str
    * Create vital directories on Android storage permission grant. Should help #11020
* Thu May 10 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180510:
    * Allow showing version only for Qt
    * Allow showing version only for SDL
* Wed May 09 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180510:
    * Win32: Not really appropriate to call exit() on a bad filename. Fixes #11030
    * Call updateSustainedPerformanceMode from surfaceChanged as well. May help #11018
* Wed May 09 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180509:
    * Display: Prevent delaying flips inside interrupts.
    * Io: Prevent error when file locked for writing.
    * Android: Only keep the screen bright ingame.
    * Call updateSustainedPerformanceMode on app focus changes. Should help #11018
    * Update to the current gradle version, 4.4
* Mon May 07 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180507:
    * Minor optimization
    * Shader depal (VUlkan): Apply a half-texel offset when bilinear filtering, fixing #11008
    * Io: Cleanup file not found error codes.
    * D3D11: Use a dedicated slot for the depal texture.
    * GPU: Prevent temp FBOs from overwriting each other.
* Sun May 06 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180505:
    * Correct compatibility server link.
* Sat May 05 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180504:
    * Buildfix.
    * Update lang submodule
    * Fix regression caused by the new depal code for Vulkan. Fixes #10993
    * softgpu: remove RIP addressing from SamplerX86
* Fri May 04 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180503:
    * D3D11 CopyFBToMemory: Clamp rect to fb size. Last-minute style fix, should really debug where the bad parameters came from.
    * Windows: If neither OpenGL nor D3D9 is available, offer an escape route into D3D11.
    * Vulkan: Leave removed commands in render passes.
    * Vulkan: Keep state on Clear cmds when used later.
* Thu May 03 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180503:
    * Vulkan: Discard draws immediately before clear.
* Wed May 02 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180502:
    * Revert "Limit the flip delay in the other direction to try to work around #10763."
* Sun Apr 29 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180430:
    * UI: Cleaning loading handling and use tags.
* Sun Apr 29 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180429:
    * Android: Properly reset home on config reload.
    * thin3d: Report unsupported format conversion.
    * GLES: Fix game screenshots.
    * Vulkan: Fix use-after-free crash on shutdown.
    * Savedata: Report secureVersion param usage.
* Sun Apr 29 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180429:
    * Remove misleading log
    * Limit the flip delay in the other direction to try to work around #10763.
* Wed Apr 25 2018 pousaduarte@gmail.com
  - Restore SDL build
* Mon Apr 23 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180422:
    * Depal: Reapply texture when bounds change.
* Sun Apr 22 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180422:
    * README: Add more to the issue template.
    * README: Cleanup and move some out to history.
    * Android: Add missing graphics shutdown calls.
* Sat Apr 21 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180421:
    * Fix build with ffmpeg 4.0
* Sat Apr 21 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180421:
    * Update UWP.vcxproj
    * Fixed Certification and img issues
* Fri Apr 20 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180420:
    * Oops, meant to commit this.
    * Disable the loading state string display, creates too much translation work for 1.6
    * Android: Buildfix.
* Thu Apr 19 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180418:
    * Conditionally revert "Remove the bad orientation hack. Seems the Nexus 5X bug is fixed."
* Tue Apr 17 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180417:
    * Replay: Skip recording virtual disc reads.
* Mon Apr 16 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180415:
    * add support for File app on iOS 11
* Sat Apr 14 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180414:
    * Vulkan: Fix shutdown crash when device lost called.
    * Android: Avoid overload shadowing.
    * GLES: GlPushBuffer was a little too friendly.
    * Vulkan: Fix cache file error handling warnings.
    * Vulkan: Fix a log formatting issue.
* Sat Apr 14 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180414:
    * Fix glitch in MGS: Acid perf hack. yeah, slippery slope..
    * Shader depal: fix bilinear filter coord
    * Implement shader depal for GL as well, but disabled by default.
    * Let's try it on SR2 as well.
    * Add a queue processing hack for Sonic Rivals too. Now it's fast.
    * Vulkan: Semi-gross hack that massively improves the perf of MGS2:Acid.
    * Fix various bugs.
    * Shader depal: Implement bilinear filtering.
    * Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented.
* Fri Apr 13 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180413:
    * Just add some constants for the GL texture slots.
    * Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable.
* Thu Apr 12 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180412:
    * Avoid some GL errors on older devices
    * GL: Add a lot of conditional error checks (normally not enabled)
    * Some comment fixes and cleanup.
    * Don't forget to dirty some state after depal. May help #10906 ?
    * Replay: Fix a silly typo applying analog.
    * Android: Do the same file_offset_bits checks for pread64 as before.  Should help #10901
    * Temporary workaround for another IR interpreter crash. See #10897
    * IR Interpreter: Add some missing instruction metadata. May help part of #10897
* Tue Apr 10 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180410:
    * Update lang submodule (restore software skinning option)
    * Buildfix.
* Tue Apr 10 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180410:
    * Inner interpreter safety check - in hw skinning mode, we need to flush if any part of the vertex format changes.
    * Remove some obsolete checks - software skinning is now supported even if morphcount isn't 1.
    * Revert "Start removing support for hardware skinning."
    * Revert "VertexLoader: Remove now-unused weights translation code"
    * Revert "Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number)"
    * Revert "Remove further remains of hardware skinning."
    * Revert "Remove gstate_c.deferredVertTypeDirty"
    * Revert "Comment fixes, reindentation."
    * Fix DecFmt bug
    * Revert "Further cleanup after the removal of hardware skinning."
    * Revert "Remove some remains of software skinning"
    * Module: Fix function hashing typo.
    * UI: Assert on invalid permission status.
    * Android: End GLES renderer after emu thread join.
    * GLES: Defrag using deleter off render thread.
    * Use tabs for indentation
    * fix “crash on exit”
    * allow padding specification, remove NSLog
    * add updated Obj-C version of SubtleVolume
    * Android: Avoid pread64 for > 2GB offsets.
    * Replay: Handle long button presses correctly.
    * Replay: Initial file handling and control funcs.
    * Replay: Track replay of file operations.
    * Replay: Prep side data structure.
    * Replay: Initial structure for replay functionality.
* Sat Apr 07 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180407:
    * UWP: Fix (or patch up...) a race condition in StorageFileLoader. Might help #10882, fixes some other freezes.
    * UWP: Remove the rendering backend picker. Fixes #10883, sort of.
    * UWP buildfix
    * Update lang submodule
    * Vulkan: Ease off on the allocator "slab pressure" if texture scaling is enabled.`
* Sat Apr 07 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180407:
    * Vulkan: Increase base slab allocation size.
    * Vulkan: Report old allocations when enabled.
    * Vulkan: Add tags to UI textures too.
    * Vulkan: Track tags on emu textures.
    * Vulkan: Allow reusing memory more aggressively.
    * Vulkan: Decimate when there are many slabs.
    * Vulkan: Add code to track allocator usage info.
    * Assorted cleanups. Don't assert on no clear mask.
* Fri Apr 06 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180405:
    * Vulkan: Remove the wrapper struct around VulkanTexture
* Thu Apr 05 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180405:
    * Fixes to in-game GPU shutdown/switching. Fixes #10860
    * Fix issue in TextureCacheGLES::DeviceRestore
    * Auto unregister push buffer on deletion.
    * Auto register new push buffers on creation
    * Move pushbuffer deletion to the render manager.
    * Also take control over Begin/End
    * Minor refactoring moving creation/deletion of GLPushBuffer to GLRenderManager
    * OpenGL debug log: Filter out some buffer mapping info from the NV driver
    * More GL shutdown fixes. Partially fixes #10868
* Thu Apr 05 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180404:
    * arm64jit: Fix reg size in jr delay slot path.
    * Change to int to allow higher supersampling scale.
    * Add SSAA flag for post process shaders, enforces 2x auto resolution, to be used with blurry effects Also includes a perf. friendly example using simplified gauss filter
* Tue Apr 03 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180403:
    * GPU: Fix s8 norm with skin and morph.
    * Add "--pause-menu-exit" option.
* Mon Apr 02 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180402:
    * Android: Fix initial start from shortcut.
    * GLES: Show post-shader compile errors to user.
    * Vulkan: Show post-shader compile errors to user.
    * GLES: Show post-shader translate errors to user.
    * jit: Apply hasSetRounding at compile time.
    * arm64jit: Update rounding mode on thread switch.
* Sun Apr 01 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180401:
    * arm64jit: Fix a case of R() on unmapped.
    * arm64jit: Update some comments.
* Thu Mar 29 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180329:
    * Oops, fix mistake in #10834
* Thu Mar 29 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180329:
    * Include renderpass definition in Vulkan shader cache entries, should make it more effective again.
    * When binding a framebuffer to a texcache entry, delete its texture. Should help #10823
* Thu Mar 29 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180329:
    * Libretro needs core staticly linked even on Android
    * Fix libretro compile for gles platforms
    * OpenGL: Fix texture wrapping of render targets.
* Wed Mar 28 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180327:
    * Android: Properly restore screenshots on the Pause screen on task switching away and back.
    * GCC buildfix (can't use things without definitions in templates).
    * Make sure the renderpass cache hashmap is never accessed from the main thread at runtime. Should help #10811
* Tue Mar 27 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180327:
    * Fixed the new shader error on OpenGL ES (#10799)
    * Libretro: update Makefiles.
    * Libretro: style nits.
    * Libretro: set cache_context to true, fixes GL and D3D11 context reset.
    * Libretro: msvc build fix.
    * TexCache: unit test the quick tex hash.
    * Libretro: add experimental D3D11 support.
    * Libretro: update libretro.h
    * Headless: Quick update to use render thread.
    * SDL: Fix shutdown ordering.
    * SDL: Use wstrings in Windows API calls.
    * Libretro: Declare TARGET_ARCH for ARM before the include flags
    * libretro: msvc build fix.
* Mon Mar 26 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180326:
    * Don't leave "reduceHash_" uninitialized. Probably won't help #10796 though..
    * Don't forget to initialize..  fixes #10802
* Sun Mar 25 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180325:
    * Headless: Add simple GL thread handling.
    * Quick try on fixing new shader for mobiles that are less forgiving.
    * PPSSPPSDL: Throttle refresh rate when in menu. Fixes #10445
    * Remove the bad orientation hack. Seems the Nexus 5X bug is fixed.
    * Show chosen postshader display name properly, plus some additional bugfixes. Fixes #10790
    * Android: Have haptic feedback ignore the global setting, but default to off.
    * Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow.
* Sun Mar 25 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180325:
    * When listing post-shaders, use the "name" specified in the ini as default, when looking up translations.
    * Redirect the user to download the D3D9 runtime if D3D9 is not available and they don't want to switch to OpenGL.
    * Fix updating light constants when light type changes (we handle dir/pos lights differently). Fixes #10132
    * Added new Natural Colors PP shader (removed blur)  (#10782)
    * GPU: Count clears during frameskip.
* Sat Mar 24 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180324:
    * Remove "experimental" tag from Hardware Tessellation
* Sat Mar 24 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180324:
    * Remove some unnecessary logging. Fixes #10753
    * nits.
    * Android: Reload the config after getting storage permission, and ask immediately. Should help #10670
    * remove all usage of __LIBRETRO__
    * Libretro port.
    * add missing include.
    * Windows/Vulkan: use the width and height arguments in ReinitSurface when provided.
* Sat Mar 24 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180324:
    * set _WIN32_WINNT to 0x0601 in stdafx.h
    * Android: Prevent a text bitmap size from becoming 0 on '\r\n'. Fixes #10764 (unless there are more platforms where it's broken...)
    * Win32 textdrawer: Fix rare crash affecting Patapon 2 in savedata manager. See 10764.
    * fix most write-strings warning.
    * remove unnecessary NULL assignment.
    * fix mingw and msvc cmake builds.
    * prevent reads of uninitialized memory.
    * vulkan: perform delete callbacks first since they can also queue deletes.
    * add missing inclues.
    * fix return value / plug leak.
    * prevent use-after-free.
    * fix va_list reuse without a va_copy.
    * SaveState: Default undo slots off on mobile.
    * SaveState: Show undos in save data manager.
    * SaveState: Keep an undo for each slot by default.
* Wed Mar 21 2018 opensuse-packaging@opensuse.org
  - Update to version 1.5.4~git20180321:
    * Revert "Update glslang to the latest version" to fix #10748
    * Enable FlushInstructionCache on UWP, it's been allowed finally.
    * Landscape Auto for Android
    * Map SDL controller's `back` button to Sony DualShock 4 V2's share button
* Tue Mar 20 2018 opensuse-packaging@opensuse.org
  - Update to version 1.5.4~git20180319:
    * Android: Restore auto screen orientation.
    * Buildfix
    * Vulkan: Improve handling of shader compile failures (don't crash)
    * Vulkan: Workaround for bug in Adreno shader compiler affecting color tests.
* Mon Mar 19 2018 opensuse-packaging@opensuse.org
  - Update to version 1.5.4~git20180319:
    * Delete some mistaken logging code
    * Minor improvement in pipeline-to-string (debug)
    * Vulkan: De-duplicate pipelines when storing cache
    * Vulkan: Minor logic fixes in the transition elimination
    * Vulkan: Use finalLayout to optimize away barriers before framebuffer copies.
    * Vulkan: Get rid of more explicit barriers by merging the finalLayout color transitions into renderpasses.
    * Add a super focused workaround for the Mali bug, see #10723
    * Vulkan: Fix a barrier to be more permissive, there's no outstanding writes from the GPU to wait for.
    * Merge framebuffer layout pre-transitions into render pass subpass dependencies.
    * Vulkan Clear-renderpass merging: If a copy step is found that reads from the affected buffer, don't merge the clear into the later renderpass.
    * Shrink the vertexCount field in DeferredDrawCall to the 16 bits required.
    * Inner interpreter: Add support for the Gran Turismo hack.
    * Add another SDL game controller config, fixing #10724
    * Pass new vulkan validation layers. Fix math in FindTransferFramebuffers.
    * Module: Clarify insertSymbols usage.
    * Module: Hash functions only once during loading.
    * Maybe slightly safer vulkan detection code. Might help #10732
    * Vulkan: Load shaders/pipelines on thread.
    * OpenGL task switching fix
    * Do more detailed checks for Vulkan availability. Should hopefully solve #10729.
    * Remove some unused tracking of whether lighting is used by a shader
    * Update Vulkan headers to 1.1. Might as well keep up.
    * Bump GL shader cache version
    * Don't allow wrapping on framebuffer textures. Fixes GTA on old NV Shield
    * Update glslang to the latest version
    * Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
    * Remove some remains of software skinning
    * Vulkan pipeline: Merge a few property fields to a flags field.
    * Update lang submodule
    * Vulkan: Fix bug where we didn't always reset dynamic state after readbacks.
    * Oops, remove logging
    * Vulkan: Also check for empty clearing renderpasses later in the frame.
    * If the first renderpass is an empty clear, merge it into the next one that touches the same framebuffer. Works around #10723 in Wipeout.
* Thu Mar 15 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180315:
    * Vulkan: Add a (disabled) facility to force image layouts to GENERAL, for debugging barrier issues
* Wed Mar 14 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180314:
    * GL: Fix bug where we could crash if a readback happened at the same time as a buffer expansion.
    * Fix a typo extra " in some header
* Tue Mar 13 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180313:
    * Tiny unification of code. Save the GL shader cache a bit less often.
    * Fix the loading status. Prettify the loading screen by putting the status and spinner along the bottom edge.
    * UI: Show more detailed loading status.
    * Fix crash happening with glGetFloatv on GPDXD devices
    * Fix VSync on Windows. Should fix #10711
    * Sort Vulkan function pointers by use. Might save us a cacheline or two during command submission..
* Mon Mar 12 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180312:
    * Combine the lightAngle and spotCoef float uniforms into one float2. Saves 64 bytes from the light uniform buffer, making it an even 512.
* Sun Mar 11 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180311:
    * Let's not do immediate flips in non-buffered. Should help #10395
    * Fixes to vulkan restart logic on Android. Should help #10696
* Thu Mar 08 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180308:
    * Fix #10692 (crash when starting games from command line). Throw in some minor Vulkan fixes as well.
* Tue Mar 06 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180305:
    * MOVUPS to be safe.
    * Minor simplification in X86/X64 vertex decoder jit
    * Optimize the "inner interpreter" for God of War character drawing. Speeds the games up by 4% or so.
    * Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible.
* Mon Mar 05 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180305:
    * Oops, fix hardware tess in Vulkan (after removing hw skinning, we need to adjust the binding number)
    * Fix indentation mistake, minor cleanup.
    * Further cleanup after the removal of hardware skinning.
    * Comment fixes, reindentation.
    * Remove gstate_c.deferredVertTypeDirty
    * Remove further remains of hardware skinning. Fixes #10661
    * VertexLoader: Remove now-unused weights translation code
    * Start removing support for hardware skinning.
    * Remove checks that disabled software skinning if there was morph.
    * Add necessary decode functions to support morph+skin
    * Small refactoring in VertexDecoderCommon
    * Minor cleanup
    * GLES: Support more buffer mapping strategies.
    * GLES: Fix force alignment on buffer map.
    * GL: Use AllocateAlignedMemory to make sure localMemory is always aligned. Fixes #10666
    * GLES: Buffer handling cleanup.
* Sat Mar 03 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180303:
    * Qt: Set window title asynchronously. Should fix #10674
    * Split out QtHost.h from HostTypes.h
    * Android: Fix fallback from Vulkan to GL.
* Fri Mar 02 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180302:
    * Turn off the inner interpreter when stepping in the GE debugger. Fix comment.
    * Fix custom UI backgrounds again by initializing lazily (turned out to be the cause of #10662)
* Thu Mar 01 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180301:
    * Buildfix, warning fixes
    * Some error handling and assert improvements, trying to understand #10662
* Thu Mar 01 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180301:
    * D3D9/D3D11: Fix GPU feature detection. Enforce accurate depth on nVidia as well, they no longer seem to support reverse depth so it's needed as a workaround. Fixes #10655
    * inner interpreter: support skipping regular nops
    * Qt: Don't call SDL_PumpEvents from the emu thread. Fixes #10660
    * b.sh: Add --qtbrew as a shortcut to use a Qt installed by homebrew.
    * Fix something found by -fsanitize=undefined
    * Buildfix, oops
    * GL: Fix depal issue where we forgot to set vp/scissor properly. Update some asserts.
    * Don't use the inner interpreter when debug recording
    * Execute_Prim: Add a smaller "inner interpreter" to avoid going back to the runloop during long sequences of PRIM commands.
* Wed Feb 28 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180228:
    * GL: Filter away redundant glEnable/Disable(GL_STENCIL_TEST)
    * Add an extra check to FindTransferFramebuffers to avoid misdetecting fb blits that end up out of bounds when we perform them.
    * Add comment trying to clarify shutdown of GPU_GLES, restore the wipe, minor tweaks. Should help #10652
    * UWP buildfix?
    * Minor code/logging cleanups.
* Mon Feb 26 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180226:
    * GL: Don't wait-for-idle when shutting down the PSP GPU, it's the wrong place. Should fix #10652
    * Remove duplicate declaration of GPUCommon::CmdFunc
    * Avoid the most common virtual call when possible.
    * Unify FramebufferDirty()/FramebufferReallyDirty() for the hw backends
    * Unify FastRunLoop for the hardware backends.
    * Unify UpdateCmdInfo
    * GPU: Unify command table (cmdInfo_)
    * Virtualize CheckGPUFeatures
    * Unify DispatchSubmitPrim as much as possible
    * Unify Execute_LoadClut
    * Unify Execute_Prim
    * Unify all the DrawEngine::SubmitPrim
* Mon Feb 26 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180226:
    * Improve a bunch of Vulkan copy-rect asserts by adding more debug info
    * Minor naming and init cleanups in VulkanTexture
    * Some log level changes.
* Mon Feb 26 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180226:
    * GLES: Disable buffer mapping for non-NVIDIA.
    * Vulkan: Remove the old method of uploading images.
    * Try to be more consistent when initializing vulkan structs.
    * Follow the spec rules about errors when allocating from descriptor pools
    * Extract RecreateDescriptorPool()
* Sun Feb 25 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180225:
    * Buildfixes
    * Separate T3DCreate* into its own header to avoid including Windows.h etc in some cases.
* Sat Feb 24 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180224:
    * Vulkan: Need to count allocated descsets per frame separately from the map, since tess isn't even in-frame cached.
    * Vulkan: Dynamically grow descriptor pools as needed. Should help #10641 and similar issues.
    * GLES: Fix texture scaling.
* Thu Feb 22 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180222:
    * iOS: fix hang on exit
* Tue Feb 20 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180219:
    * Qt: Remove old texture debug API.
    * GLES: Fix unpack misalignment, Qt debugger freeing.
    * GLES: Properly free when upscaling textures.
* Sun Feb 18 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180218:
    * TexCache: Decimate aggressively with many variants.
    * TexCache: Decimate CLUT variants more often.
* Tue Feb 13 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180213:
    * Fix issue with Vulkan task switching and resolution changes on Android.
* Mon Feb 12 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180212:
    * Postprocessing: Fix bug where scissor cut off the image if render resolution > display resolution
    * GL: Need to recompile postshaders on Resized() (which is a bit of a misnomer)
    * Oops, didn't mean to update the submodules backwards (remains from a bisect)
    * Whitelist mapbuffer usage to NVIDIA only (should maybe add Qualcomm too), it's murder on Mali
    * GLES: Fix shutdown while stepping.
    * GLES: iOS buildfix.
    * GLES: Android buildfix.
    * GLES: Use buffer storage and explicit flush.
    * GLES: Free localMemory later.
    * GLES: Use buffer range mapping where appropriate.
    * GLES: Use mapped device memory when possible.
    * Cheats: Fix a debug assertion.
    * iOS: Attempt to fix shutdown race condition.
    * GLES: Prevent race condition on shutdown.
    * GLES: Wait for queue idle properly.
* Sun Feb 11 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180211:
    * GLES: Use aligned memory for textures.
    * Global: Fix some type comparison/shadow warnings.
    * Tiny change to work around internal compiler error (!) in 32-bit builds with latest MSVC update
    * GLES: Prevent crash on screenshot without buffers.
    * Windows: Allow GL thread on graphics restart.
    * Windows: Prevent shutdown lag for non-GL.
    * SDL: Apply shutdown race condition fix.
    * Android: Fix race condition on shutdown.
    * Windows: Trigger StopThread() on shutdown.
    * GL: Fix clearing alpha on stencil uploads.
    * SDL: Fix issue with vulkan-to-opengl fallback
    * Windows: Consistently shutdown the main thread after exiting the message loop.
    * Improve assert messages in VulkanRenderManager (minor)
    * For some reason we use DrawActiveTexture in the GL stencil stuff, don't want to disable stencil unconditionally..
    * Fix another way the scissor test could accidentally get disabled
    * Remove the confusing "DisableState" across the codebase
    * GL: Set a plain render state in DrawActiveTexture, without relying on the caller having called DisableState
    * Add a simple spinner to the game load screen to not look frozen.
    * Minor Qt cleanup, force OpenGL since we don't yet support Vulkan in Qt
    * Buildfix
    * gl-render-manager: Oops, fix scissor tests after clears
    * Avoid causing a gl error on startup on core contexts.
    * Another go at the deleter problem. Still not feeling 100% good about how this works.. but it does seem to work fine.
    * Get rid of an unused codepath (gl rendering is now always threaded)
    * GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583
    * GLES: Fix minor memory leak
    * Qt: Fix emuthread management to exit cleanly without hanging
    * Cleanup the Windows thread stuff to work like the other platforms. Not quite perfect yet.
    * Android: Fix emuthread management to exit cleanly without hanging. Helps with task switching on Android.
    * SDL: Fix emuthread management to exit cleanly without hanging.
    * Add an option to use the system libzip, to please grumpy package maintainers.
    * Always use the bundled libzip to avoid compatibility issues. Should fix #10575
    * Noticed that the UWP build has been broken for some time, fix it.
    * Fix another Qt memory leak
    * Qt: Prevent some race conditions on shutdown by deleting emugl.
    * Fix further memory leaks
    * Move SDLGLGraphicsContext.h to the correct location. Minor cleanup
    * Minor cleanups
    * Split the SDL graphics contexts into their own files.
    * SDL: NativeInitGraphics/NativeShutdownGraphics should run on the emu thread.
    * Qt: Some cleanup and fixes. Still not working correctly with gl-render-manager.
    * Temporarily disable symbols on Qt, crashes strangely.
    * Warning fixes
    * Fix some memory leaks
    * Revert "Simpler way to deal with the GL deleter"
    * gl-render-manager: Use properly scaled scissor rectangle, oops. Fixes higher resolutions.
    * gl-render-manager: Fix postprocessing shaders. Fixes #10566. Live switching is broken though for some reason.
    * gl-render-manager: Support scissored clears, as used by the GL backend.  Fixes GT.
    * b.sh: Add a build option for address sanitizer. When enabled, we turn on some compatibility options to make it work right.
* Wed Jan 31 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180131:
    * Rough fix for threaded GL for Qt.
    * Simpler way to deal with the GL deleter
    * Minor: Make the Vulkan allocator debug visualizer slightly better looking by adding a border.
    * Buildfixes
    * Avoid linking error on MacOSX.
    * Include order fix. Darn X11 headers.
    * Debug visualization for the Vulkan memory allocator. Shows some interesting behaviour.
    * Fix readback color conversion
    * Fix some accidental extra-indentation
    * Don't crash on missing readback formats.
    * Enough JNI/threading hackery to get it to run on Android! Broken readbacks make it crash alot though.
    * Work towards threaded GL on Android. Now TextDrawer barfs on wrong JNI context.
    * another whitespace fix
    * one more whitespace fix
    * whitespace cleanup
    * disable the iOS thread before shutting down
    * use GLRenderManager on iOS
    * SDL: Oops, only start the emu thread for GLES.
    * Core: Set thread names when possible.
    * GLES: Fix segfault on GL 2.x.
    * SDL: Allow running GL on thread.
    * GLES: Handle glGetString() on GL thread.
    * GPU: Fix shader blending recopying.
    * GLES: Correct shader blending.
    * GLES: Run ThreadFrame until frame complete.
    * GLES: Fix race crash on shutdown.
    * GLES: Reintroduce out of memory checks.
    * GLES: Re-enable texture scaling.
    * GLES: Add TODO note for shader blend texture.
    * GLES: Use linear for high-res FBO tex copies.
    * GLES: Report errors for link failures.
    * GLES: Keep the GLRShader desc around.
    * GLES: Avoid using failed depal shaders if possible.
    * D3D11: Remove potentially misleading rebind func.
    * GLES: Skip blend reset after stencil upload.
    * GLES: Reset blend state on clear.
    * Reintroduce check for GE_LOGIC_COPY
    * ES2 buildfix - glGetTexImage is not available
    * gl-render-manager: Fix updating sampler modes when texturing from framebuffer
    * gl-render-manager: Fix HW tesselation. Remove 1D texture support, likely no benefit.
    * GLES: Avoid a shutdown race condition.
    * Debugger: Fix texture preview in GLES.
    * GLES: Actually stop the thread on shutdown.
    * Vulkan: Fix alpha clear on stencil upload.
    * GLES: Consistently reset state on new steps.
    * GLES: Fix intra-buffer block transfers.
    * gl-render-manager: Implement logic ops
    * GLES: Accept a color mask for clears.
    * GLES: Prevent writing to gutter in readback.
    * Vulkan: Correct zero stencil upload fast path.
    * Vulkan: Fix stencil-only clear for stencil upload.
    * GLES: Document stencil clearing bug.
    * GLES: Move stencil upload state into render pass.
    * GLES: Ensure stencil upload clear in render pass.
    * GLES: Bind texture on MakePixelTexture().
    * More work on shutdown, still hanging though.
    * Fix for deletes, add some debugging stuff
    * gl-render-manager: Now threaded mode seems to work fine (and fast!). Shutdown doesn't, though, and there are stability issues.
    * OpenGL: Now run GL on a secondary thread. Sync issues remain.
    * Fix use-after-free in shader error reporting
    * TODOs and indentations
    * StencilBufferGLES: Move SetNoBlendAndMask to the right places.
    * Fix goof with the stencil buffer drawing
    * GL render manager: Improve shader error reporting.
    * Minor fixes, indentation and comments
    * Vulkan: Use push_back instead of resize(+1)
    * Truncate the '\n' from GL debug strings before logging them.
    * iOS buildfix
    * Move GL sampler state tracking into GLRenderManager/QueueRunner.
    * More state dirtying, a comment
    * Fix terrible drawing glitches when we do sync readbacks.
    * Assorted cleanup
    * Rip out async readbacks from FramebufferManagerGLES. They should be implemented in GLQueueRunner, differently.
    * Remove the old CPU threading remains, start redesigning interfaces.
    * GL render manager: Simple implementation of synchronous framebuffer readbacks.
    * Remove viewport flipping where it's not needed
    * GL render manager: Add some more dirty tracking.
    * GL render manager: Merge BindInputLayout into BindVertexBuffer.
    * Fix bug, works on Android now. Don't reuse textures.
    * Run the depal stuff, seems a bit broken. Add some state filtering.
    * Scissor fix
    * Fix showing savestate screenshots (needed mips)
    * Make sure we set GL_TEXTURE_MAX_LEVEL somewhere.
    * Fix some texture memory bugs (yeah need to make copies..)
    * gl-render-manager: Need to actually bind newly created textures.
    * GL render manager: Various fixes and cleanup including a buffered rendering fix, rect primitive fix
    * Start moving the framebuffer stuff over to the render manager
    * Fix more gl-render-manager problems
    * Kill off the GL state cache
    * Delete the gl name cache (might resurrect it on the GLQueueRunner side if needed later). Other cleanup and fixes.
    * Initial texture work. Bugfix indexed drawing
    * More GLRenderManager
    * Start messing with the draw engine...
    * Finish the shader manager (almost)
    * PushBuffer added. Thin3d works now on top of GLRenderManager, except framebuffers.
    * Fix clears and textures. Things still broken due to memory overwrites.
    * First garbage graphics output!
    * Even more gl-render-manager
    * More gl-render-manager
    * More work on gl-render-manager
    * Begin implementing GLQueueRunner and GLRenderManager
    * Additional header cleanup
    * Split Android graphics context implementations into their own files.
    * Windows: Fix loading files with a long path.
    * Revert "EditorConfig: Workaround MSVC2017 bug."
    * Windows: Use sufficient buffer for config file paths.
    * Windows: Fix a small memory leak.
    * Experimenally try a new gamecontrollerdb.txt line for 360 wireless receiver on linux. See #10181
    * Allow up to 10x window size on Windows.
    * Windows: Fix extracting UMD block data.
    * Add taptic feedback on virtual buttons
    * Don't prevent use of make's long options
    * Update Inno installer
    * Check for Vulkan Xlib/Wayland surface support before enabling
    * Update lang submodule
    * IR: This optimization is safe when all three regs are consecutive, so avoid disabling it unnecessarily.
    * Minor cleanup
    * Use more accurate words
    * irjit: Remove Comp_ITypeMemLR.
    * Use more specific words when applicable
    * GPU: Improve some bezier logging.
    * irjit: Improve multiple lwr in a row.
    * irjit: Swap moves when it may allow clobbering.
    * irjit: Convert lwr and friends to easier code.
    * irjit: Combine lwl/lwr and swl/swr, like before.
    * irjit: Handle Left/Right ops in passes.
    * irjit: Add dedicated ops for lwl/swl and friends.
    * irjit: Optimize out temp lhs copies.
* Tue Jan 09 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180108:
    * irjit: Skip preloading blocks with jump to 0.
    * irjit: For debug, return the best block at addr.
    * irjit: Allow precompiling funcs at start.
    * jit: Add interface to precompile functions.
* Fri Jan 05 2018 pousaduarte@gmail.com
  - Update to version 1.5.4~git20180105:
    * irjit: Add a safety check for block num overflow.
    * irjit: Enable more debug UI for block selection.
    * irjit: Calculate bloat statistics.
    * Cleanup GetBlockNumberFromStartAddress
    * Fix that weird unordered compare mode, hopefully
    * IR: More fixes. Still something wrong with VFPU compares (not caused by this PR).
    * require iOS 8, add a launch screen
    * On Linux, can't even include nmmintrin without explicitly enabling SSE 4.2 support.
    * IR interpreter: Add some braces to allow variable declaration in the switch cases.
    * Add some more SIMD support to IR interpreter. Mostly just because, but also serves as implementation reference for later code generation backends.
    * IRInterpreter: Fix bugs in floating point truncation functions
    * Fix running the CPU test from the UI.
    * Show IR disassembly in JIT Compare screen
    * IR Interpreter: Add missing break; to switch case IROp::FSign.
    * irjit: Encode downcount directly as a constant.
    * irjit: Embed constant inside IRInst.
    * Minor fix for previous commit.
    * irjit: Fix swr typo.
    * VertexDecoderCommon: A few more cases.
    * IR Interpreter: Add a comment, minor cleanup, minor SSE stuff.
    * VertexDecoderCommon: Avoid reading the destination during vertex decode, might be some kind of memory that's not good to read from...
    * Module: Avoid scanning stubs if possible.
    * Module: Scan modules with no sections at all.
    * Module: Correct detection of executable sections.
    * UI: Fade in loading much slower to avoid flicker.
    * UI: Actually offset text shadow.
    * UI: Show PIC1 while loading.
    * Core: Asynchronously load the main ELF.
    * irjit: Properly account for delay slots in size.
    * iOS: ViewController cleanups - delete unused code and properties
    * iOS: call PROFILE_INIT so we don't crash with USE_PROFILER
    * iOS: Nix iosCanUseJit and targetIsJailbroken. Move NativeInit call to main so it can take cmd line args.
    * Remove references to AudioEngine, which isn't used anyway
    * HLE: Reset latestSyscall on save state load.
    * irjit: Implement lwl/lwr/swl/swr.
    * irjit: Add options for compile/optimize steps.
    * irjit: Add extra temps to make lwl/swl/etc. easier.
    * irjit: Cleanup some invalid op handling.
    * arm64jit: Avoid spilling an extra reg for lwl/lwr.
    * jit: Report blocks with uneaten VFPU prefixes.
    * Logging: Use AndroidLogger for all mobile devices.
    * nil out sharedViewController in case bindDefaultFBO is called again
    * iOS: convert all obj-c source code to ARC
    * iOS: fix a reference counting bug that may have caused ViewController to never be deallocated
    * Modernize property syntax and don't use viewDidUnload (deprecated in iOS 6)
    * Create AppDelegate the standard way instead of in PPSSPPUIApplication init
    * irjit: Speed up icache block invalidation.
    * Change iOSCoreAudio from cpp to mm. Explicitly activate the audio session. Always set the same mDataByteSize.
    * Add AVFoundation to linked frameworks on iOS
    * Handle iOS audio session interruptions by reinitializing audio
    * add an include for PPSSPP_PLATFORM
    * fix cmake when building for iOS in a path with spaces
    * Fix build on iOS (only iOS 9 and up support thread_local)
    * Stencil copy: Avoid clearing the depth buffer.
    * Remove outdated comment.
    * Oops, forgot these.
    * Complete the separation of depth and stencil renderpass flags
    * Start separating depth and stencil renderpass actions, only internally in the Vulkan code so far.
    * Vulkan: Create renderpass objects on demand. Just a refactoring to prepare for some later features/optimizations.
    * Vulkan: Use VK_KHR_DEDICATED_ALLOCATION for frame buffers for minor speedup on some GPUs. Check for the debug report extension before enabling it.
    * Typo fix
    * Add a bit of logging to try to figure out #10477
    * arm64jit: Negate in ADDI2R/SUBI2R as well.
    * Debugger: Fix hang when viewing invalid RAM.
    * arm64jit: Statically allocate ra as well.
    * Profiler: Show the slowest thread's categories.
    * Profiler: Fix cat display on small screens.
    * Profiler: Separately track texture hashing.
    * arm64jit: Free up W23 for static alloc.
    * arm64jit: Cleanup method names, temp discard.
    * UI: Fix dev menu scroll on small screens.
    * UI: Only default focus visible things.
    * arm64jit: Enable safe memory for lwl/lwr.
    * arm64jit: Avoid arithmetic movs.
    * arm64jit: Fix spilling for more than one temp reg.
    * arm64jit: Use TBZ/TBNZ for vfpu branch as well.
    * arm64jit: Use TBZ/TBNZ for fp branches.
    * arm64jit: Use CBZ/CBNZ for zero compare branches.
    * arm64jit: Handle more imm compare cases.
    * arm64jit: Use CMN for CMPI2R if possible.
    * arm64jit: Avoid temporary on variable shift.
    * arm64jit: Reuse code in I2R funcs.
    * Dual source blend: Remove bad #ifdef that killed dual src code on Android... oops. Re-enable on nVidia Shield TV/Tablet. Fixes #10136 properly.
    * arm64jit: Oops, properly init temp locked flag.
    * UI: Check existance outside of game info lock.
    * UI: Use atomic flags in game info cache.
    * arm64jit: Remove unnecessary address masking.
    * HLE: Replace starocean framebuf clear func.
    * GPU: Track stats on uploads.
    * arm64jit: Avoid flushing when mapping as pointer.
    * arm64jit: Jit lwl/lwr with proper temp regs.
    * arm64jit: Fix and enable imm lwl/lwr.
    * arm64jit: Allow ANDI2R/etc. with zero.
    * arm64jit: Attempt to reuse imms on sw/etc.
    * x86jit: Fix safemem on WX exclusive.
    * jit: Skip unlinking blocks on clear.
    * arm64jit: Autodetect pointerify support.
    * arm64jit: Allow reg ptr offsets when unaligned.
    * arm64jit: Allow ARMREG_AS_PTR to be dirty.
    * arm64jit: Use reg sum for LDR/STR.
    * arm64jit: Fix an integer truncation warning.
    * arm64jit: Reprotect fixed code after icache flush.
    * arm64jit: Remove buggy icache invalidate.
    * arm64jit: Avoid MOVK elsewhere without pointerify.
    * arm64jit: Allow static alloc without pointerify.
    * arm64jit: Skip storing spilled but not dirty.
    * arm64jit: Only adjust pointers if pointerified.
    * arm64jit: Allow disabling pointerification.
    * Module: Reload imports later in save state load.
    * Android cmake buildfix
    * GPU: Reset context version on init.
    * UI: Trigger view recreate on static sized screens.
    * Display: Avoid limiting FPS without a clear.
    * Debugger: Defer active symbol updates.
    * Vulkan: Allow full depth range with depth clamp.
    * Vulkan: Use depth clamping, where available.
    * GPU: Match GE saved context better.
    * Vulkan: Fix fragment depth rounding.
    * Qt: Fix OpenGL init.
    * GPU: Reset GPUBackend on graphics init.
    * GPU: Remove duplicate BACKEND constants.
    * Check for Wayland headers in CMake
    * Remove VULKAN_STATIC
    * Support Vulkan on any Unix
    * Add support for Vulkan on Wayland
    * GPU: Avoid memory corruption on bone matrix > 96.
    * UI: Remove auto-download options.
    * GPU: Remove FBO auto-download hack.
    * irjit: Allow continuing from mips break.
    * GPU: Add quick method for debugging.
    * UI: Fix graphics API display on start.
    * Windows: Track minimize as lost focus.
    * GPU: Reduce depth blits when not updated.
    * Software: Execute bounding box tests.
    * Vulkan: Decimate the texture allocator.
    * GLES: Allow dual src blend on newer Intel.
    * GE Debugger: Allow enable/disable of prim preview.
    * GE Debugger: Keep prim preview on pan/zoom.
    * GE Debugger: Fix preview when zooming.
    * GE Debugger: Fix some crashes while stepping.
    * GE Debugger: Save with alpha for PNGs.
    * GPU: Cleanup some feature flags usage.
    * GLES: Improve HW tess requirements validation.
    * Core: Allow more formats for screenshot.
    * GE Debugger: Allow image export from previews.
    * Core: Refactor screenshot saving.
    * Android cmake fix
    * SDL: unbreak on more non-Vulkan platforms
    * GLES: Reduce conversion buf size if possible.
    * GLES: Avoid buffer on GLES2 for h=1 / CLUT.
    * Vulkan: Cleanup unused code.
    * GLES: Pack without stride where possible.
    * SDL: Fix OpenGL init again. Fixes #10424
    * Build Vulkan on all platforms, won't be used if not supported.
    * Get Vulkan going on Linux
    * Statically link a vulkan loader on Linux. Use to to init vulkan on X11. Unfortunately, it's broken.
    * Cleanups in PCMain.cpp
    * WIP vulkan on linux stuff
    * SDL: really try lower GL profiles & add GLES context support
    * Vulkan: Fix bug where we'd do the initial layout transition for an image before binding memory to it. Should help the issue uncovered in #10413
    * Add missing includes. Remove some more unnecessary #ifdef _DEBUG checks - the debugger is supposed to work in release mode too.
    * CMakeLists: relocate EGL library name detection
    * Move QtMain.cpp and PCMain.cpp to more sensible locations. Native isn't standalone anymore...
    * Remove more obsolete ifdefs
    * Some ifdef cleanup.
    * Get rid of the old custom "Event" sync primitive.
    * Win32: Use the standard thread APIs to manage the emu thread.
    * Avoid including platform-specific headers in VulkanContext.h
    * Implement warning when trying to play Ghost of Sparta with a modified CPU clock, as suggested by unknownbrackets in #7411
    * Update vulkan headers, add linux .so loader lib for easy builds, like Sascha does.
    * Fix annoying name clashes (Status is in X11 headers..)
    * Just some log cleanup
    * Fix typo causing #10408
    * Another buildfix, sigh. Also extend the safe region a little bit to the thing from a couple commits ago.
    * Add a tiny bit of safety margin to the RipAccessible check. Should be enough for 128-bit SSE data.
    * Update lang submodule
    * Oops, buildfix
    * Move vulkan debug callback out from WindowsVulkanContext into a file that can be shared with other platforms later.
    * UI: Properly center storage perm prompt.
    * UI: Use less space with recent + need storage.
    * UI: Allow skipping transitions on set current tab.
    * UI: Fix AnchorLayout size when wrapping content.
    * UI: Pass UNSPECIFIED through on scroll views.
    * UI: Give ItemHeaders intrinsic size.
    * UI: Add flex pressure to tab content.
    * Update bounds in NativeResized as well to fix glitches on layout screens that use it.
    * Improve very small display on very large surface, And change some variables to constants.
    * Limit smallest zoom to match it's slider and well.
    * Respect sticky edge by center option and make it stick from smaller range
    * Stick display to edges of the screen/window size
    * Improve display layout editor for zooming into corners, also limit the scale to 10 to match slider.
    * GPU: Rename GPUBackend setting to apply default.
    * GPU: Default to Vulkan if possible.
    * http: Allow sharing automatically on PPSSPP start.
    * UI: Always clip tab contents.
    * UI: Clip scissor to screen.
    * UI: Transition tab strips on select.
    * UI: Allow negative left/right for anchor layouts.
    * UI: Add tween for translating anchor offsets.
    * Windows: Fix UI text measurements with &.
    * UI: Reset transitions after too long a time.
    * UI: Translate API on start screen.
    * UI: Allow translating system info.
    * Another driver version check change, should help Galaxy A5 2017 on issue #10361
    * Force AccurateDepth on, on older Mali drivers which don't handle reverse Z viewports. Should help #10361
    * Make a minor correction to Vulkan driver version display.
    * Store: Maintain icon aspect ratio.
    * Store: Highlight active item, reselect on resize.
    * Store: Wrap item descriptions on small screens.
    * UI: Transition button and item focus/presses.
    * UI: Add an event for tween finish.
    * UI: Add delay to tweens.
    * UI: Show a few more flags in build config.
    * UI: Show extensions at full width.
    * And yet another case of the same problem as the previous commit.
    * Fix another case where we trusted std::move to clear the origin, which is not guaranteed.
    * Tweak logging and asserts in VulkanDeviceMemory::Destroy
    * Don't hold the lock when processing messages, only when taking them off the queue. Fixes #10383
    * Display: Only reapply state on load.
    * Display: Reset cycle counter on load state.
    * UI: Always apply tweens after restore.
    * UI: Add threadsafety to cache item file loaders.
    * Loaders: Depriorize disc streaming queue items.
    * GLES device lost/store fixes
    * Apply a fix to the ARM64 emitter ported over from Dolphin
    * Add a comment, revert a reporting change.
    * UI: Cancel loaders on shutdown.
    * Loaders: Add cancelation to all file loaders.
    * UI: Reset touch controls after config load.
    * UI: Persist tween data on view recreate.
    * Add missing IF statement for instance rendering check..
    * Minor uniform cleanup
    * Try to fix build with the old Android build system too...
    * SPIRV-Cross should build on Android now, so remove another platform check.
    * Use glslang to translate GLSL 1.x postshaders to GLSL 3.0 or later to appease strict GL Core drivers. Should fix #10362
    * Update travis config to use NDK 16b
    * Also update Application.mk for the old build system.
    * From NDK 16, libc++ is out of beta and gnustl will be deprecated soon, so switch.
    * Fix another little inconsistency (two uniforms were merged for bad reasons)
    * Clean up a small inconsistency
    * Rework GL lost-device to work more like Vulkan. Gets rid of gl_lost manager etc.
    * Recreate views after boot is done, to workaround #10360 . Not the best solution..
    * Vulkan: Add facility to auto-generate mipmap levels. Not yet used.
    * Vulkan: Show samplers in "shader debug"
    * Avoid multiple flips per frame, fixes immediate flip for God of War
    * Add mitigation for games like GTA that never call sceDisplaySetFramebuf
    * Flip immediately if that's OK. This can save up to a frame of graphics latency, in games that display "immediately" instead of latched.
    * UI: Show loading message while shaders preload.
    * fixup! UI: Ensure tweens always complete.
    * GLES: Avoid hanging while precompiling shaders.
    * System: Allow GPU to have delayed loading.
    * UI: Apply tweens on Update().
    * UI: Reorganize EmuScreen so it renders on loading.
    * UI: Ensure tweens always complete.
    * UI: Add a simple tween class.
    * UI: Add colorBlend() helper.
    * Display: Correct max FPS limiting skew.
    * Windows: Request a core profile by default.
    * SDL: Use core profile, fixing old Mac GL issues.
    * arm64: Use LDRUH instead of two LDRBs.
    * Savedata: Show icon for new saves more often.
* Tue Dec 05 2017 pousaduarte@gmail.com
  - Update to version 1.5.4~git20171205:
    * v1.5.4
    * Try to fix iOS builds on the Travis buildbot. #10254
    * Replacement: Break the mip loading loop if a level is wrong. Also shrink the log output.
    * Reject texture replacement mipmaps of the wrong size
    * Just some debug output for future decisions
    * Update submodule lang
    * Also disable dualsrc blend on Tegra K1. Should help #10208
    * Missing -lEGL when -DUSING_EGL=ON
    * Android: Warn if PPSSPP fails to save the config file.
    * RIFF: Add check for truncated files, cleanup a little more.
    * Try to protect against bad data in RIFF files (used for menu background audio only)
    * Even more cleanup of RIFFReader
    * Kill off more unused code in RIFFReader
    * Remove write support from chunk_file, rename to RIFFReader
    * Reformat chunk_file. Don't usually reformat whole files, but this was too ugly to work on :P
    * GE Record: After recording a frame, log the filename of the output file.
    * Disable "Accurate Depth" in Burnout games, they have trouble with it on Mali (Z-fighting...)
    * Vulkan: Allow shutdown with init commands.
    * Android: Fix race condition on lock/unlock.
    * Android: Reset immersive after native dialogs.
    * Vulkan: Swap in more forceful asserts.
    * Global: Silence some unused declaration warnings.
    * UI: Fix some virtual override warnings.
    * Windows: Stop input poll before emu shutdown.
    * UI: When stepping, clear on initial load.
    * Android: Fix crash on shutdown/restart.
    * UI: Fix D3D9 half-pixel offset at 1x.
    * Clip block transfer destinations. Should fix crash in #10011. Stats: Invent some sort of usage metric for device memory allocators.
    * Revert "Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation."
    * Fix memory-scan bug in VulkanDeviceAllocator that probably causes some fragmentation.
    * Shutdown fix.
    * Fix bugs in VulkanImage allocator support
    * Add another assert, which gets hit.. Hm. Something is wrong..
    * Change some Crash() to asserts in VulkanDeviceAllocator
    * Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that.
    * Vulkan: Only call EndCreate on the texture if it actually exists..  Though not having one would be bad.
    * UI: Send prompt results even on back/cancel.
    * D3D11: Change state caches to DenseHashMaps.
    * Hashmaps: Fix missing maintain calls in non-GLES.
    * Fix a use-after-free in sceKernelTerminateDeleteThread
    * Android: Render text with newlines properly.
    * UI: Wrap text properly with explicit newlines.
    * UI: Clean up some unused code and flags.
    * Hashmaps: Another cleanup.
    * UI: Avoid pushing a screen on top of itself.
    * UI: Cleanup common message handling.
    * UI: Avoid navigation with an active dialog.
    * UI: Send messages to dialog parents by default.
    * Hashmaps: Reset count on clear.
    * GLES: Log shader cache filesize error better.
    * GPU: Minor cleanup.
    * Hashmaps: Reset state when growing.
    * Hashmaps: Change some crashes to asserts.
    * GLES: Validate shader cache filesize on preload.
    * GPU: Use more typesafe shader IDs.
    * GPU: Annotate free shader ID bits.
    * Update AndroidManifest.xml to 1.5.3.0, just in case anyone is still using the old build system where this isn't automatic.
    * Update lang
    * Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors.
    * Vulkan: Remove misguided assert about backbuffer clearing mode.
    * Reporting: Oops, fix module load log line.
    * Add hotkey to toggle audio and video dumping together in sync.
    * Add a github issue template. Let's see if this works.
    * Reporting: Use a different link message on preload.
    * GPU: Add missing shader id to short desc.
    * Improve reporting for imm buffer exceeded. Reset the immCount_ every frame to avoid getting "stuck" permanently in case some garbage is executed..
    * Try a silly workaround for an otherwise unexplainable crash seen in Google Play Console
    * Reporting: Don't report with locked CPU speed.
    * Reporting: Improve bezier/spline morph/skin data.
    * Try to help Mali 400 shader reg alloc by reusing variables. It's still commonly reported.
    * Comment, minor cleanup
    * Reporting: Improve no pos verts message.
    * Reporting: Skip reporting reused depthbuffers.
    * Module: Cleanup magic number.
    * Reporting: Remove unused code.
    * Reporting: Stop reporting module load versions.
    * Adhoc: Remove incorrect thread create param.
    * Reporting: Disallow feedback for fake game ids.
    * Buildfix, oops
    * Vulkan: Fix crash bug when post processing shaders failed to compile.
    * Clean up all the FBOs in DestroyAllFBOs. Missing any can have bad consequences after app switching on Android/Vulkan where we recreate stuff.
    * Checks and paranoia in response to a crash report..
    * Check for HW-transform and through when loading GL shader cache.
    * Minor cleanup. Add a debug assert in shader ID calculation
    * Oops:]
    * Despam a sceDmacMemcpy report. Happens in Naruto Shippuden: Ultimate Impact, accordint to reports.
* Fri Dec 01 2017 pousaduarte@gmail.com
  - Update to version 1.5.2~git20171201:
    * Clear postprocess confusion in d3d9 backend by hiding the option:]
    * Vulkan: Report more info on texture from target.
    * GPU: Try to avoid FB download without an FBO.
    * GLES: Report shader errors with shader desc.
    * Add some debug asserts, useful for debugging shader mismatches locally (though haven't found any..)
    * Module: Stop reporting bad magic numbers.
    * Memory::Memset: IsValidRange is a better solution.
    * Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too.
    * Avoid wrapping when shifting down the audio after scaling by a 20-bit value. Fixes #9967
    * Add sanity check in Memory::Memset
    * Still seeing asserts in this function, weakening remaining to debug-only.. but these really shouldn't trigger.
    * DX9: Revert a bad optimization, hopefully fixing #10205. Vulkan: Add a missing check.
* Thu Nov 30 2017 pousaduarte@gmail.com
  - Update to version 1.5.2~git20171130:
    * Add some comments.
    * Oops;p, I always mess this up.
    * Change some other substr used with cheats and smuggle a fix for another problem
    * Change str.substr(x, 1) == "y" to str[x] == 'y'
    * Fix a cheat menu crash with invalid cheat name. Also stop #comments from being removed by cheat menu.
    * VKRFramebufer: Just some checks to be slightly safer in case creation failed..
    * Fix UI crash when keyboard navigating out of popup list.
    * Can't call functions through known-nil pointers, even if they don't touch local data - LLVM's optimizer might have done something stupid.
    * Fix a java exception around the GPS stuff
    * Vulkan: Avoid duplicate image pre-transitions (actually eliminated later anyway, but a small saving)
    * Vulkan transitions after render: Add a missing case that seems like it could be common?
    * Avoid an assert in ARM64 emitter, seen in Google Play crash logs
    * Move pushbuffer map/unmap to the .cpp file to avoid inlining (for stack traces)
    * Crash in a more appropriate place if missing a drawcontext (happens on really weak devices only)
    * Fix another possible Vulkan shutdown bug
    * Loosen up some asserts that seem to trigger unexpectedly... need investigation.
    * Crash reports from 5% rollout of 1.5:  Make some asserts dbg_asserts for now, try to fix an issue with framebuffers when postproc is enabled.
    * Try to get androidgitversion to behave. It thinks the build is dirty when it's not.
    * Add privacy policy link to app, as required by Google Play since we use the CAMERA permission now.
    * Update AndroidManifest.xml to 1.5.0
    * Update lang submodule
* Tue Nov 28 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171128:
    * Readme for 1.5: Small rewording
    * Coldbird's up and running again, restore the proAdhoc default. See issue #9984
    * More README updates
    * More 1.5 README fixes
    * Update the README for 1.5.
    * Fix a text overdraw problem on the title screen on very small displays.
    * Fix the fix for Thrillville. See #7459
    * Add ability to simulate a few kinds of Vulkan initialization failures, to test the GL fallback.
    * Minor error checking improvement
    * Android: Call setDisplayParameters early with the display w/h in pixels.  Without this, was defaulting to 1x rendering on S8 which is silly.
    * Windows: Avoid UWP for desktop api family.
    * UI: Fix alphaMul clamping.
    * Kernel: Fix delete thread null check.
    * Global: Fix some warnings.
    * Windows: Fix error formatting with % signs.
    * GPU: Fix block transfer write breakpoint.
    * Just reduce some log levels
    * Unbreak save states, fix other minor issues from review
    * Fix some comments
    * Add safety check.
    * Hack that converts immediate draws to through-mode draws. This won't work correctly in all cases - but it's enough for Thrillville which uses it to clear only. Works around #7459.
    * Process immediate draw commands. Not yet sending to graphics backends.
    * Fix D3D11 push buffer overflow
    * Fix the prefix problems on ARM 32-bit as well.
    * Core: report Debian GNU/kFreeBSD separately
    * Common: implement GetExeDirectory on NetBSD
    * ARM64 JIT: Fix additional VFPU prefix problems
    * Fix JIT bug in ARM64. Fixes #10183
    * Vulkan vertex cache: Fix memory leak
    * Fix _assert_ on Android to assert properly
    * Revert "Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit."
    * Temporary hack (see #10163): Ignore the VK_ERROR_INITIALIZATION_FAILED from vkQueueSubmit.
    * UI: Minor pause screen cleanup.
    * UI: Draw actual, not aligned, text width.
    * UI: Clear font bitmap after aligning size.
    * When drawing text using our truetype backends, round coordinates to pixels. Fixes #10180
    * Fix text width measurement on Android when there are spaces at the start/end of the string (bounds doesn't handle that). Fixes 10174
    * Get rid of collision-prone font cache keys. Stress the font cache a little less on slider dialogs.
    * Yet another buildfix, sorry :/
    * Oops, android buildfix
    * ARM buildfix
    * Allow loading graphics dumps (*.ppdmp) through the regular UI.
    * Add a hidden debug option [Graphics]GfxDebugSplitSubmit to try to narrow down some Vulkan issues, see #10163. Also improve some asserts.
    * Make our release mode asserts actually fire properly in release mode again...
    * Android: Use __android_log_assert facility to get pretty message-asserts into crash dumps.
    * Fix gl scissor rect issue. Fixes #10119
    * Cleanup GPU vendor detection a bit, use it to avoid the issue mentioned in #9545
    * Add a missing break that would explain the odd AUTO mipmap test results on D3D11 and Vulkan...
    * Disable the DisableAccurateDepth compat flag on AMD/Vulkan, see #9545.  Ugh.
    * Android: Fix #9697 where we'd hang if we lacked permission and got a filename as a command.
    * Android: Update to gradle 3.0.1
    * Workarounds for issue with "accurate depth". See #9545, #10087
    * Update armips to latest. See #10161
    * The UNKNOWN(3) mip selection mode seems to act like CONST. Keep that working.
    * Fix message asserts on Android. Add more of them to check things in Vulkan code.
    * Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
    * Vulkan: Break apart DecodeVerts
    * GL: Compute "availableUniform" when generating shaders instead of by querying.
    * GL: Compute the attrMask while generating the vshader instead of querying.
    * Move aniso to the sampler cache key.
    * Disable anisotropic filtering in headless, screws up mipmap test
    * Cleanups
    * Fix headless to work better in vulkan mode
    * Make test.py python3-compatible, print out command lines better.
    * Attempt to unbreak D3D9 mipmapping (still disabling SLOPE mode)
    * Buildfix, update comments slightly
    * Share UpdateSamplingParams between D3D11 and Vulkan. Support lod bias in Vulkan.
    * Properly zero samplercache keys before filling them out.
    * Mipmaps: Disable LOD bias in slope mode as that's not how it works.
* Sat Nov 18 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171118:
    * Remove trailing whitespace from CMakeLists.txt
    * Vulkan: Fix stencil clears to a specific value. Should help #10150
    * Silence travis gcc version errors.
* Fri Nov 17 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171117:
    * Remove wrong comments
    * GPU: Advance the vertex pointer after BBOX vertices are sent. Fixes #6554, finally!
    * Win32: Improvements to vulkan init error handling
    * Temporarily turn off Vulkan threading on AMD, see issue #10097.
    * Vulkan: Forgot to enable our various depth rounding features.
    * Vulkan: Flush at display list waits. Fixes #10095
    * Minor cleanup, and more terrifying orientation hackery
    * Android: When creating shortcuts, put the file path in data, not in Extras.
    * Fix the "vulkan not found" message on android. Fixes #10034
    * Make remoteiso_subdir and server editable on Android. Fixes #10142. Really need a better mechanism for these fields.
    * Workaround orientation bug in Android when unlocking the screen.
    * Unify RebindFramebuffer, mostly.
    * Vulkan: Fix bug where shader blend texture overwrote normal texture binding. Fixes #10135
    * Update .gitignore for libretro builds.
    * Fix headless to work better in vulkan mode
    * Make test.py python3-compatible, print out command lines better.
    * Vulkan screenshots: Fix R/G swap bug. Thanks unknown.
    * Make sure the device supports transfers from swapchain images when taking screenshots.
    * Windows/Vulkan: implement screenshots. Something is iffy with the red/blue swap though...
    * Vulkan: Dual Src blending strikes again! Disable it on nVidia X1 (Shield TV) due to driver bugs, sigh.
    * Vulkan: Show the preferred depth-stencil format in the feature list.
    * Just more accurate feature flags for Vulkan.
    * Headless: Prevent segfaults with Vulkan.
    * Headless: Fix crash with null GPU.
    * Links from the UI: Change from http:// to https:// wherever possible.
    * Add missing ID for CTTR compat hack.
    * Fix Memory Leak :D
    * spaces->underscores:)
    * Fixes problem switching between non-through triangles and rects. Helps a small part of #6554
    * More duplicate code removal
    * Small changes. Thx [Unknown]
    * Change KernelTimeNow to KernelTimeNowFormatted and return nice timestamp.
    * Requested changes.
    * Blah;p. Buildfix.
    * Fix linux build.
    * Add an option to allow resetting video/audio dump on save/load state.
    * Use gameID and emulated timestamp for Avi/Wav dump filenames.
    * Fix texture conversion.
    * Vulkan: Use optimal alignment for texture uploads. May help stutter in #10105 ?
    * Kill off more unused duplicate code
    * Oops
    * Delete unused duplicate functions
    * Fix annoying little flicker when starting a game.
    * Vulkan shader view (debug): Add a simple textural representation (incomplete) of pipelines
    * Vulkan: Make sure to clear the pipeline key to avoid padding bytes causing us to allocate duplicate pipelines.
    * D3D11: Similarly to the last vulkan commit, don't create lots of dupe vertex input layouts
    * Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats.
    * DevScreens: In shader viewer tabs, show the number of each shader type.
    * Unify Execute_Bezier and Execute_Spline
    * Minor cleanup, fix a comment.
    * Vulkan: Minor validation error fix
    * Nitpicking! Correct minor version for non Nvidia.
    * Win32: Add (debug) to window title in debug builds
    * Fix driver version display on Vulkan. Enable dualsrc blend on newer AMD drivers. Fixes #10109
    * SoftGPU: Oops, fix silly typo.
    * Vulkan: Remove experimental warning.
    * Vulkan: Cut down on asserts during init.
    * TexCache: Add NEON alpha checks for Vulkan.
    * TexCache: Simplify CheckAlpha funcs and SIMD.
    * TexCache: Check alpha before scaling.
    * TexCache: Remove simple 0/1 alpha check.
    * Vulkan: Avoid checking texture alpha after scale.
    * Fix bug where readback buffers would be created too small sometimes.  Should help #10098
    * Vulkan: Tweak stencil value from clears.
    * Vulkan: When deriving stencilref from color, don't forget to update the value.
* Sun Nov 12 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171112:
    * UI: Typo fix.
    * Buildfixes for Android
    * Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P
    * Vulkan: Speed up and simplify hardware tesselation by using storage buffers.
    * hwtess: Shrink Vulkan UV textures
    * Make the interface to hw tess slightly more flexible.
    * Vulkan: Use a device allocator for tesselation data textures. Add comment about better solutions.
    * Vulkan: Support wide lines if available on the GPU.
    * Vulkan readback: Resize the readback buffer dynamically as necessary.
    * SoftGPU: Add a clear mode fast path.
    * Debugger: Prevent clear while stepping.
    * SoftGPU: Thread by width for wide polygons.
    * SoftGPU: Fix crash when stride is 0.
    * Vulkan hw tess: Assorted minor fixes. Works on Mali now.
    * Vulkan hw tess: Use pushbuffers instead of temp images to upload data.
    * Vulkan hw tess: Don't reuse the same dynamic texture for multiple draws, not safe.
    * Remove unused pointer.
    * Vulkan: Noticed a framebuffer refcount leak, and changed my mind regarding those :) Let's do it this way instead.
    * Reduce a ERROR_LOG_REPORT to a warning (vfpu branches in delay slots)
    * SaveState: Avoid clearing shaders in all backends.
    * D3D11: Clear input layouts on shader clear.
    * D3D11: Avoid clearing shaders on load state.
    * SaveState: Fix use-after-resize iterator.
    * Vulkan: Enable the "accurate depth" codepath, using the same formula as D3D9.
    * Android: Cleaner way to avoid double-resizing the backbuffer.
    * Fix blackscreen when resolution is set to auto. Fixes #10081
    * Experimenally disable dual source blending on AMD too for Vulkan, see #10065
    * MotoGP: Compat hack to disable framebuffer readbacks.
    * Buildfix 32-bit
    * Ditch a silly vertex count limit that only makes sense for GLES, so move it there.
    * Fix race condition.
    * Fix a few more device-loss bugs.
    * Avoid double-initializing the Vulkan backbuffer on startup.
    * Logging improvements, avoid resetting the Android text drawer unnecessarily
    * More minor vulkan fixes and cleanups. Don't actually call "Resized" if the size stays the same.
    * Change Android logging ID from "NativeApp" to "PPSSPP"
    * More logging and tweaking
    * Vulkan: Remove duplicate depalShaderCache, fix a number of instances where we didn't use the deleter properly.
    * Keep the draw context up to date in a bunch of places. More logging.
    * Vulkan: Improve init/shutdown logging on Android. Fix a bug where we'd not run InitDeviceObjects on GPU_Vulkan sometimes.
    * Fix some ports
    * Upgrade glslang to a fresh version (used to compile Vulkan shaders). Might help #10065 ?)
    * Ooops
    * Vulkan: Disable dual source blending on Intel GPUs, fixes #10074.
    * Show textual names of Vulkan GPU vendors
    * Improve Vulkan device selection mechanism to prefer discrete GPUs
    * Cleanup gradle output.
    * Cheats: Fix pointer command count offset.
    * Cheats: Clamp pointer command data to avail.
    * Fix 0x6 code types
    * Vulkan: Apply simple workaround for Mali driver bug (see #10070), and minor cleanup.
    * Fix some minor things found by running Sizer on PPSSPP
    * Cheats: Enable for any non-zero number.
    * Disable lwl/lwr on ARM64 JIT again. Seems b9b2656e9313 broke things, see #10020
    * Count readbacks in a frame and show in GPU debug stats.
    * Cheats: Split parsing and execution.
    * Try harder to free up memory from the Android native font rendering system. Might help #10069
    * Vulkan: If acquiring a frame fails (happens sometimes during window resize), skip swapping the frame. Should help #10063
    * Vulkan: Wait for orderly thread stop on resize.
    * Vulkan: Fix deadlock on resize.
    * Vulkan: Some error handling improvement. Might get us a clue for #10065
    * Vulkan: The validation layers don't like zero-size blits.
    * Vulkan: Better way to make sure we bind the backbuffer at some point.
    * Vulkan: Convert depth format on readback.
    * Vulkan: Show textures in GE debugger.
    * Vulkan: Add texture image readback.
    * Vulkan: Fix non-16 bit indexed drawing.
    * Vulkan: Allow clearing the backbuffer to any color.
    * D3D11: Show FBO-as-texture in GE debugger.
    * TexCache: Warning fix.
    * Use W^X on OpenBSD.
    * Don't use "threadsafe events" for Ge stuff.
    * Vulkan: Fix leak in WipeQueue().
    * Turn on multithreaded vulkan
    * Remove/deprecate GPU tick sync
    * Get rid of GPUCommon's "Internal" functions.
    * Delete ProcessEvent and the GPUEvent enum
    * Delete GPUCommon::ScheduleEvent
    * Get rid of a bunch of sync stuff that's no longer needed.
    * Get rid of the sync around curTickEst
    * Delete the mutex in GPUCommon.
    * Vulkan: Fix framebuffer leak.
    * Remove the setting to run the display list interpreter on a separate thread.
    * Vulkan: Correct logicop dirtying.
    * Vulkan multithread: Fix race condition.
    * TexCache: Detect textures in FBO gutters.
    * GPU: Properly Release() FBOs.
    * SaveState: Correct free on error and uncomp format.
    * SaveState: Use malloc to avoid Android OOM crash.
    * Vulkan: Make sure backbuffer is bound for UI.
    * Vulkan: Resignal unexecuted fences on thread stop.
    * Vulkan: Wait for queue idle in DestroyBackbuffers.
    * GPU: Restore initial readback on output.
    * Vulkan: Refcount framebuffer deletes.
    * Vulkan: Account inside frame from push side.
    * Add missing Google Maven repository
    * Buildfix again. Should fix #10046 this time.
    * Unify a little bit of depal code.
    * Vulkan: Fix bug in depal causing Sonic Rivals to be grayscale.
    * Minor depal state dirtying fix
    * Add <cmath> include. Will hopefully help #10046
    * Cleanups and fixes around Vulkan stencil upload. thx unknown
    * Should be bufferWidth here, not width. Thanks unknown.
    * Vulkan: Fix a comment.
    * Vulkan: Allow sync when using threading.
    * Vulkan: Fix out-of-sync frames on threading.
    * Vulkan: Trigger condvar only at frame end.
    * Vulkan: Fix segfault on swapchain fail.
    * Fix issue in framebuffer size calculation when viewport is bogus in through mode. Fixes #10043.
    * Tiny cleanups.
    * Vulkan: Minor fixes.
    * Stop leaking framebuffers on shutdown. Fix other shutdown issues.
    * Minor optimization.
    * Remove some code duplication
    * Vulkan: Implement stencil upload (for Star Ocean).
* Wed Nov 01 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171101:
    * Small fix for a bad block transfer in Soul Calibur
    * Fix bug in Vulkan's vertex shader generator, causing stretched characters in Jeanne D'arc.
    * DenseHashMap: Speed up clearing. Became more important since I had to disable keeping descriptor sets around between frames.
    * Complete a comment.
    * Vulkan: Fix colors for low-bpp depal (actually fixing the shadows of ff-type0)
    * Make VulkanTexture "immutable".
    * Add some disabled code to submit "init" command buffers separately to the queue for debugging.
    * Always recreate DrawPixelsTex to avoid inter-frame races.
    * Use the global curFrame counter. No need for a vector for pushing cmdbufs.
    * Add a QueueRunner logging facility. Set up a subpass dependency for the backbuffer pass.
    * Add and update some comments.
    * Vulkan: Make backbuffer transitions part of backbuffer render pass. Optimize depth buffer memory operations.
    * Decimate descriptors every frame until I find a better solution. Fixes flicker in videos in several games.
    * Remove disabling of validation warning. It works.
    * Vulkan: Fix depal and shader blending.
    * Vulkan depal code now passes validation, but produces black.
    * Implement the rest of Vulkan framebuffer depal. Not yet working though.
    * Some reorganization. Start implementing framebuffer depal for Vulkan.
    * Delete superfluous bind of temporary render target on creation.
    * Implement GetFramebufferAPITexture for Vulkan
* Sun Oct 29 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171029:
    * Share the conversion code between vulkan and D3D, fixing the missing format thing.
    * Color-convert directly during the readback, saves a copy. Like we already do in D3D11.
    * Revert most of the last commit - will do it differently.
    * Use the CPU color conversion from GLES for readbacks in Vulkan (and D3D11). Fix bug.
    * Fix Vulkan framebuffer readbacks, as long as they're in R8G8B8A8.
    * Vulkan: Rough untested implementation of synchronous readbacks.
    * VulkanRenderManager: Split out BeginFrame and EndFrame from Run
    * Comment cleanup
    * Refactor: Split out VulkanQueueRunner from VulkanRenderManager
    * Forgot to update the Android target version here to 26.
    * Another buildfix
    * Fix integer overflow affecting very large draw calls
    * More buildfixes, warning fix, memory leak fix
    * 32-bit android buildfix attempt
    * Bump descriptor set limits, which became insufficient with the addition of tesselation (should really use separate big desc layouts for them)
    * Remove misguided hack.
    * Warning fixes
    * Remove a bad check making us use the wrong way to copy depth buffers.  Add a cap so we can try to unify BlitFramebufferDepth later.
    * Assorted fixes
    * Fix (some) crashes on blits. Validation issues remain.
    * Forgot to add the CMakeLists.txt change to the last commit.
    * Warning fixes, CMakeLists.txt/Android.mk fixes
    * Fix some resource leaks and excessive logging in VulkanRenderManager
    * Clean out some obsolete code
    * VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions.
    * Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it?
    * Avoid re-binding pipelines.
    * Let's try a mutex. Doesn't completely solve the problem though..
    * Make sure not to begin and end the init command buffer on different threads.
    * Vulkan: Don't forget to specify stencil load op in render passes
    * This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar)
    * Synchronization is HARD. need a rethink, methinks.
    * Move the VulkanRenderManager stuff to thin3d, fits in better there.
    * Rendering basics now works.
    * A multitude of fixes. The UI now works correctly, though of course ingame still broken.
    * It builds! With some shortcuts, of course.
    * Use RenderManager for thin3d stuff
    * Initial work on render queue manager
* Thu Oct 26 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171026:
    * Update gradle files to Android Studio 3.0 defaults.
* Tue Oct 24 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171024:
    * Automatically scroll textboxes when the caret ends up outside. Fixes #10026 .
    * Fix issue with caret position in text boxes caused by a bad hash function. Fletcher is 2-bytes-at-a-time and thus very inappropriate for short strings.
    * Can't use the camera stuff on Android versions before 11. Fixes #10029.
* Mon Oct 23 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171023:
    * Separate -Bsymbolic Shared linker flag
    * Ops typo
    * Better path fix x86_64 android
* Sun Oct 22 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171022:
    * Comment and typo fixes.
    * Vulkan: Fix silly mistake in blend constant checks, thanks Unknown.
* Sat Oct 21 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171021:
    * Bit more Vulkan barrier cleanup.
    * Various Vulkan image transition fixes and related
    * More work towards passing 1.61 Vulkan validation layers
    * Initial work on passing the latest Vulkan validation checks.
    * Don't call functions in asserts, they get compiled out in release...
    * Allow D3D9 context creation to bail if shader compilation fails (D3D9 runtime not installed).
    * Have GetFramebufferDimensions return the backbuffer size for null in all backends.
    * Another minor cleanup (DescribeCodePtr)
    * Unify and move around code to cleanup some debug accessors
    * Unify GetFramebufferList() (trivial)
    * Unify DownloadFramebufferForClut
    * Remove more dummy code from Vulkan backend.
    * Unify FlushBeforeCopy. Remove old dummy methods from Vulkan framebuffer manager.
    * Add some safety checks. Fix some inadvertent Y-flips (bit hacky).
    * Unify some more framebuffer functions. Leave the GL stuff alone for now due to async.
    * Unify (well, almost) GetOutputFramebuffer (D3D11/GL)
    * Unify GetDepthBuffer/GetStencilBuffer in GL/D3D11
* Wed Oct 18 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171017:
    * Minor refactoring of framebuffer readbacks.
    * Start moving PACK_ALIGNMENT into SafeGLReadPixels
    * Minor OpenGL refactor.
    * More format support in thin3d GL
    * Move GL readback to a Thin3D abstraction
    * Get rid of BindFramebufferForRead
    * D3D11: Move to CopyFramebufferToSync where easily possible.
    * Unify GetFramebuffer in GLES and D3D11.
    * D3D11: Fix a bug, add depth/stencil support to CopyFramebufferToMemorySync
    * Will fix Android-x86_64 cmake
    * restructure some flags x86_64 android
    * Re-enable gradle x86_64 android build
    * Address review comments.
    * Buildfix
    * Remove comment, add check.
    * RPI: use new vendor graphics library names
    * Add a controller profile for X360 controllers on RPI, fixes issue #10019
    * Update lang submodule
* Sun Oct 15 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171015:
    * Windows: Fix over/under write for multibyte chars.
    * Savedata: Handle disk full properly in GETSIZE.
    * Gamedata: Fix savestates for data install.
    * OSK: Limit allowed keyboards based on input mask.
* Thu Oct 12 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171011:
    * UWP buildfix. See comments in #9575
* Mon Oct 09 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171009:
    * Extra safety when switching GPU backends, fix possible Vulkan shutdown issue. Should help #10005
* Fri Oct 06 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171004:
    * Added default control pad mapping for control pads not found in SDL's game controller database file.
    * Fix savestates from before 1.4.2-420. Fixes #9998. Unfortunately this also breaks states between 420 and 468, so please save normally before upgrading if you were using one of those.
    * Add ini-only "Savedata Upgrade" setting.
* Mon Oct 02 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20171002:
    * Add additional button defines.
    * Finish making extra psp keys mappable.
    * Remove unnecessary ifdef. Thanks Bracket-. See #9548 comments.
    * Oops, forgot this one.
    * Fix typo causing Y axis in joystick tester not to be mirrored correctly if backwards. Should fix #9300
    * Add Horipad One config.
    * gamecontrollerdb.txt: Add 8Bitdo NES30 Pro mappings for Linux
    * Reorder SDL init a bit, allowing us to read the fullscreen option early enough to fix #9086
    * Vulkan: If there are no GPUs available, fail properly instead of asserting.
* Thu Sep 28 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170928:
    * Fix the build on the buildbot by avoiding fancy new Java features. Fixes #9979
    * Don't default to coldbird adhoc server, it doesn't run anymore (?)
* Mon Sep 25 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170923:
    * GLES: Add OpenGL 3.x core profile support.
    * GLSL: Set extension flags for elided core exts.
    * GLES: Android buildfix.
    * GLES: Allow hwtess for GL 3.1 w/o shader4.
    * Update lang submodule
* Fri Sep 22 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170921:
    * Headless: Add support for SDL.
    * GPU: Reset shader state on shader reset.
    * Headless: Reduce some duplication.
    * Headless: Oops, call SDL_Init().
* Fri Sep 15 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170914:
    * add support for smart keyboard
    * map '`' to back instad of esc
    * forget to modify cmakelists
    * GPU: Dirty viewport on RT width/height change.
    * Add uniform to make post process aware of videos. And an example effect ~ subtle AA in-game/heavy smoothing for videos.
* Wed Sep 06 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170903:
    * Add Sony PS3 controller mappings
* Fri Sep 01 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170901:
    * Integrate sceUsbGps and sceUsbCam with Android
    * Integrate sceUsbGps and sceUsbCam with Android - 2
    * More mingw patches
    * More mingw patches pt. 2
    * Simplify this conditional
    * PACK should be defined different for Win32 based on whether we compile with Mingw or MSVC
    * Revert "PACK should be defined different for Win32 based on whether"
    * Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11
    * Remove snprintf compatibility hacks for MSVC versions before 2015
    * Remove Globals.h
    * Buildfix
    * Linux buildfix
    * mingw patches
* Wed Aug 30 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170830:
    * Assorted cleanup of Vulkan init code. Show Vulkan extensions in system info.
    * Separate VulkanContext::CreateDevice into ChooseDevice and CreateDevice to give an opportunity to enable extensions.
    * Buildfix
    * Minor cleanups
    * Fix bug in vulkan init. Add some sanity checks to GL shader cache loading.
    * Add a hack to override the default framebuffer on non-iOS, to unblock the new RetroArch port attempt  (#9936)
    * Fix a PIC compliance bug in the VFPU. Comment other cases properly (for easy searching).
    * apple buildfix
    * Patches to make it possible to compile with mingw, pt. 1
    * Removed MSVC check
    * Change this to _MSC_VER
    * Remove this too - we will use UNICODE and _UNICODE defines for mingw build
    * SafeMem: Remove the "far" optimization that saves 3 bytes sometimes but is really dangerous and not worth the complexity.
* Sun Aug 27 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170825:
    * Another couple of control mappings, see #9825
    * Fix possible crash when loading GL shader caches. Should help #9930.
* Fri Aug 25 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170824:
    * Bump the GL shader cache version
* Tue Aug 22 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170821:
    * Make keys names translatable in pop-up
    * Reuse some already translated strings
    * Add a new translation category for the remote ISO feature
    * Oops, forgot this one
    * Implement vertex caching for Vulkan.
    * Vulkan vertex cache: Fix bug with "pure prim" draws (where we avoid the index buffer)
    * Make FLAG_FLUSHBEFORE a no-op, move flushes into the execution functions.
    * Fastpath in fastrunloop when diff=0. Remove need for Execute for UV scale/offset.
    * Minor cleanups
    * Buildfix for X86 Android
    * Crashfix on older devices
    * Vulkan: Add code (disabled) to be able to run with more in-flight frames. Only improves performance marginally and needs more testing.
    * FRAGMENT_SHADER needs to be marked dirty if shademode changes. Fixes #9904.
    * Make control mapping pop-up title translatable
    * Make dev menu pop-up title translatable
    * Fixed invalid preprocessor directive
    * ARM: Delete obsolete comments and check
    * More vulkan microoptimizations. Add more profiler scopes.
    * Vulkan: Fix some inefficient command pool usage, might also fix a race condition
    * Vulkan: Fix bug sometimes causing the wrong renderpass to be ended at exit, causing crashes.
    * Add hooks for Marvel video copy func.
    * Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap.
    * SIMD-optimize some data conv routines used in uniform updates.
    * Include Hashmaps.h in CMakeLists.txt.
    * Maintain the hashmap from time to time. Fix a bug in count reset on grow.
    * Optimize uniform uploads for D3D9 and GL as well.
    * Buildfix
    * 32-bit buildfix
    * And yet another buildfix.
    * Minor optimizations (use the new hashmap in a few more places)
    * ... And also for the vertex decoder (DenseHashMap)
    * Switch over the GL shader manager to the new hashmaps.
    * Buildfix
    * Fix some missing dirty flags (affects FS_BIT_LMODE)
    * Keeping descriptorsets around between frames can cause problems if we run out.. Try to prevent that. Need a better method than this though.
    * Linux buildfix
    * GPU: Consider bbox failed with zero verts.
    * GPU: Fix alignment on signal jump/call.
    * This might not always be 16-byte aligned.
* Wed Aug 16 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170816:
    * Simple micro-optimization in AdvanceVerts
    * Can't dirty VERTEXSHADER_STATE before the flush in Execute_VertexTypeSkinning, causes obscure bugs when software skinning is enabled
    * NEON-optimize bone matrix loads
    * Vulkan: More minor optimization (avoid pipeline cache lookups when possible)
    * NEON-optimize CLUT loads
    * Neon-optimize the audio s32->s16 packing function
    * Initial work on supporting sustained perf mode
    * Cleaner Vulkan shutdown
    * Add controller entries from gabomdq/SDL_GameControllerDB
    * Oops, forgot to update NativeQueryConfig, thanks unknown
    * Spacing
* Tue Aug 15 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170815:
    * Ensure everything is dirty on frame start.
    * All: Only convert blend state if "dirty"
    * All: Only convert depth stencil state if dirty
    * All: Only convert raster state if dirty
    * Dirty RASTER_STATE when switching between rect and non-rect primitives (culling)
    * All: Only convert viewportscissor state if dirty
    * Dirty viewport state on framebuf resize.
    * Add some missing VIEWPORTSCISSOR dirtying.
    * D3D11: Make better use of the dirty flags to avoid state calls
    * All: Only recompute the vertex shader ID when dirty
    * Dirty vertexshader state on hw bezier/spline.
    * Dirty things on stencil buffer upload.
    * Dirty-flag the fragment shader ID.
    * Add some missing fragment shader state changes.
    * Dirty on various framebuf state helpers.
    * Oops, broke Vulkan in the rebase somehow. Fixed.
    * Use dirty-flags more in Vulkan state setting
    * Dirty-track the current pipeline to avoid many vkBindPipeline calls.
    * Fix minor blendstate oversight, restore a disabled optimization
    * Vulkan: Fix some more state dirtying issues.
* Thu Aug 10 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170808:
    * Common: fix MAP_32BIT after 9f24203ef8f6
    * Windows: Use system API to toggle fullscreen.
    * GPU: Correct 1080p/720p crop for ultrawide/similar.
    * Windows: Support multi-display full screen.
    * Core: Handle 20-bit volumes in SIMD optimizations.
    * GLES: Set target w/h in buffered rendering.
    * Update submodule lang
    * Make a state object for the Android audio wrapper
    * Make the OpenSL wrapper an object too, to make sure it's always initialized the same.
    * Minor GPU disassembler update
    * Android: Turn off resizability until we can properly fix the sizing logic. Helps #9866
    * Android: Fix scaling issue on configuration changes. Why was that division by 2 there??
    * Turn g_dpi into a float, because why not
    * Separate X and Y dpi_scale
    * Re-enable resizing the window on Android, change onConfigurationChanged flags
    * More splitting of dpi vars
    * updateDisplayMetrics was a poorly defined method, removed it.
    * Consolidate DPI/sizing handling on Android
    * Buildfixes
    * Another buildfix
    * Review fixes, thanks unknown
    * Android: Add some missing codepaths when using Vulkan, might fix audio/controller issues on task switching
    * Format string fixes in DPI logging
    * Misc cleanup
    * Always shut down audio, regardless of why the task is being destroyed. Might help #9771
    * Disable codepath that requires vibration permission which we don't have
    * Make some decls private
    * Android: Fix bug where the surface size could be wrong after task switching and automatic recreation
    * Reset the UI state properly in NativeInit. Fixes #9771
    * Disable the x86-64 Android build until it can be debugged. Works around #9814 (all such devices can run the x86 build instead)
    * Strip spaces from pasted IP addresses. Helps #9795. Fix accidental typo
    * Fix space stripping in a few more string input methods. Helps #9795
    * Update lang, add language name for Laotian
* Mon Jul 31 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170724:
    * Update lang submodule
* Mon Jul 17 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170713:
    * Vulkan debug mode: In case of missing validation layers, warn, don't error out.
* Mon Jul 10 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170710:
    * x64: Use context register to access saved_flags
    * X64 vertex decoder: Use relative memory accesses when loading matrices.
    * X86/X64: We have the context register loaded, let's use it more.
    * X64/X86: Even more use of the context register
    * Remove more RIP addressing
    * Buildfix attempt
    * Some code cleanup. More work towards removing RIP addressing
    * More RIP removal
    * Move mscxr_temp to MIPSState
    * Remove RIP access from some matrix ops, SafeMem
    * Move another couple of temps into MIPSState
    * Move tempValues into MIPSState
    * More RIP elimination
    * Guess what? More RIP elimination (but keep the fast path too)
    * Surprise! More. Making many commits for easier bisects.
    * Access FPU temps through CTXREG
    * More RIP removal. Also add some comments to make it easy to just search for "M(&" to find remaining offenders.
    * Get rid of sincostemp global. Solution not tested on linux yet.
    * Remove some rip addressing in vertex decoder
    * Get rid of remaining RIP addressing in vertex decoder
    * X64: Fix bug in a case in the MOVQ emitter : rex byte should be after the 0x66 prefix
    * x64: Enable non-RIP addressing for FPU registers
    * vminmax_sreg only needs a single element
    * Replace vminmax_sreg with mips->temp
    * RegCacheFPU
    * Workaround
    * Fix software skinning
    * Buildfix for platforms with standards-compliant offsetof (no dynamic indexing allowed)k
    * 32-bit fixes
    * Delete some unnecessary loads. These loads are done properly inside trigCallHelper.
    * x86-64: Linux ABI fix
    * Turning off the "close memory finder" lets us find more RIP addressing...
    * More RIP elimination
    * More RIP addressing in software skinning..
    * More RIP fixes
    * x64: Fix coreState rip checks.
    * x64: Avoid clobbering jr dest in cases.
    * Update gamecontrollerdb.txt
* Tue Jul 04 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170703:
    * Fix Windows XP support in LocalFileLoader
    * D3D11: Fix texture scaling with blank first half.
    * GPU: Clean up some GLES3 defaults.
    * UI: Show slow message based on refresh rate.
    * Minor debugging feature: Show vertex normals in GE debugger
    * Don't use stat64 unless we need to
    * Fix build with NDK 15. This does force us to make do with 32-bit file sizes...
* Tue Jun 27 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170627:
    * Fix running slow message , it's always show when game run stable above 98% speed
    * Oops
    * Add credit developer
    * Add 1 line
    * Fixes
    * Fixes
* Mon Jun 26 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170624:
    * Make the Loader API thread-safe
    * Also support atomic windows readAt
    * Add conservative locking arond Caching/HTTP FLs
    * Remove use of C file api in LocalFileLoader
    * Add a note about thread-safety req in FileLoader
    * Fix windows build
    * Core: Windows buildfix.
    * Core: Buildfix.
* Mon Jun 19 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170618:
    * GE Debugger: Buildfix for BSD.
* Wed Jun 14 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170613:
    * Apply a hack to simulate USB created files.
* Fri Jun 09 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170609:
    * Fix UWP build
    * D3D11: Fix Star Ocean again (wasn't clearing stencil properly)
    * Port a small simplification to D3D9
* Fri Jun 09 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170608:
    * Warning fix
    * Start sketching native text rendering for Android
    * Fix assorted JNI issues, the calls work now.
    * Font rendering code runs but it sure ain't right
    * It works!
    * Fix vertical positioning, eliminate double-&
    * Buildfix buildbot
    * Address comments, make things closer to the Win32 code. Things work better.
    * Fix some comments
    * Buildfix qt
    * We are already shipping Roboto-Condensed.ttf, let's use it
    * Implemented sceUtilityGetSystemParamInt
    * Format fix
    * Fix get/set confusion
    * Fix minor overallocation during elf loading
    * Refuse to load truncated ~PSP files.
    * ELF loading potential out-of-bounds fix
    * GE Debugger: Gah, fix some pointer size errors.
    * SoftGPU: Avoid some compile warnings.
    * UI: Add some missing overrides.
    * Build: Include Roboto in buildscripts.
    * Core: Set cwd for non-ms0:/ games on boot.
    * sceVaudio: Fix typo in constant name.
* Tue Jun 06 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170605:
    * GPU: Refactor common frame dumping code.
    * Core: Refactor repeating disc id homebrew code.
    * GE Debugger: Initial structure for GE data dumping.
    * GE Debugger: Implement basic recording.
    * GE Debugger: Record memcpy/memset too.
    * GE Debugger: Simple framework to load dumps.
    * GE Debugger: Oops, emit transfer/clut cmds.
    * GE Debugger: Start a module/thread for dump runs.
    * GPU: Add a debug method to grab list tick wait.
    * GE Debugger: Initial GE dump replay.
    * GE Debugger: Oops, don't record if not active.
    * GE Debugger: Record init state and display buf.
    * GE Debugger: Clear after replay finished.
    * GE Debugger: Fix matrix dumping.
    * GE Debugger: Wait to get the right display buf.
    * GE Debugger: Load commands more directly.
    * GE Debugger: Fix memmem and cleanup.
    * GE Debugger: Implement memory transfer commands.
    * GE Debugger: Fix recording in softgpu.
    * GE Debugger: Fix clut command recording.
    * GE Debugger: Align texture/vertex/etc. data.
    * GE Debugger: Allocate replay memory smarter.
    * Jit: Fix syscall outside delay slot.
    * GE Debugger: Fix replay FPS.
    * GE Debugger: Run replay using stalling.
    * GE Debugger: Compress GE dumps.
    * GE Debugger: Add record button.
    * GE Debugger: Reduce memory allocation.
    * GPU: Stall properly on matrix data.
    * GE Debugger: Add some comments and cleanup.
    * GE Debugger: Pass filename into dump replay.
    * GE Debugger: Fix replay timing drift.
    * Patch unusual way of checking for firmware version.
* Mon Jun 05 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170604:
    * Add "ignoreAddress" to texture replacement.
    * Expose XXHASH for Texture Replacement
    * Disable ignoreAddress on quick hash and inform the user about it.
    * Add reduceHash option, to hash 50% of texture when it's otherwise unreliable.
    * Fix jpeg's with width not matching psp buffer size.
    * Needs to be square! O.o
    * Initialize pspWidth and increase the max size.
    * UI: Fix Take Screenshot support.
    * SoftGPU: Support Take Screenshot partially.
    * GLES: Copy only depth in BlitFramebufferDepth.
    * Vulkan: Allow blit/copy of depth or stencil only.
    * SoftGPU: Fix separate mip cluts in linear jit.
    * Implement software skinning for the Vulkan backend. Fixes #9753
    * Fixes for D3D11 postprocessing
    * UI: Translate AVI start/stop strings.
    * Some unification in DrawEngine
    * Unify DecodeVertsStep
    * Unify ComputeMiniHash
    * Unify transformed arrays
    * Unify SetupVertexDecoder
    * UI: Fix fade-out when editing touch controls.
    * UI: Enable mouse settings only if checked.
    * UI: Allow texture ini create only within game.
    * UI: Remove padding hack for setting info message.
    * UI: Fix text wrap when kerning adjusts spaces.
    * UI: Make some tooltips less technical.
    * Fix reported null pointer error in the Java code
    * Split TextDrawer into interface and implementation.
    * Split out DrawTextWin32 into its own file, to be further split later.
    * Split out the Qt font drawer in its own file.
* Thu Jun 01 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170601:
    * SoftGPU: Move sampler code to a dedicated file.
    * SoftGPU: Stub a jit for texel fetch.
    * SoftGPU: Implement basic jit structure.
    * SoftGPU: Refactor out texture format logic.
    * SoftGPU: Jit texel fetch for non-clut/non-swizzle.
    * SoftGPU: Stop calling bufw pixels bytes.
    * SoftGPU: Jit swizzled texel lookup.
    * SoftGPU: Jit CLUT lookup.
    * SoftGPU: Jit 16 bit texel decode.
    * SoftGPU: Expose jit cache for profiling.
    * SoftGPU: Reduce overhead in sampler jit.
    * SoftGPU: Specialize CLUT4 jit.
    * SoftGPU: Implement separate CLUT in samplerjit.
    * SoftGPU: Reduce sampler id fuzz.
    * SoftGPU: Jit the linear sampling too.
    * SoftGPU: Support separate mip CLUTs with linear.
    * SoftGPU: Correct linear filter rounding issue.
    * Android: Just like on Windows, prompt to restart when changing graphics backend.
    * Simplify some cwc detection code, respect _C2 as activation.
    * Remove unnecessary \ / conversion.
    * Vulkan: Fix minor bug when clearing the back buffer (loaded stencil for no reason)
    * Delete obsolete function ClearBuffer
    * Fix scaling post-shaders on OpenGL. See #9742
    * Update glslang submodule
    * Update lang submodule
    * Update submodule SPIRV-Cross, remove workarounds that are no longer needed
    * Remove obsolete workaround.
    * Implement sceJpegDecodeMJpeg & sceJpegDecodeMJpegSuccessively
    * UI: Start a render pass while stepping.
    * Vulkan: Increment engine version.
    * GLES: Fix startup crash on desktop OpenGL < 4.
    * GPU: Block mipmap autogen for matching size.
    * GPU: Fix negative mip levels with const workaround.
    * Vulkan: Fix Cardboard rendering.
    * Fix crash on macOS. Fixes #9751
* Wed May 31 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170530:
    * Android: Fallback to OpenGL if Vulkan fails to init.
    * Only show the Vulkan setting if Vulkan might be available.
    * For now, only check for vulkan availability on Windows and Android.
    * Fix a bunch of emu features for Homebrew by better identification.
    * Try using first screenshot as an icon if no icon is present.
    * Add savestates to the list(with automatic rename)
    * Add new format to CWC as well, don't think it's worth auto-rename.
    * Add matching title for savestates. Cosmetic ~ for savestate manager.
    * Oops, missed this one:].
    * Corrections, some %i->%d around other code as well.
    * Oops.
    * Postprocessing fix after the Vulkan refactor. Should help #9742.
* Tue May 30 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170530:
    * Reporting: Add compat description to UI.
    * Reporting: Default better when perfect selected.
    * Separate BeginFrame from BeginSurfaceRenderPass
    * Start work on separating frame from backbuffer renderpass
    * BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr)
    * Draw overlays at the proper time in the frame.
    * Start refactoring things to be more vulkan-friendly
    * Thin3D GL: Avoid using external functions internally.
    * Remove some unnecessary framebuffer binding
    * Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
    * Further steps towards Vulkan framebuffer support
    * Silence a perf warning
    * Further steps towards Vulkan framebuffer support
    * Vulkan backend: Fix various issues, can almost run in buffered now (except the final blit)
    * Buffered rendering is starting to work, though still kinda broken.
    * Vulkan: Use suboptimal clears instead of no clears in buffered
    * Vulkan: Fix binding framebuffers as textures
    * Add a way to query the current renderpass (for debug checks)
    * Fix a number of bugs and stuff affecting Vulkan on Mali
    * Increase the number of sampler/image descriptors further.
    * Clearing fix, drawpixels fix/hack
    * Don't forget to initialize logicop..
    * Vulkan: Some barrier optimization
    * Address a bunch of review comments.
    * Fix more review comments.
    * Vulkan: Implement depth buffer copies. Not sure all the barriers are right..
    * Vulkan: Implement BlitFramebuffer
* Sun May 28 2017 pousaduarte@gmail.com
  - Update to version 1.4.2~git20170527:
    * Android: Fix minor typo.
* Sat May 27 2017 pousaduarte@gmail.com
  - Update to version 1.4.2.0~git20170527:
    * added ps1controller mapping in gamecontrollerdb for Linux
    * Remove the Mipmap setting. One step forward for #8171
    * Remove "Always Depth Write" setting. One step forward for #8171
    * Make extra sure that asserts arrive in the Android log.
    * Show the Android "board name" in system information.
    * Don't erase and rewrite the dispatcher when the cache is cleared. Fixes #9708
    * Buildfix
    * Update README for 1.4.2
    * Strncpy doesn't terminate correctly, switch to truncate_cpy.
    * Switch strncpy to truncate_cpy in a bunch of places.
    * Buildfix, oops
    * Should probably stick to the old way here.
    * SoftGPU: Correct mipmaps for points.
    * SoftGPU: Support UVGen for points and lines.
    * SoftGPU: Stop calling bufw pixels bytes.
    * GPU: Cleanup some gstate accesses.
    * Slightly speed up booting when there are symbols to load.
    * Update to v1.4.2
* Thu May 25 2017 pousaduarte@gmail.com
  - Update to version 1.4.1.0~git20170524:
    * SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718
    * Some constification in ElfReader, sanity checks in sceKernelMutex. Might help #9718 a little bit, though probably not the Elf issue (and if the workarea pointer is bad, it's not likely the game will limp along for much longer)
    * Fix crash when pressing F12 in software mode.
    * thin3d gles: Unbind buffers after drawing. Fixes #9715
    * Use InitMemoryForGamePBP also for homebrew(PSP_PBP_DIRECTORY).
    * Throw in a few more checks in ElfReader
    * Reset (through renaming) and hide the software rendering setting on Android. Only show it if it's already enabled.
    * Typo fix, MOBILE_DEVICE
* Wed May 24 2017 pousaduarte@gmail.com
  - Update to version 1.4.1.0~git20170524:
    * Init rtcBaseTime.tv_usec to 0
    * D3D9: Correct half-pixel offset.
* Tue May 23 2017 pousaduarte@gmail.com
  - Update to version 1.4.1.0~git20170523:
    * Update readme for 1.4.1, which will be released soon
    * README: Add mention of framebuffer blit fix
    * Update version to 1.4.1
* Mon May 22 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170521:
    * Add sceKernelLoadExec_28D0D249.
    * Don't use partial-restart unless debugger is present.
* Sun May 21 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170521:
    * Quick hack to enable analog stick sensitivity on non-windows platforms.
    * Make sure the analog sensitivity defaults correctly on non-Windows
    * Windows: Avoid input race condition on GPU switch.
    * SoftGPU: Use vertexjit for submitted primitives.
    * SoftGPU: Fix rendering when using Direct3D 9.
* Fri May 19 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170519:
    * gradle: Add a "flavor dimension" to make Android Studio 3.0 happy
    * Remove unused methods
    * Minor GameInfo memory handling improvements. Still not great.
    * When what we need is a shared_ptr, we should just go ahead and use one.
    * More paranoia
    * Found a suspicious hang report that makes me think this mutex should be recursive.
    * Many reported ANRs were from homebrew installs. Make sure installs run on the background thread.
    * Prevent a deadlock between View::eventMutex_ and ScreenManager::inputMutex_ by locking here so the reverse lock order can't happen.
    * Move up Software Rendering to Rendering where it belongs. Makes it easier to turn it off if enabled by accident. Also warn if used and it runs slow.
    * Since we know from #9601 that e9d5eb694b is wrong, at least make it more specific.
    * Really no need to hold eventMutex_ while dispatching events, only when interacting with the queue. Might fix further deadlocks (see #9698)
    * Update gpu_features.cpp
    * Typo fix
* Wed May 17 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170517:
    * Update gpu_features.cpp
    * Update buildassets.sh
    * Update copyrelease.sh
* Wed May 17 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170516:
    * Update ab.cmd
    * Update gradle plugin version
    * Remove slowness warning if software renderer is enabled, it'll show on almost everything.
    * Update ab.sh
* Mon May 15 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170515:
    * GPU: Consistently bias const mip levels.
    * GPU: Flush on mipmap slope change.
    * SoftGPU: Multiply S/T early via SIMD.
    * SoftGPU: Improve wsum recip SIMD.
    * Fix typo in VertexDecoder
    * SoftGPU: Correct texturing for pixel centers.
    * SoftGPU: Correct rendering for pixel centers.
    * SoftGPU: Match GLES lighting better, use floats.
    * SoftGPU: Correct fog for rectangles.
    * SoftGPU: Don't wrap negative positions.
    * D3D11: Fix initialization of mipmaps.
    * GE Debugger: Fix bias display for auto mip mode.
    * SoftGPU: Fix texture vertex preview in debugger.
    * SoftGPU: Avoid rcp due to precision issues.
    * SoftGPU: Quick hack to fix scissor w/2x2 pixels.
    * SoftGPU: Implement lines in transform mode.
    * SoftGPU: Support flat shading for lines.
    * SoftGPU: Bias bottom right side of line drawing.
    * SoftGPU: Implement simple mipmapping for lines.
    * SoftGPU: Implement pretend antialias.
    * SoftGPU: Clip lines entirely outside early.
* Tue May 09 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170509:
    * Update lang
* Tue May 09 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170509:
    * x86: More optimal 4444 in vertexjit.
    * x86: Minor memory copy perf improvement.
    * x86: Minor optimization for s16 through positions.
    * SoftGPU: Apply clamp/wrap in through.
    * SoftGPU: Improve texcoord rounding.
    * SoftGPU: Refactor mask calculation and use SSE.
    * SoftGPU: Fix separate mipmap cluts.
    * SoftGPU: Process mipmaps in texturing.
    * SoftGPU: Round screencoords.
    * SoftGPU: Calculate mip level based on float bits.
    * UI: Enable some settings for software rendering.
* Sun May 07 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170507:
    * UnitTest: Correct vertex and jit tests.
    * GPU: Remove now-unused vertex decoder funcs.
    * arm: Jit throughmode 16-bit texcoords.
    * Work towards a clean vulkan shutdown.
    * More vulkan fixes
    * More vulkan shutdown fixes
    * Vulkan: Remove obsolete warning suppressions. Increase descriptor pool sizes.
    * Windows debug builds: Only break on Vulkan validation warnings if a debugger is attached.
* Fri May 05 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170505:
    * Fix to partial restarts (when switching backends), plus misc. Helps #9666
    * Oops again.. sigh
    * Windows: Initialize WindowsHost in EmuThread.
* Fri May 05 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170505:
    * Handle alt+tab and drop down menu when mouse is confined and game is running
* Thu May 04 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170504:
    * Experiment (#9647): Wipe RawInput buffers
    * Experiment (#9647): Prevent NaN values from getting into the UI system through TouchInput
    * Add a constructor to GestureDetector, to see if that fixes initialization
    * Also memset.
* Mon May 01 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170501:
    * Windows: Fix minor leak in disassembly UI.
    * UI: Make GPU events more consistent.
    * D3D11: Free swapchain on graphics reset.
    * Minor OCD fix;].
    * Fix "copy type" pointer cwc
    * UI: Allow choosing bgs (android)
    * Remove blank line
    * Windows: Simplify host shutdown.
    * Core: Cleanup MAC address handling.
    * UI: Fix crash on item select with hidden items.
    * System: Use a separate API for bool props.
    * Windows: Init with OpenGL 4.5 if possible.
    * SoftGPU: Implement CONTINUE prim type.
    * Arg, gcc buildfix.
    * Add some paranoid checks around touch IDs that probably won't help #9647
    * Oops
    * Fix: in some extreme case on-screen touch controls get stuck on iOS
* Fri Apr 28 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170427:
    * Mouse Control(Windows only for now)
    * Try on a nicer mapping workaround.
    * Polish the new workaround, seems to be nice and simple.
    * Add Tip to inform user how to use mouse control.
    * Handle more mouse buttons(middle, 4, 5)
    * Add an option to trap mouse within window/display area.
    * Fix ALT key mapping.
* Wed Apr 26 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170425:
    * GPU: Rebuild FBOs when they now have storage.
    * Core: Fix PPGe text drawing with missing icon.
    * GPU: Attempt recreate of FBOs if failed.
    * Core: Fix log spam in debug mode.
    * GPU: Consistently use useBufferedRendering_.
    * GPU: Centralize fb resize, move to begin of frame.
    * GPU: Fix black screen on buffered render enable.
* Mon Apr 24 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170424:
    * Fix postprocess shader submenu.
* Mon Apr 24 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170423:
    * Headless: Fix DirectX11 support on Windows.
    * Headless: Enable mipmaps.
    * GPU: Correct const mip 0 detection.
    * D3D11: Approximate AUTO/CONST mip bias.
    * D3D9: Disable mips when mip filtering disabled.
    * D3D9: Support AUTO mip bias and approximate CONST.
    * Vulkan: NULL initialize some handles.
    * GLES: Support AUTO and CONST mip bias.
    * SoftGPU: Use texture bufw in bytes.
    * SoftGPU: Rasterize triangles in chunks of 4 pixels.
    * SoftGPU: Interpolate through texturing better.
    * GLES: Avoid MIN/MAX LOD without LOD control flag.
    * SoftGPU: Grab 4 S/T coords in non-through too.
* Fri Apr 21 2017 pousaduarte@gmail.com
  - Update to version 1.4~git20170421:
    * Windows: Fix buffer overflow on load.
    * Headless: Fix graphics tests.
    * IR: Cleanup some invalid ops.
* Tue Apr 18 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170418:
    * UI: Proxy devmenu keypress through an event.
* Mon Apr 17 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170417:
    * Linux: add another PS3 controller GUID
* Sun Apr 16 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170416:
    * Vulkan: Detect swapchain init failure.
    * Add a restarting flag to NativeInit/NativeShutdown.
    * Windows: Avoid restarting completely on GPU change.
    * Core: Remove bRestartRequired config hack.
    * EditorConfig: Workaround MSVC2017 bug.
    * SoftGPU: Correct negative coord handling.
    * SoftGPU: Fix crash on matrix load.
    * SoftGPU: Force render res to 1x.
    * SoftGPU: Use common spline/bezier rendering.
    * SoftGPU: Fix indices starting after 0.
    * SoftGPU: Simplify index conversion.
    * SoftGPU: Remove old spline handling code.
* Sat Apr 15 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170415:
    * Remove unused parameter to DestroyAllFBOs().
    * Destroy FBOs only on actual resize.
* Sat Apr 15 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170414:
    * Disable pause button when not using touch. Remove per-game status from some settings which shouldn't be per-game.
* Thu Apr 13 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170413:
    * Update lang submodule
    * UI: Respect the pause button display setting.
* Wed Apr 12 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170412:
    * Windows: Fix mismatch on multitouch finger up.
    * Windows: Cleanup type conversion in touch.
    * Fix framebuffer size flopping back and forth.
    * Fix largest framebuf size in throughmode.
* Tue Apr 11 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170411:
    * Fix issues with software GPU on D3D11
* Mon Apr 10 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170410:
    * Update lang
    * Track flags to reduce unnecessary VRAM zeroing.
    * Cleanup 16-bit VRAM clearing.
    * Skip downloads of cleared VRAM.
    * Linux: Added support for Hidromancer gamepad device driver
* Sun Apr 09 2017 pousaduarte@gmail.com
  - Update to version 1.4.0~git20170409:
    * Windows: Make the window positioning code slightly saner and more straightforward.
    * Switch back to using CXSCREEN/CYSCREEN for centering instead of the virtual screen.
    * Typo fix
    * When not resetting Y position, clamp Y to 0 early. See #9563
    * When resetting Y, make sure we don't end up outside the screen. See #9563
    * SaveState: Correct crash on rewind usage.
* Fri Apr 07 2017 pousaduarte@gmail.com
  - Update to version 1.4.20170407:
    * Fix out-of-bounds framebuffer blit on color bind.
    * QtMain: Renamed mis-named variable assets_dir to external_dir
    * Use the root of the memstick as a tempdir for downloads. Should help #8711
* Thu Apr 06 2017 pousaduarte@gmail.com
  - Update to version 1.4.20170406:
    * Further fixes to #9554
    * Make the gesture detector treat all touches fully individually. Fixes issues with last commit.
    * Windows: Fix check state after menu translate.
    * Allow using any touchId to scroll. Should help #9554.
    * Restore calls to UpdateUI from sceUmd, now that it's faster.
    * Fix XInput polling in UWP apps. Should help #9555
    * Touch on Windows Desktop: Apply the DPI scale *after* ScreenToClient.
    * Minor cleanup with GOLD define - only use it in System_GetPropertyInt
    * Operator precedence fix in ifdef
    * Remove unused code
    * Make scroll gesture detector compatible with other touches than #0. Should help #9554.
    * Remove unnecessary disable-buildtime-git-version-creation.patch
* Mon Sep 26 2016 pousaduarte@gmail.com
  - Update to latest git snapshot
    * use qt build

Files

/usr/bin/ppsspp
/usr/lib/ppsspp
/usr/lib/ppsspp/ppsspp
/usr/share/applications/ppsspp.desktop


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Fabrice Bellet, Sun Jan 9 13:30:24 2022