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Update changelog for 0.4.1
git-svn-id: https://gambatte.svn.sourceforge.net/svnroot/gambatte@225 9dfb2916-2d38-0410-aef4-c5fe6c9ffc24
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-- 0.4.1 -- 2009-01-10
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libgambatte:
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- Fix HqXx filter pitch.
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- Fix mbc2 not getting a rambank.
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- Make sure to reset passed pointers when deleted. Fixes potential crash
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when loading ROM during OAM busy.
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common:
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- Substantially improved rate estimation averaging.
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- RateEst: Add a convenient way of filtering measures that extend beyond
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a buffer time, and are as such probably invalid.
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- RateEst: Allow using a custom timestamp in feed().
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- RateEst: Keep a queue of the last ~100 msec worth of samples and
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duration, and filter out collective samples that give a pre-estimate
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that seems way off.
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- Replace "Game Boy / Game Boy Color emulator" with "Game Boy Color
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emulator" for now to avoid misleading anyone on the current status.
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gambatte_qt:
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- Disable BlitterWidget updates (paintEvents) while not paused.
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- QGLBlitter: Do a cheap front blit rather than a vsynced flip if audio
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buffers are low.
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- Allow BlitterWidgets to opt in to get paintEvents while unpaused. Do so
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for QGLBlitter since it may need to clear buffers afterwards.
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- QGLBlitter: Try to blit right after sync in the case of single buffering.
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- Up default audio buffer latency to 100 ms (some common system audio
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servers require a lot of buffering to work well).
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- Adaptively skip BlitterWidget syncs if audio buffer is low, in a manner
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that should minimize wasted skips in sync to vblank situation, and tries
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to be non-disturbing. This replaces frame time halving, and blitter
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specific rescueing.
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- Clear display buffers in DirectDrawBlitter and Direct3DBlitter in
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exclusive mode, since blits don't necessarily cover the entire buffers.
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- DirectDrawBlitter: Make sure that a minimum amount of time has passed
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between calls to WaitForVerticalBlank, since it can return in the same
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vblank period twice on a fast system.
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- DirectDrawBlitter: Support vsync for refresh rate ~= 2x frame rate.
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- DirectDrawBlitter: Refactor somewhat and get rid of a couple minor
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potential bugs.
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- DirectDrawBlitter: Some tweaks to get updates closer to sync time in
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certain situations.
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- DirectDrawBlitter: Some tweaks to better support DONOTWAIT.
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- DirectDrawBlitter: Make only updating during vblank while page flipping
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optional.
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- Direct3DBlitter: Some tweaks to get updates closer to sync time in
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certain situations.
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- Filter out very short frame times in frame time estimation.
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- Don't adjust frame time during turbo, but rather skip BlitterWidget
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syncs to speed up, which avoids vsync limits without disabling vsync.
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- DirectDrawBlitter: Add triple buffering option.
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- Direct3DBlitter: Use D3DSWAPEFFECT_DISCARD in non-exclusive mode.
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- Direct3DBlitter: Allow triple buffering and vblank-only updates in
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non-excusive mode.
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- Rename "Page flipping" in Direct3D and DirectDraw blitters to
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"Exclusive full screen".
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- Pause audio on win32 titlebar clicks/drags to avoid looping audio due to
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underruns from blocked timerEvents.
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- Use wildcards for platform detection to avoid being unnecessarily
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compiler/architecture specific. Fixes bug 2377772.
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- Rewrite most of DirectSoundEngine, supporting primary buffer option,
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making it more robust, correct and hopefully cleaner. Only use part of
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the primary buffer if the desired buffer size is lower than the
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primary buffer size.
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- Direct3DBlitter and DirectDrawBlitter: Force blocking updates when sync
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to vblank is enabled. Some updates only block if there's a prior
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unfinished update in progress. This screws up frame time estimation in
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turn screwing up vsync. To fix this we do a double update (and extra blit)
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if close to a frame time period has passed since the last update when
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sync to vblank is enabled. I really should have noticed this earlier as
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it pretty much breaks vsync adaption completely.
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- Direct3DBlitter: Use the D3DCREATE_FPU_PRESERVE flag when creating
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device. Omitting this flag can screw up floating point calculations in
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other parts of the code. For instance WASAPI cursor timestamps get
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utterly screwed up here.
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- Direct3DBlitter: It appears that managed textures are updated before
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they are unlocked, which screws up redraws, making things appear choppy
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in some situations. Use a default memory texture and a system memory
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texture and the UpdateTexure method instead.
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- DirectSoundEngine: Make use of the sample period limit feature of
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RateEst, rather than duplicating the feature.
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- Add polling WASAPI engine with exclusive mode support. Latency and rate
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estimation is generally better than DirectSound, and in exclusive mode
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there is less blocking as well as exclusive mode being better than
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shared mode in the other areas too.
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- WasapiEngine: Add device selection.
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- WasapiEngine: Add static isUsable() method. Only listed if isUsable().
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Default engine if isUsable().
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- WasapiEngine: Use default device if there's only one device available,
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since we don't show the combobox anyway.
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- DirectSoundEngine: Provide the integrated read and status get write
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method optimization.
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- XvBlitter: Set NosystemBackground attribute rather than OpaquePaintEvent.
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Reimplement paintEngine to return NULL as suggested by Qt docs.
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- X11Blitter: Reimplement paintEngine to return NULL.
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- AlsaEngine: Make use of sample period limit feature of RateEst. Don't
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increase estimated sample rate on underrun.
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- OssEngine: Make use of sample period limit feature of RateEst. Don't
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increase estimated sample rate on underrun.
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- Esc exits fullscreen on macx.
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- Drop OpenAL from default macx binary.
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- Add some useful but commented build flags for macx to .pro files.
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-- 0.4.0 -- 2008-10-27
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libgambatte:
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- less fixed-width type dependencies. don't assume unsigned int > 16 bits
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