8094 Commits

Author SHA1 Message Date
UnknownShadow200
f01553497c Android: Compile older arm native library to use older runtime library that doesn't use armv8 insstructions 2025-02-26 18:48:05 +11:00
UnknownShadow200
7189ccbb7b OpenGL: Fix BGRA check being incorrect 2025-02-25 19:09:58 +11:00
UnknownShadow200
49bf55f5c6 Log a runtime address to assist with investigating crashes 2025-02-25 18:12:25 +11:00
UnknownShadow200
be5a215a6c SoftGPU: Optimise tex coord calculation
On test machine with -O1 and 28,000 FPS goes from ~48 to ~52
2025-02-24 20:12:22 +11:00
UnknownShadow200
7f13b8b1e1 Fix BGRA conversion code being used even when pixel format is already RGBA 2025-02-24 17:56:04 +11:00
UnknownShadow200
e340a8a4ff Add hidden option for auto pause on focus lost 2025-02-24 07:00:12 +11:00
UnknownShadow200
ae1b692333 GLES2: Also support fallback RGBA when BGRA isn't supported 2025-02-24 06:27:33 +11:00
UnknownShadow200
9dff9a2b14 GLES2: Log BGRA support 2025-02-24 06:16:26 +11:00
UnknownShadow200
398eceafca EGL: Always log all attributes 2025-02-23 21:12:55 +11:00
UnknownShadow200
18986b29f4 Add option for disabling xinput2 support at runtime 2025-02-23 20:08:29 +11:00
UnknownShadow200
2cfd53aa79 EGL: Try to ensure chosen config has same visual ID as window 2025-02-23 19:37:30 +11:00
UnknownShadow200
14c403f6b8 Fix EGL visual message printing wrong visual ID 2025-02-23 18:43:29 +11:00
UnknownShadow200
bc57708120 Fix ModernGL build 2025-02-23 10:46:16 +11:00
UnknownShadow200
f64d0807f4 OpenGL: Try to support very old systems without BGRA support 2025-02-23 10:41:48 +11:00
UnknownShadow200
faf2516d56 EGL: Use default depth/visual with X11 build 2025-02-23 09:21:00 +11:00
UnknownShadow200
2091c3cf69 X11: More compatible launcher window creation 2025-02-23 08:44:23 +11:00
UnknownShadow200
1296a7edea Fix backtrace not being used 2025-02-23 07:43:19 +11:00
UnknownShadow200
62caadf4c3 Fix compilation issues 2025-02-23 07:06:34 +11:00
UnknownShadow200
4b0ec476e3 Linux: Load pthread_setname_np dynamically 2025-02-23 07:01:22 +11:00
UnknownShadow200
932ec01ea1 X11: Use proper 2D visual instead of glx visual for the launcher
Saves a bit of memory (7 MB private RAM, 50 MB shared RAM on linux mint machine) and should improve startup time a little bit
2025-02-20 22:32:48 +11:00
UnknownShadow200
33d626cf60 Windows: Use proper backtrace on ARM/ARM64 platforms, instead of backtrace for current thread 2025-02-20 21:48:44 +11:00
UnknownShadow200
629662657f X11: Query actual window depth/visual for 2D framebuffer 2025-02-20 07:50:50 +11:00
UnknownShadow200
ad80542a57 32x/GBA: Disable menu UI code altogether 2025-02-17 18:15:11 +11:00
UnknownShadow200
876b81cc45 GBA: Now gets in-game for one frame before crashing 2025-02-16 18:41:07 +11:00
UnknownShadow200
52929fd904 GBA: Draw to screen directly 2025-02-16 10:46:17 +11:00
UnknownShadow200
794b4e0255 GBA: Launcher loads 2025-02-16 10:40:43 +11:00
UnknownShadow200
acdcb0a793 GBA: Main menu loads 2025-02-16 10:31:45 +11:00
UnknownShadow200
ab47f1f5f6 GBA: Fix missing sqrt function 2025-02-16 09:15:13 +11:00
UnknownShadow200
57c5aa664a GBA: Old non-working code 2025-02-16 08:34:05 +11:00
UnknownShadow200
55cd5bc3a0 WIP on redesigning static VB code 2025-02-16 08:29:47 +11:00
UnknownShadow200
78e7887c7b 68k build now 'runs' on 4 MB system 2025-02-14 21:30:31 +11:00
UnknownShadow200
6d5a5b78c8 Defer recreating env render VBs until actually needed 2025-02-12 18:22:08 +11:00
UnknownShadow200
d9b77bdf9a SoftGPU: Expand drawing sprite to loading screen background and some other widgets 2025-02-11 19:55:51 +11:00
UnknownShadow200
f8bdc510e8 Fix saturn build 2025-02-11 07:15:01 +11:00
UnknownShadow200
ffb790b1b5 Add hint that vertices can be drawn as a flat sprite
Previously just rendering the UI in the 2D loading/generating menu took around 20 seconds in the 68x build. Now it's a very fast 15 seconds
2025-02-11 07:02:57 +11:00
UnknownShadow200
09751a8aa4 PS1: Fix not handling out of vertex RAM at all 2025-02-09 20:46:53 +11:00
UnknownShadow200
a332ace34a Solaris: Try to fix not compiling 2025-02-03 00:28:58 +11:00
UnknownShadow200
eaef976993 PS1: Water/Ice is rendered translucent 2025-02-01 09:03:06 +11:00
UnknownShadow200
21c612b975 Saturn: also hardcode no terrain stretching 2025-01-28 23:01:19 +11:00
UnknownShadow200
1feb61062b
Merge pull request #1335 from whatsavalue3/master
Use GTE on PSX
2025-01-28 20:15:45 +11:00
whatsavalue3
c35ae6f714
Merge branch 'ClassiCube:master' into master 2025-01-26 08:21:35 +01:00
wav3
730236790d Great graphics on PSX 2025-01-26 08:19:34 +01:00
UnknownShadow200
753dff9ffc Fix mipmaps level not being properly calculated for modern opengl build 2025-01-26 12:32:35 +11:00
UnknownShadow200
b88f114e12 DS: Allocate palette on stack instead 2025-01-25 10:10:20 +11:00
UnknownShadow200
633d6abbec DS: Try to fix crash when generating 64x64x64 world 2025-01-25 08:55:08 +11:00
wav3
eecd3fbdeb Merge branch 'master' of https://github.com/whatsavalue3/ClassiCube 2025-01-24 22:44:06 +01:00
wav3
2d962cb418 Use GTE 2025-01-24 22:43:35 +01:00
UnknownShadow200
47d5b5e17c Save 10 kb memory in non-networking builds 2025-01-24 22:52:23 +11:00
UnknownShadow200
a07478f468
Merge pull request #1332 from whatsavalue3/master
Improve PS1 Rendering
2025-01-24 19:42:31 +11:00
wav3
5f845dff41 Fix rendering a little 2025-01-24 08:35:49 +01:00