8126 Commits

Author SHA1 Message Date
UnknownShadow200
61fc66f59f N64: Try to fix 2025-04-28 20:51:33 +10:00
UnknownShadow200
182473618b Saturn: Fix can't see menus 2025-04-21 13:08:39 +10:00
UnknownShadow200
56dc6d133d Windows: Framebuffer draw now works on win32s 2025-04-17 19:15:49 +10:00
UnknownShadow200
8a4b76ec59 Windows: Better win32s compatibility 2025-04-17 07:10:00 +10:00
UnknownShadow200
fe11a70f22 PS3: Use swizzled/twiddled textures 2025-04-10 21:42:52 +10:00
UnknownShadow200
ecbe04bebe Vita: Use swizzled/twiddled textures 2025-04-10 21:17:09 +10:00
UnknownShadow200
6b8daad36d Dreamcast/Xbox: Slightly further optimise twiddled index calculation 2025-04-10 20:43:19 +10:00
UnknownShadow200
699e85799d Dreamcast/Xbox: Optimise twiddled index calculation 2025-04-09 18:47:44 +10:00
UnknownShadow200
59cf7735a3
Merge pull request #1351 from sungsphinx/sdl3-save-dialog-filters
SDL3: Fix only 1 filter type showing on save dialog
2025-04-07 22:03:16 +10:00
UnknownShadow200
16eb611825 Saturn: Further optimise T&L 2025-04-07 20:39:44 +10:00
Dexter Reed
44a0b99c76
flatpak: Upgrade runtime to 48 2025-04-06 14:30:02 +01:00
Dexter Reed
2bd057d829
SDL3: Fix only 1 filter type showing on save dialog 2025-04-06 14:29:56 +01:00
UnknownShadow200
dc108719e9 Saturn: Optimise T&L further 2025-04-05 09:13:52 +11:00
UnknownShadow200
1e048f5e81 Saturn: Optimise T&L 2025-04-04 08:19:52 +11:00
UnknownShadow200
4afe9de86b Saturn: Optimise transform function slightly 2025-04-04 07:10:04 +11:00
UnknownShadow200
d8f5f00aac Saturn: Save a few cycles in Transform function 2025-04-03 19:34:27 +11:00
UnknownShadow200
cb3383f310 Wii U: Fix liquid fog 2025-04-02 21:53:15 +11:00
UnknownShadow200
d423c5f715 Wii U: fog partially works 2025-04-02 21:31:53 +11:00
UnknownShadow200
1ba4035db6 Wii U: use less GPRs 2025-04-02 20:50:33 +11:00
UnknownShadow200
d14b21dc11 Wii U: WIP on refactoring shaders 2025-04-02 19:36:03 +11:00
UnknownShadow200
1abb1f39f5 OpenGL2: Avoid a division/reciprocal for linear fog calculation 2025-04-01 21:29:00 +11:00
UnknownShadow200
7a39d2a4ee Mark all chunks as dirty rather than immediately deleting when block def changes or sunlight/shadowlight colour changes 2025-04-01 21:00:17 +11:00
UnknownShadow200
6794e232ac
Merge pull request #1349 from AntonioND/nds
NDS: Small improvements
2025-03-26 07:24:12 +11:00
Antonio Niño Díaz
6786662d10 NDS: Use libnds helpers to set and restore VRAM banks 2025-03-25 19:24:38 +00:00
Antonio Niño Díaz
60a3b0742a NDS: Stop flushing VRAM after copying to it
The VRAM memory area isn't cacheable, so there is no need to use
DC_FlushRange(), and we can improve performance a bit by removing the
call.

This function would only be required if we were using DMA to copy the
data to VRAM. In that case, the source in main RAM would have to be
flushed before doing the DMA copy. However, CopyHWords() is a plain CPU
copy, so this isn't needed at all.

The following two articles are a nice introduction to cache handling on
the NDS:

https://web.archive.org/web/20210622053504/https://www.coranac.com/2009/05/dma-vs-arm9-fight/

https://web.archive.org/web/20210622053550/https://www.coranac.com/2010/03/dma-vs-arm9-round-2/
2025-03-25 19:21:53 +00:00
UnknownShadow200
d7e1525ff4
Merge pull request #1346 from Phil564/master
N64: Filesystem support for flashcarts
2025-03-18 22:04:56 +11:00
Phil564
4e37936525
N64: Filesystem support for flashcarts 2025-03-16 16:12:19 -04:00
UnknownShadow200
9f05130a04 Save a little bit of memory and computation when it comes to bobbing/tilt calculations 2025-03-16 11:38:17 +11:00
UnknownShadow200
053ab631ee PS1: Use GTE more efficiently
Don't save/load clip/Z to/from memory, overlap more calculations with GTE
2025-03-16 07:56:52 +11:00
UnknownShadow200
a7b57462fa Completely skip entity name rendering code in singleplayer 2025-03-15 21:27:06 +11:00
UnknownShadow200
5ed12e0cc0 PS1: Triangle+DPad controls camera 2025-03-15 19:47:10 +11:00
UnknownShadow200
400c3b568d PS1: Onscreen keyboard texture works 2025-03-15 19:43:58 +11:00
UnknownShadow200
587dfd1eea PS1: Fix paletted textures 2025-03-15 10:35:35 +11:00
UnknownShadow200
8ca8877339 PS1: Broken palette support 2025-03-15 06:50:00 +11:00
UnknownShadow200
382d1b2901 PS1: Implement 2D coloured polygons, support wider textures, change placeholder texture to grey 2025-03-14 20:04:12 +11:00
UnknownShadow200
8b51e47b19 Wii U: More work on fog 2025-03-14 18:51:21 +11:00
UnknownShadow200
c731d5770c Fixup .gsh files 2025-03-14 18:30:17 +11:00
UnknownShadow200
5cad6edec0 Wii U: Add missing pixel shader assembly 2025-03-14 17:21:42 +11:00
UnknownShadow200
5cf11c7a27 Wii U: Fix cloud movement 2025-03-13 22:59:47 +11:00
UnknownShadow200
671507979e PS1/Saturn: Water/Bedrock renders 2025-03-13 18:49:48 +11:00
UnknownShadow200
576faba9a6 PS1: Manually handle resetting GPU and VSync 2025-03-13 07:40:57 +11:00
UnknownShadow200
7f383f9caa WIP on supporting pad axis input 2025-03-11 22:37:21 +11:00
UnknownShadow200
1852e68b48 WIP on refactoring pad axis input 2025-03-11 21:33:20 +11:00
UnknownShadow200
f18d9e0559 PS1: Simplify draw env context building 2025-03-11 18:59:20 +11:00
UnknownShadow200
647fb43ccd PS1: Fix launcher not drawing in pcsx-redux software mode 2025-03-11 07:37:01 +11:00
UnknownShadow200
d76a64abc9 PS1: Minor optimisations 2025-03-10 21:14:39 +11:00
UnknownShadow200
d56d310c1f PS1: Don't use up buffer space in polygons that aren't used 2025-03-10 15:34:18 +11:00
UnknownShadow200
09059e2c1d PS1: Avoid loading xyz onto stack and then into GTE, instead load to GTE directly 2025-03-10 11:33:45 +11:00
UnknownShadow200
f9a8fa8ea9 PS1: Avoid << 2 shifting 2025-03-09 23:49:20 +11:00
UnknownShadow200
40ac530d59 PS1: Fix selected block outline not drawing properly 2025-03-09 23:23:17 +11:00