UnknownShadow200
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61fc66f59f
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N64: Try to fix
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2025-04-28 20:51:33 +10:00 |
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UnknownShadow200
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182473618b
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Saturn: Fix can't see menus
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2025-04-21 13:08:39 +10:00 |
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UnknownShadow200
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56dc6d133d
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Windows: Framebuffer draw now works on win32s
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2025-04-17 19:15:49 +10:00 |
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UnknownShadow200
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8a4b76ec59
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Windows: Better win32s compatibility
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2025-04-17 07:10:00 +10:00 |
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UnknownShadow200
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fe11a70f22
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PS3: Use swizzled/twiddled textures
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2025-04-10 21:42:52 +10:00 |
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UnknownShadow200
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ecbe04bebe
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Vita: Use swizzled/twiddled textures
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2025-04-10 21:17:09 +10:00 |
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UnknownShadow200
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6b8daad36d
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Dreamcast/Xbox: Slightly further optimise twiddled index calculation
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2025-04-10 20:43:19 +10:00 |
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UnknownShadow200
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699e85799d
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Dreamcast/Xbox: Optimise twiddled index calculation
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2025-04-09 18:47:44 +10:00 |
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UnknownShadow200
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59cf7735a3
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Merge pull request #1351 from sungsphinx/sdl3-save-dialog-filters
SDL3: Fix only 1 filter type showing on save dialog
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2025-04-07 22:03:16 +10:00 |
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UnknownShadow200
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16eb611825
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Saturn: Further optimise T&L
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2025-04-07 20:39:44 +10:00 |
|
Dexter Reed
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44a0b99c76
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flatpak: Upgrade runtime to 48
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2025-04-06 14:30:02 +01:00 |
|
Dexter Reed
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2bd057d829
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SDL3: Fix only 1 filter type showing on save dialog
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2025-04-06 14:29:56 +01:00 |
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UnknownShadow200
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dc108719e9
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Saturn: Optimise T&L further
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2025-04-05 09:13:52 +11:00 |
|
UnknownShadow200
|
1e048f5e81
|
Saturn: Optimise T&L
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2025-04-04 08:19:52 +11:00 |
|
UnknownShadow200
|
4afe9de86b
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Saturn: Optimise transform function slightly
|
2025-04-04 07:10:04 +11:00 |
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UnknownShadow200
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d8f5f00aac
|
Saturn: Save a few cycles in Transform function
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2025-04-03 19:34:27 +11:00 |
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UnknownShadow200
|
cb3383f310
|
Wii U: Fix liquid fog
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2025-04-02 21:53:15 +11:00 |
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UnknownShadow200
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d423c5f715
|
Wii U: fog partially works
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2025-04-02 21:31:53 +11:00 |
|
UnknownShadow200
|
1ba4035db6
|
Wii U: use less GPRs
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2025-04-02 20:50:33 +11:00 |
|
UnknownShadow200
|
d14b21dc11
|
Wii U: WIP on refactoring shaders
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2025-04-02 19:36:03 +11:00 |
|
UnknownShadow200
|
1abb1f39f5
|
OpenGL2: Avoid a division/reciprocal for linear fog calculation
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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
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2025-04-01 21:00:17 +11:00 |
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UnknownShadow200
|
6794e232ac
|
Merge pull request #1349 from AntonioND/nds
NDS: Small improvements
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2025-03-26 07:24:12 +11:00 |
|
Antonio Niño Díaz
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6786662d10
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NDS: Use libnds helpers to set and restore VRAM banks
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2025-03-25 19:24:38 +00:00 |
|
Antonio Niño Díaz
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60a3b0742a
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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/
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2025-03-25 19:21:53 +00:00 |
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UnknownShadow200
|
d7e1525ff4
|
Merge pull request #1346 from Phil564/master
N64: Filesystem support for flashcarts
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2025-03-18 22:04:56 +11:00 |
|
Phil564
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4e37936525
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N64: Filesystem support for flashcarts
|
2025-03-16 16:12:19 -04:00 |
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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 |
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UnknownShadow200
|
053ab631ee
|
PS1: Use GTE more efficiently
Don't save/load clip/Z to/from memory, overlap more calculations with GTE
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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 |
|