UnknownShadow200
c861410732
PS2: Fix optimised coloured vertex drawing
2025-05-08 20:08:30 +10:00
UnknownShadow200
748cc820e5
PS2: Non working slightly optimised vertex transform code
2025-05-07 21:16:20 +10:00
UnknownShadow200
e4cbe64172
PS2: Tidy up assembly
2025-05-06 06:24:20 +10:00
UnknownShadow200
751e44d399
Dreamcast: Add O_META to VMU files
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ClassiCube currently manages reading/writing VMU header by itself. Future KOS versions will by default manage reading/writing the VMU header, so add O_META to opt into the old behaviour
2025-05-04 12:40:49 +10:00
UnknownShadow200
323f87dfe6
PS2: Don't pointlessly set W to 1
2025-05-04 12:17:52 +10:00
UnknownShadow200
1e414ac871
PS2: Minorly tidy up assembly
2025-05-04 08:10:47 +10:00
UnknownShadow200
8b36940221
Merge pull request #1356 from ClassiCube/N64Optim
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Optimise GPU backend for N64
2025-05-02 22:02:43 +10:00
UnknownShadow200
a389afe03a
Combine upload/draw
2025-05-02 20:27:31 +10:00
UnknownShadow200
db9b359b8b
Optimise vertex upload
2025-05-02 07:16:29 +10:00
UnknownShadow200
b73d03b199
Simplify Draw command
2025-05-01 22:54:00 +10:00
UnknownShadow200
243af150a8
WIP on setting RDP state via own RSP overlay
2025-05-01 22:13:58 +10:00
UnknownShadow200
c6fd588088
Minorly optimise T&L
2025-05-01 06:34:07 +10:00
UnknownShadow200
06e09c3019
Simplify RGBA calculation, saves 4 bytes per vertex upload command
2025-04-30 21:10:29 +10:00
UnknownShadow200
34474b32aa
Slightly simplify ST calculation
2025-04-30 20:54:35 +10:00
UnknownShadow200
3dc7b93eff
Simplify triangle command calculation
2025-04-30 19:38:27 +10:00
UnknownShadow200
a44f760f31
Undo debug changes
2025-04-29 06:12:15 +10:00
UnknownShadow200
c770b22b38
Fix occasional crashes when handling redirected web requests
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Specifically, if the buffer allocated for the original request content was larger than the content size of the redirected request contents
2025-04-28 22:30:07 +10:00
UnknownShadow200
61fc66f59f
N64: Try to fix
2025-04-28 20:51:33 +10:00
UnknownShadow200
7db63f8570
N64 optimised, stage 5
2025-04-28 20:18:53 +10:00
UnknownShadow200
4dc90741d7
N64 optimised, stage 4
2025-04-27 13:38:39 +10:00
UnknownShadow200
1f395b9a6c
N64 optimised, stage 3
2025-04-27 13:29:04 +10:00
UnknownShadow200
eba646cebb
N64 optimised, stage 2
2025-04-27 12:58:17 +10:00
UnknownShadow200
3ef1f91d9d
N64 optimised, stage 1
2025-04-27 08:34:04 +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
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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
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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
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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
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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