8148 Commits

Author SHA1 Message Date
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
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
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
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
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