JS Deck
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d9d2dd1afd
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Merge branch 'master' of https://github.com/libretro/beetle-psx-libretro into master
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2020-09-18 21:20:12 -03:00 |
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twinaphex
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7e009bd600
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Get rid of MD5 calculation
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2020-09-18 22:14:03 +02:00 |
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twinaphex
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fee398f94f
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Cleanups
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2020-09-18 22:02:33 +02:00 |
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Autechre
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7a26d73901
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Merge pull request #725 from xzn/pgxp_clamp
"Clamp" pgxp coordinates if lacking w components
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2020-09-18 21:58:40 +02:00 |
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Autechre
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4da89eadaa
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Merge pull request #726 from xzn/wild_arms_2
Copy adjusted vert for first vert in quad
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2020-09-18 21:58:20 +02:00 |
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JS Deck
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9c506bcd58
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Merge branch 'pgxp_clamp' into master
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2020-09-18 13:36:53 -03:00 |
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JS Deck
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cc678f4fc7
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Use signed integer for comparison
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2020-09-18 13:36:36 -03:00 |
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JS Deck
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173c6e12be
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Merge branch 'pgxp_clamp' into master
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2020-09-18 13:13:03 -03:00 |
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JS Deck
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fb893b3b95
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Make pgxp tolerance an option
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2020-09-18 13:10:35 -03:00 |
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JS Deck
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7e35b76379
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Merge branch 'pgxp_clamp' into master
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2020-09-18 11:09:16 -03:00 |
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JS Deck
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97aa8f1cc2
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Copy adjusted vert for first vert in quad
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2020-09-18 10:22:26 -03:00 |
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Autechre
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3b80afbf82
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Merge pull request #724 from xzn/wild_arms_2
Fix Wild Arms 2 overworld forest sprite; some rearranging of code;
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2020-09-18 15:16:10 +02:00 |
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JS Deck
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5de64cdbfd
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"Clamp" pgxp coordinates if lacking w components
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2020-09-18 10:12:07 -03:00 |
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JS Deck
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e328a5dd9b
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Fix Wild Arms 2 overworld forest sprite; some rearranging of code;
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2020-09-18 10:07:30 -03:00 |
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twinaphex
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b35af2ad42
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Cleanups
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2020-09-18 01:53:54 +02:00 |
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twinaphex
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8f7796f060
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Revert "Cleanups"
This reverts commit 6a0bbd5120 .
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2020-09-18 01:39:40 +02:00 |
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twinaphex
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6a0bbd5120
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Cleanups
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2020-09-18 01:00:02 +02:00 |
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twinaphex
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2bcb270743
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Cleanups
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2020-09-18 00:50:32 +02:00 |
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twinaphex
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37eea5b3b5
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Cleanups
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2020-09-18 00:14:34 +02:00 |
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Autechre
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a0a08bb4a5
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Merge pull request #722 from xzn/scaled_read
Scaled read (fix performance regression)
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2020-09-17 21:13:02 +02:00 |
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Autechre
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d676df6104
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Merge pull request #723 from xzn/scanout_wrap
Wrap around in vram on scanout
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2020-09-17 21:10:39 +02:00 |
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JS Deck
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8ecc2bc99f
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Simplify hack to avoid texture filtering on scaled read
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2020-09-17 13:23:42 -03:00 |
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JS Deck
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e53d1edf97
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Wrap around in vram on scanout
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2020-09-17 13:03:21 -03:00 |
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JS Deck
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6124a0639f
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Add barrier to prevent flickering in location titles in Valkyrie Profile
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2020-09-16 20:02:58 -03:00 |
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JS Deck
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928befab4e
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Merge branch 'master' into scaled_read
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2020-09-16 16:46:02 -03:00 |
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twinaphex
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9490cb4b39
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Cleanups
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2020-09-16 20:29:13 +02:00 |
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twinaphex
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3537b45f0b
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Cleanups
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2020-09-16 20:19:03 +02:00 |
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twinaphex
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3cbd1dbe0d
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Get rid of HAVE_CDROM_NEW
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2020-09-16 19:56:33 +02:00 |
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JS Deck
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b16264646d
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Add shift variable to spec constant
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2020-09-16 12:01:25 -03:00 |
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JS Deck
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ac16efdadd
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Avoid textureLod path that requires division; fix performance regression
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2020-09-16 11:40:15 -03:00 |
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twinaphex
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0bb1b98b7e
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Remove this variable
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2020-09-14 11:45:24 +02:00 |
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twinaphex
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89cc1d6a7f
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Cleanups
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2020-09-14 10:15:42 +02:00 |
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twinaphex
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4ab8759468
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Get rid of overloading
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2020-09-14 09:58:05 +02:00 |
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twinaphex
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4b9a772646
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Cleanups
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2020-09-14 06:57:20 +02:00 |
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twinaphex
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b53abf36a1
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Convert settings.cpp to C
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2020-09-14 06:52:05 +02:00 |
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twinaphex
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1e6f9b53ee
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Cleanup
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2020-09-13 18:26:17 +02:00 |
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Autechre
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ab51d4671f
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Merge pull request #717 from xzn/scaled_read
Scaled read
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2020-09-11 17:27:47 +02:00 |
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JS Deck
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5e9f20426e
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Unbreak scanout_to_buffer, scanout_vram_to_texture, and scanout_vram_to_buffer when msaa is enabled
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2020-09-11 12:23:09 -03:00 |
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JS Deck
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063066e4f6
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Make uv_rect passed to texture_loaded in build_attribs more correct; some minor cleanup
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2020-09-11 11:38:10 -03:00 |
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Autechre
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883aafa02e
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Merge pull request #716 from xzn/scaled_read
Use scaled_framebuffer/scaled_framebuffer_msaa for texture read if available
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2020-09-11 15:03:12 +02:00 |
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JS Deck
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d057a30e74
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Added missing prebuilt shader files
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2020-09-11 09:53:15 -03:00 |
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JS Deck
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9eeb6d0a6b
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Simplify ternary code in render_semi_transparent_primitives
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2020-09-11 07:34:20 -03:00 |
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JS Deck
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f0e727c4e3
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Use unscaled framebuffer read when possible (some performance improvement)
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2020-09-11 07:16:56 -03:00 |
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JS Deck
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1eb54df46d
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Use separate pass for msaa resolve (minor performance improvement) (fix broken msaa resolve on AMD hardware)
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2020-09-11 05:53:40 -03:00 |
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JS Deck
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746aed70d9
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Use scaled_framebuffer_msaa for texture reads if possible (fix unwanted black outlines in Vagrant Story for msaa as well) (further performance hit)
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2020-09-11 03:44:29 -03:00 |
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JS Deck
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2076679f45
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Ignore first/last row/column instead of checking if half loaded in atlas texture_loaded
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2020-09-10 21:41:14 -03:00 |
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JS Deck
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e90953d9b6
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Use scaled_framebuffer for texture reads (higher quality fix for unwanted black oulines for Vagrant Story) (performance regression to be resolved)
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2020-09-10 21:03:34 -03:00 |
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JS Deck
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8f07739706
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Use nearest neighbor for resolve to unscaled; separate pass for ssaa
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2020-09-10 14:29:34 -03:00 |
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JS Deck
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af43eea4ce
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Spec constants for resolve
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2020-09-09 09:55:03 -03:00 |
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JS Deck
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66cc554ced
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Spec constants for feedback shaders
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2020-09-09 09:37:17 -03:00 |
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