Commit Graph

  • aa477e2863 rend/tile: a triangle's edges in 32 bits where they fit the tile, for the volumes, the sorted translucent fragments and a batch's depths LibretroAdmin 2026-10-24 07:40:14 +02:00
  • 1e9f58958f rend/tile: an edge without a shift is m + l, and a triangle's sum of edges kept in its record LibretroAdmin 2026-10-24 07:23:27 +02:00
  • 5bb11bf183 tools/rend: tile_test keeps the reference's pictures for the runs after LibretroAdmin 2026-10-24 04:34:44 +02:00
  • 5ebbfc4fac rend/tile: a fragment made for the one volume of its polygon it is shaded with LibretroAdmin 2026-10-24 04:33:46 +02:00
  • 695781c96d rend/tile: the walk in two variants, the one for the tiles without sorted translucent fragments in fewer registers LibretroAdmin 2026-10-24 04:27:44 +02:00
  • 6cafda95bd tools/rend/refsw: the chip's X and Y scalers on the tile write-out LibretroAdmin 2026-10-24 13:34:43 +02:00
  • b7e3a3250c vulkan: a renderer resized or taken down waits for the frames still on the GPU, however long they take LibretroAdmin 2026-10-24 13:02:37 +02:00
  • 4602cf2522 libretro: m3u playlists as RetroArch writes them, and the disc in a state LibretroAdmin 2026-10-24 12:18:58 +02:00
  • 2ea43ecd0f vulkan: after a change of renderer, the kept picture is the frame until the new renderer draws one LibretroAdmin 2026-10-24 12:03:17 +02:00
  • 50eae0541e vulkan: a renderer's shaders go after the pipelines being made of them LibretroAdmin 2026-10-24 11:41:30 +02:00
  • ae601c3aaa rend: a modifier volume triangle with a vertex far off the screen is cut before the GPU clips it LibretroAdmin 2026-10-24 10:33:20 +02:00
  • 4dbef3e900 tools/rend/refsw: the bilinear filter clamps or flips each of its four texels LibretroAdmin 2026-10-24 09:39:23 +02:00
  • c0e5aca9ac tools/rend/refsw: a shadow scales a polygon's colour, not its alpha LibretroAdmin 2026-10-24 09:39:04 +02:00
  • 687d93823b tools/rend/refsw: a punch-through texel that fails the alpha test leaves the pixel as it was LibretroAdmin 2026-10-24 09:38:14 +02:00
  • 6f0026cd28 tools/rend/refsw: a triangle with a vertex far out is set up from the exact geometry LibretroAdmin 2026-10-24 09:34:58 +02:00
  • 2cec1266a1 vulkan: the frontend lets go of the picture before a renderer is taken down LibretroAdmin 2026-10-24 10:09:15 +02:00
  • c7fa258232 rend/tile: the walk's six walks over a list one loop body, so that a lane's shading is in the kernel once LibretroAdmin 2026-10-24 04:21:43 +02:00
  • b7bff31c7c rend/tile: a triangle's edges made once, by the setup, and kept in its record LibretroAdmin 2026-10-24 02:27:00 +02:00
  • 16236084b1 tools/rend: tile_bench, the compute renderer's kernels timed against each other LibretroAdmin 2026-10-24 02:22:25 +02:00
  • 540841b2fc tools/rend: tile_geo, the compute renderer's coverage held to the exact geometry LibretroAdmin 2026-10-24 07:58:45 +02:00
  • 093af6e419 tools/rend/refsw: an alpha of 255 stays 255 LibretroAdmin 2026-10-24 07:58:45 +02:00
  • 63047ec51d tools/rend/refsw: a punch-through polygon's alpha test shades its own entry LibretroAdmin 2026-10-24 07:56:26 +02:00
  • af02dddb44 gl4: the translucent modifier volumes are placed by the polygons' vertex shader LibretroAdmin 2026-10-24 07:05:08 +02:00
  • 28881bb0ad vulkan, gl4: a translucent modifier volume's closing draw is done before the next volume's draws start LibretroAdmin 2026-10-24 07:03:48 +02:00
  • e585663b06 tools/rend: speckle_test, the specks a GPU draws and a software device never does LibretroAdmin 2026-10-24 06:58:52 +02:00
  • 8654ecad07 tools/determinism: frames the frontend does not show, as fast-forward and RetroArch's run-ahead have them LibretroAdmin 2026-10-24 03:30:50 +02:00
  • bbfe9d5b7e libretro: a game that did not load is not unloaded LibretroAdmin 2026-10-24 03:30:50 +02:00
  • 17b53edbee pvr: a save state has the frames drawn and kept for another render LibretroAdmin 2026-10-24 01:37:03 +02:00
  • 8fa2d14765 gles: the picture for the screen is drawn with a float depth buffer LibretroAdmin 2026-10-24 01:23:11 +02:00
  • d3eda41ea3 tools/lag: the lagmeter reads the pad the three ways RetroArch can, plays a script, saves states, and counts the machine's time LibretroAdmin 2026-10-24 00:39:40 +02:00
  • 14a35fe97c libretro: the pad is polled when the game first reads it in a frame LibretroAdmin 2026-10-24 00:39:26 +02:00
  • c652c082c2 pvr/spg: a frame ends where the game renders, or reads its pads, after its vertical blank in interrupt LibretroAdmin 2026-10-24 00:39:26 +02:00
  • b1b1e6c903 rend/tile: a triangle with a vertex far out keeps its near vertices and the places it is tested at as they are LibretroAdmin 2026-10-23 23:09:51 +02:00
  • 28226b46f5 tools: ta_gpu_test in Direct3D 11, and an NVAPI stand-in for wine LibretroAdmin 2026-10-23 22:22:02 +02:00
  • a3b16edc12 dx11: GPU-side TA processing on NVIDIA, through NVAPI's multi-draw indirect LibretroAdmin 2026-10-23 22:21:38 +02:00
  • d23c38e68f rend/ta_gpu: the decode's kernels as shader model 5.0 DXBC for Direct3D 11 LibretroAdmin 2026-10-23 21:51:43 +02:00
  • 73b59dba93 dx11: the texture kernels of a frame overlapped through NVAPI LibretroAdmin 2026-10-23 21:47:30 +02:00
  • 4006501f8d rend: one NVAPI loader for both Direct3D renderers LibretroAdmin 2026-10-23 21:45:06 +02:00
  • fc7d9f7336 tools/lag: a frame-exact lag meter, and a check that every renderer shows a frame on the same retro_run LibretroAdmin 2026-10-23 22:22:30 +02:00
  • b55aefce92 tools/rend: tile_dump writes video memory a render to a texture left waiting LibretroAdmin 2026-10-23 16:15:56 +02:00
  • 83637f61a9 tools/rend: texdecode_test runs its Direct3D programs with wine64 LibretroAdmin 2026-10-23 16:15:56 +02:00
  • 802e144624 arm7: an ARM7 recompiler for 32-bit x86, the same as x86-64's LibretroAdmin 2026-10-23 15:50:01 +02:00
  • bbbce3a8c8 arm7: a register read again after a change of mode keeps its host register LibretroAdmin 2026-10-23 15:49:44 +02:00
  • 26bfe6920c pvr: a render draws the render passes its region array points to LibretroAdmin 2026-10-23 15:43:30 +02:00
  • fa4306c9f0 dx12: SSAA's per-pixel lists take NVIDIA's post-depth coverage where NVAPI has it LibretroAdmin 2026-10-23 14:41:10 +02:00
  • 586176207d dx12: the per-pixel lists' pipelines are made at the start, not in a frame LibretroAdmin 2026-10-23 14:41:10 +02:00
  • 0e8d4082b7 arm7: ARM64 runs the same ARM7 recompiler as x86-64, and the two agree LibretroAdmin 2026-10-23 14:41:03 +02:00
  • 879e5ee932 arm7: the old ARM7 recompiler's 32-bit x86 backend is gone LibretroAdmin 2026-10-23 13:34:27 +02:00
  • a12356c0e9 webOS: link libdl, and no executable stack from the ARM recompiler LibretroAdmin 2026-10-23 14:10:47 +02:00
  • b5143efc8f tools/rend: oit_depth_test_d3d12, the Direct3D 12 lists' depth test on a device LibretroAdmin 2026-10-23 11:54:22 +02:00
  • 4a2f780b4f dx12: SSAA's per-pixel lists count a depth a few ulp off the opaque one's as equal LibretroAdmin 2026-10-23 11:50:30 +02:00
  • bdce9b320a aica: the DSP recompiler for 32-bit x86 LibretroAdmin 2026-10-23 13:19:04 +02:00
  • 5b72b0a4f4 rend/tile: SSAA's sorted translucent fragments tested at each sample, kept at their centroid LibretroAdmin 2026-10-23 11:50:02 +02:00
  • f59a04df9a rec-x86: the SH4 recompiler for 32-bit x86 again, with xbyak LibretroAdmin 2026-10-23 13:18:52 +02:00
  • b2692f0017 ARM7: the interpreter can be chosen on ARM64 too, for netplay with x86 LibretroAdmin 2026-10-23 11:19:34 +02:00
  • af85ea71fa rec-ARM64: a block pays for its cycles where it ends, as on x86-64 LibretroAdmin 2026-10-23 10:40:02 +02:00
  • cee5428b8b SH4 FPU: the same results on every host LibretroAdmin 2026-10-23 10:40:02 +02:00
  • 688d6c1452 Build: the SH4's floating point to the bit on every host LibretroAdmin 2026-10-23 10:39:44 +02:00
  • 4aa4d828ac serialize: the same machine is the same state, byte for byte LibretroAdmin 2026-10-23 10:39:29 +02:00
  • d131b5f786 tools/determinism: is the core deterministic, as netplay needs LibretroAdmin 2026-10-23 10:39:29 +02:00
  • 1677f109ea tools/rend: oit_depth_test, the per-pixel lists' depth test on a device LibretroAdmin 2026-10-23 10:39:57 +02:00
  • 593d919328 vulkan: SSAA's per-pixel lists test a translucent fragment at its samples LibretroAdmin 2026-10-23 10:39:46 +02:00
  • a4d4ef8c2c macOS on Apple silicon: the ARM64 recompilers (SH4, ARM7, DSP) LibretroAdmin 2026-10-23 10:32:57 +02:00
  • d78183180e libretro-common: vfs prefetch through posix_madvise() where madvise() is not declared LibretroAdmin 2026-10-23 10:30:11 +02:00
  • 37d2263b64 Android: a 16 KB page where the NDK no longer defines PAGE_SIZE LibretroAdmin 2026-10-23 10:30:10 +02:00
  • b0ea58c84b headless: a stdcall OpenGL stub for 32-bit Windows LibretroAdmin 2026-10-23 07:30:38 +02:00
  • 4e5eba3061 Windows i686: the interpreters, as on Linux i686 LibretroAdmin 2026-10-23 07:30:38 +02:00
  • 2582893c30 32-bit x86: the video memory and MMU handlers are fastcall again LibretroAdmin 2026-10-23 07:06:52 +02:00
  • 3271dd01c8 CI: build for Windows, Linux, macOS, Android, iOS, tvOS and webOS LibretroAdmin 2026-10-23 06:13:08 +02:00
  • 512774e0a4 Makefile: Windows x64/i686, macOS arm64, iOS/tvOS arm64, webOS, Linux i686/aarch64 LibretroAdmin 2026-10-23 06:13:08 +02:00
  • ae7eb31ec5 Android: API 21, and the interpreters on 32-bit x86 LibretroAdmin 2026-10-23 06:13:08 +02:00
  • 0f41f48338 headless: the stub GL reports 16 combined texture units LibretroAdmin 2026-10-23 06:13:08 +02:00
  • de13a9f222 Build on Apple, 32-bit x86 and hosts without a recompiler LibretroAdmin 2026-10-23 06:13:08 +02:00
  • fa7607829c Rename the core file to parallel_dc_libretro LibretroAdmin 2026-10-23 04:01:43 +02:00
  • 2be2f95b17 Update name libretroadmin 2026-10-23 03:45:50 +02:00
  • 52ed2e460b Update error log message for initialization failure LibretroAdmin 2026-10-23 03:47:14 +02:00
  • 40eee790bb vulkan: the compute renderer's textures indexed as non-uniform LibretroAdmin 2026-10-21 06:59:11 +02:00
  • 3dc5d20c0d dx12: Rendering Method: Compute LibretroAdmin 2026-10-21 04:56:41 +02:00
  • f87567f454 rend/tile: the compute renderer's frame packed by code the renderers share LibretroAdmin 2026-10-21 04:40:23 +02:00
  • 20f973d53d rend/tile: the compute renderer's kernels in HLSL too, as DXIL for Direct3D 12 LibretroAdmin 2026-10-21 04:40:02 +02:00
  • 1ac147bb3b dx12: GPU-side TA processing LibretroAdmin 2026-10-21 03:43:45 +02:00
  • 1dbb0070b8 rend/ta_gpu: the decode's kernels in HLSL too, as DXBC for Direct3D 12 LibretroAdmin 2026-10-21 03:42:36 +02:00
  • 176dc7f34b libretro: GPU Texture Decoding names Direct3D 12 LibretroAdmin 2026-10-21 03:13:01 +02:00
  • d07240d7a7 dx12: SSAA, as the Vulkan renderers have it LibretroAdmin 2026-10-21 03:12:28 +02:00
  • a7ba0f7927 rend/tile: the compute renderer's triangles with vertices tens of millions of pixels out drawn where they are LibretroAdmin 2026-10-21 01:32:19 +02:00
  • 6df3d2af87 rend/tile: the compute renderer's texture derivatives a fragment shader's, the differences across a 2x2 block of pixels LibretroAdmin 2026-10-20 21:47:01 +02:00
  • 077f2d34a0 tools/pvr: ta_gpu_test prints its verdict when the frontend ends LibretroAdmin 2026-10-20 20:10:38 +02:00
  • 7bb490e576 vulkan: render targets come from the texture pool too LibretroAdmin 2026-10-20 20:10:38 +02:00
  • eb19604d57 vulkan: the compute renderer draws renders to a texture itself LibretroAdmin 2026-10-20 19:58:35 +02:00
  • 64195a35d0 retro_atomic: cast the value in the C++11 backend's free-function macros libretroadmin 2026-10-20 18:07:04 +02:00
  • fef9d6c360 README: describe parallel-dc as it is now LibretroAdmin 2026-10-20 17:28:45 +02:00
  • c829b5e223 vulkan: the compute renderer's fallbacks counted by reason, and a kept picture of another size drawn from LibretroAdmin 2026-10-20 03:01:36 +02:00
  • 5cc42babf8 vulkan: the compute renderer draws the frames the GPU's TA decode made, from its buffers LibretroAdmin 2026-10-20 02:50:00 +02:00
  • 95fc2b877e rend/tile: the compute renderer's triangles behind the eye clipped where the raster renderers clip them LibretroAdmin 2026-10-20 02:39:45 +02:00
  • 46ba35be53 libretro: SSAA 8x back in the option LibretroAdmin 2026-10-20 02:16:43 +02:00
  • a8f6cd8690 rend: the Windows and Direct3D headers first in every Direct3D renderer's files LibretroAdmin 2026-10-20 02:04:20 +02:00
  • b78383f9e4 dx9: the depth is the position's, as the chip has it LibretroAdmin 2026-10-20 01:13:36 +02:00
  • 68ca18ffe2 dx11: the depth is the position's, as the chip has it, in every pass LibretroAdmin 2026-10-20 01:13:36 +02:00
  • 79be66f104 gles, gl4: the depth is the position's, as the chip has it, in every pass LibretroAdmin 2026-10-20 00:48:56 +02:00
  • 4fcbf561c8 vulkan: the depth is the position's, as the chip has it, in every pass LibretroAdmin 2026-10-20 00:35:45 +02:00