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PS2: Don't set pre/prim fields of REGLIST tags, as that isn't actually allowed
PS2: try to use PRMODE register instead
PSP: set scissor directly
PS2: Optimise matrix multiplication
PS2: Just use one draw context
PS1: Simplify framebuffer management
PSP: More of map goes through skip clipping path
PSP: Work on fast clipplane skipping
Dreamcast: Try to avoid clipping path when possible
Revert "Dreamcast: Avoid clipflags calculation when possible"
This reverts commit f775a0e7e2b19e397aa216d312197fea4624f7e2.
Dreamcast: Avoid clipflags calculation when possible
Dreamcast: tidy up assembly
Simplify virtual cursor support a bit
Dreamcast: Try to fix key releases not being detected sometimes
PSP: Use VFPU for matrix multiply
Merge pull request #1547 from ClassiCube/PSPClipFix
PSP clipping fixes part 1
PSP: write a few GPU commands directly
PSP: Avoid setting base command for clipped polygons
PSP: Don't break run if quad is culled by visible frustum
PSP: Refactor plane clipping function to do the loop there
PSP: Don't test near plane and let GPU handle that instead
Majorly cuts down on number of quads that go through slower clipping path
PSP: Most chunks skip clipping path
PSP: also clip against Z planes
PSP: Split up checking assembly
PSP: Fix quad needs clipping function