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Saturn: Fix can't see menus
Windows: Framebuffer draw now works on win32s
Windows: Better win32s compatibility
PS3: Use swizzled/twiddled textures
Vita: Use swizzled/twiddled textures
Dreamcast/Xbox: Slightly further optimise twiddled index calculation
Dreamcast/Xbox: Optimise twiddled index calculation
Merge pull request #1351 from sungsphinx/sdl3-save-dialog-filters
SDL3: Fix only 1 filter type showing on save dialog
Saturn: Further optimise T&L
flatpak: Upgrade runtime to 48
SDL3: Fix only 1 filter type showing on save dialog
Saturn: Optimise T&L further
Saturn: Optimise transform function slightly
Saturn: Save a few cycles in Transform function
Wii U: fog partially works
Wii U: WIP on refactoring shaders
OpenGL2: Avoid a division/reciprocal for linear fog calculation
Mark all chunks as dirty rather than immediately deleting when block def changes or sunlight/shadowlight colour changes
Merge pull request #1349 from AntonioND/nds
NDS: Small improvements
NDS: Use libnds helpers to set and restore VRAM banks
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/
Merge pull request #1346 from Phil564/master
N64: Filesystem support for flashcarts
N64: Filesystem support for flashcarts
Save a little bit of memory and computation when it comes to bobbing/tilt calculations
PS1: Use GTE more efficiently
Don't save/load clip/Z to/from memory, overlap more calculations with GTE
Completely skip entity name rendering code in singleplayer
PS1: Triangle+DPad controls camera