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Commits : Listings

Analyzed about 23 hours ago. based on code collected 1 day ago.
Apr 28, 2023 — Apr 28, 2024
Commit Message Contributor Files Modified Lines Added Lines Removed Code Location Date
- Improved touch interface More... almost 10 years ago
- Small changes More... almost 10 years ago
- Small fix More... almost 10 years ago
- New icon - crosswalk build script More... almost 10 years ago
- Added some useful links More... almost 10 years ago
- More improvements - Reenabled texture invalidation More... almost 10 years ago
- Fixed enableStaticPrefixVfpuOptimization - Removed cpu callstack - Improved GPU cache - Improved GPU callstack - Reduced blending calls - Added somre more GPU instructions - Reduced audio overhead by reutilizing objects More... almost 10 years ago
- Vfpu refactorings - WIP: Faster Vfpu More... almost 10 years ago
- Small gpu speedup More... almost 10 years ago
- Optimized GPU and removed switch More... almost 10 years ago
- WIP lighting - Compensate sceGeDrawSync time - Improve GPU display list execution speed More... almost 10 years ago
- Fixed texture wrapping (coordinates were unsigned values) - Fixed textureComponents count - Small vcmp improvement - Improved decoding color components in vertices - Removed an ugly hack repeating textures More... almost 10 years ago
- Fixed bvt/bvf/bvtl/bvfl instructions (IMM3 was reading from the wrong bits) This should be fixed in cspspemu too! Now Valhalla Knights is playable but with graphical glitches and slow - Improved PspGpuExecutor decoding speed - Simplified PRIM - Small changes More... almost 10 years ago
- Improved prim batching - Some cleanups More... almost 10 years ago
- Added support for memory write breakpoints - Some refactorings - Inverted bvf/bvt temporarily to get valhalla knights skinned (and the same problem as cspspemu, can't move characters, have to figure out why) More... almost 10 years ago
- More work More... almost 10 years ago
- Fixed typo in shader.vert - Used realWeightCount instead of weightCount - Temporal fix for Valhalla Knights until I find why they are not used: put all textures to repeat UV - Fixed language detection that was making default to french when was not possible to detect More... almost 10 years ago
#6 - Small fixes and speeupds More... almost 10 years ago
#1 - Fixed Vfpu.vi2uc and Vfpu.vf2in #6 - Simplified primitive drawing #6 - Huge speedup for games like Valhalla Knights (PRIM batching with triangle_strip degeneration) More... almost 10 years ago
- Some small refactorings and fixes More... almost 10 years ago
** GPU: webgl doesn't allow glDepthRange to be reversed, so applied some hacks to get it working More... almost 10 years ago
- Changed how texturecache works - Fixed puzzle bubble regression with patches - Some fixes on gpu More... almost 10 years ago
- More work More... almost 10 years ago
- More work on several stuff More... almost 10 years ago
- Added sceNet stubs More... almost 10 years ago
- Some vfpu refactorings - sasCore - Some gpu fixes (renamed some opcodes) - Fixed viewport - Small misc changes and fixes More... almost 10 years ago
#1 WIP VFPU - Some vfpu fixes More... almost 10 years ago
#5 Implemented sasCore basic functionality - Implemented VAG ADPCM - HleConfig with language (autodetection language based on browser's language) - Fixed dialogs result (return 0 and set the result in a struct) More... almost 10 years ago
#5 More work on sasCore More... almost 10 years ago
#5 More work on sasCore More... almost 10 years ago