This project is mirrored from https://*****@github.com/libretro/beetle-psx-libretro.git.
Pull mirroring updated .
- 22 Sep, 2021 1 commit
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ds22x authored
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- 27 Sep, 2020 3 commits
- 16 Sep, 2020 1 commit
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JS Deck authored
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- 11 Sep, 2020 3 commits
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JS Deck authored
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JS Deck authored
Use separate pass for msaa resolve (minor performance improvement) (fix broken msaa resolve on AMD hardware)
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JS Deck authored
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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- 10 Sep, 2020 1 commit
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JS Deck authored
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- 09 Sep, 2020 3 commits
- 18 Jun, 2020 1 commit
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stoofin authored
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- 16 Jun, 2020 1 commit
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- 25 Feb, 2020 1 commit
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ggdrt authored
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- 21 Feb, 2020 3 commits
- 19 Nov, 2019 1 commit
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ggdrt authored
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- 18 Nov, 2019 1 commit
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ggdrt authored
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- 14 Nov, 2019 1 commit
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ggdrt authored
* VK renderer now outputs psx vram fb within proper display area * Implement and reenable horizontal overscan cropping option * Update rsx and Vulkan rsx playback for new VK renderer code
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- 15 Dec, 2018 4 commits
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Hans-Kristian Arntzen authored
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Hans-Kristian Arntzen authored
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Hans-Kristian Arntzen authored
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Hans-Kristian Arntzen authored
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- 14 Dec, 2018 1 commit
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Hans-Kristian Arntzen authored
Avoids having to rely on software raster to run in parallel with HW rendering.
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- 13 Dec, 2018 3 commits
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Hans-Kristian Arntzen authored
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Hans-Kristian Arntzen authored
Removes some pixellation from certain MDEC sequences which feature stark red or blue detail (RE1 for example). This filtering is done in one pass, so it's rather heavy, but the resolution is low enough it shouldn't matter.
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Hans-Kristian Arntzen authored
Looks a bit more coherent with mixed 2D and 3D in cases where adaptive smoothing fails. Also allows CRT-style shaders to work better as they expect 240p input usually. Also fixes a small regression in which shaders are built for downsampling and cleans up some ugly code w.r.t filters.
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- 12 Dec, 2018 2 commits
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Hans-Kristian Arntzen authored
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Hans-Kristian Arntzen authored
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- 30 Nov, 2018 1 commit
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iCatButler authored
- Calculate and apply offset for quads with flipped UVs earlier. - Reduce offsets applied in software renderer as resolution scaling increases (fixes line artefacts). - Calculate UV limits used for filtering earlier and pass these to the individual renderers.
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- 20 Aug, 2018 1 commit
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hizzlekizzle authored
clamp texture coords to prevent sampling adjacent textures
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- 11 Jun, 2017 1 commit
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Libretro-Admin authored
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- 03 Dec, 2016 1 commit
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Libretro-Admin authored
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