PCSX-Redux Git (2026/05/23) is compiled. This is yet another fork of the Playstation Emulator, PCSX. While the work here is very much in progress, the goal is roughly the following: Bring the codebase to more up to date code standards. Get rid of the plugin system and create a single monolithic codebase that handles all aspects of the playstation emulation. Write everything on top of SDL/OpenGL3+/ImGui for portability and readability. Improve the debugging experience. Improve the rendering experience.
PCSX-Redux Changelog::
* Some soft GPU cleanup.
* Merge pull request #2015 from nicolasnoble/soft-gpu-polish
* Hooking up forgotten tests.
* Proper constant naming.
* soft: Apply +0x8000 half-LSB bias to affine UV at integer pixel position
* soft: Add gpu-raster phase-20 affine UV row-walk drift sweep
* soft: Add gpu-raster phase-19 affine UV stride-sign + cross-axis sweep
* soft: Add gpu-raster phase-18 affine UV stride-magnitude sweep
* soft: Convert command color to BGR555 on the flat line path
* Coalesced applyShadeDither.
* Splitting up.
* More cleanup.
* Folding all 3 poly drawing into a single function.
* Folding vram into the render state + pixel writer.
* Cleaner RGB packing.
* More folding.
* More cleanup / refactoring.
* soft: Retire the 4-vertex flat-textured rasterizer
* soft: Specialise the textured-rectangle path into drawSprite
* soft: Decompose flat-textured polygon quads into triangle pairs
* soft: Apply the pixel-centre bias to drawPoly3T sampler init
* soft: Wire gpu-raster phase-17 into pcsx-redux-tests
* Add gpu-raster phase-17 affine UV mapping suite.
* Dead code removal.
* Trying to fix Linux build & test.
* Copyright + clamp.
* Some reformatting + Windows build.
* soft: Name the GP0 packet-layout bit fields
* soft: Route the ABR blend ladder through per-mode BlendOp helpers
* soft: Route the shaded line callers through one GouraudWalker
* soft: Fold the axis-aligned line variants through one helper per shading
* soft: Collapse the line octants behind a Bresenham LineStepper
* soft: Drop the texture-era locals from line rasterizers
* soft: Collapse the draw-area rejection boilerplate
* soft: Collapse the 4-vertex gouraud-textured wrappers
* soft: Route 4-vertex flat-textured sampling through Sampler
* soft: Collapse the 4-vertex flat-textured rasterizer matrix
* soft: Name the VRAM-geometry and 16.16 fixed-point constants
* soft: Promote GPUSTATUS_* macros to typed constants
* soft: Retire the scalar color macros for typed Channel555 helpers
* soft: Retire the packed-pair color macros for typed helpers
* soft: Centralise RasterState construction in two member helpers
* soft: Extend PackedPair555 with pack and lane-merge helpers
* soft: Name the BGR555 scalar saturate via Channel555 traits
* soft: Collapse the packed-pair 5-bit saturate into PackedPair555
* soft: Bail out of display-clear paths without a GUI
* soft: Wire the gpu-raster phase suite into pcsx-redux-tests
* soft: Gate phase-16 uninitialized-VRAM probes on the hardware harness
* soft: Merge the gpu-raster hardware-truth test suite into the refactoring branch
* gpu-raster: Probe dither saturation at exact channel boundaries.
* gpu-raster: Probe per-vertex pre-truncation absolute-coord cull.
* gpu-raster: Extend phase-8 with QFD parallelogram drift probes.
* Add gpu-raster phase-16 U/V page boundary suite.
* Add gpu-raster phase-15 texture windowing exhaustive suite.
* Add gpu-raster phase-14 oversized cull threshold suite.
* Add gpu-raster phase-13 textured rect 8/15-bit suite.
* Add gpu-raster phase-12 ABR mode matrix suite.
* Add gpu-raster phase-11 dither characterization.
* Add gpu-raster phase-10 exhaustive line suite.
* Add gpu-raster phase-9 texture window 8/15-bit suite.
* Add gpu-raster phase-8 4-vert textured quad suite.
* Add gpu-raster phase-7 gouraud color precision suite.
* Add gpu-raster phase-6 edge-walker precision suite.
* Add gpu-raster phase-5 cross-primitive mask-bit suite.
* gpu-raster phase-4b: texture-window mask + offset suite.
* Add gpu-raster phase-4a textured-triangle basic suite.
* Add gpu-raster phase-3 edge-walker stress suite.
* Add gpu-raster characterization tests, hardware-verified.
* soft: Bias shallow-line Bresenham toward the pixel centre and draw zero-length lines
* soft: Bias 4-vert UV by pixel center and span across fractional X
* soft: Apply the texture window as bit-substitution
* soft: Preserve bit-0 carry in the ABR=0 (B+F)/2 blend
* soft: Drop primitives with edges past the per-axis cull bounds
* soft: Mask variable-rect dimensions to 10/9 bits
* soft: Add Bayer dither offset in 8-bit space to match hardware
* soft: Use top-left rule for xmin to match hardware fill convention
* soft: Recompute gouraud line color per step to fix end-pixel drift
* soft: Recompute edge-walker per-row state to fix accumulator drift
* soft: Drop legacy getShadeTransCol{,32} member helpers
* soft: Route line, vert, and horz drawers through PixelWriter
* soft: Route fillSoftwareAreaTrans through PixelWriter
* soft: Apply (rightX-1)>>16 xmax rule to 4-vert flat-textured bodies
* soft: Drop dead 4-vert shade-textured helpers
* soft: Drop dead 4-vert flat helpers
* soft: Use inclusive-left exclusive-right xmax rule in 3-vert bodies
* soft: Make 3-vert xmax handling apex-aware
* soft: Migrate drawPoly3TG
* soft: Migrate drawPoly3T
* soft: Migrate drawPoly3Gi to templated edge walkers
* soft: Introduce templated 3-vert edge walkers, wire Flat3 path
* soft: Restore drawPoly3TGEx4i template prefix
* soft: Add PixelWriter
* soft: Unify 3-vert gouraud-textured rasterizers into drawPoly3TG
* soft: Add PixelWriter
* soft: Wire TGEx8i and TGDi fast paths through Sampler + PixelWriter
* soft: Add PixelWriter
* soft: Drop drawPoly3TEx4/TEx8/TD wrappers, dispatch drawPoly3T
* soft: Unify 3-vert flat-textured rasterizers into drawPoly3T
* soft: Add PixelWriter
* soft: Introduce PixelWriter policy, wire 3-vert flat-textured Solid path
* soft: Wire 15-bit direct 3-vert path through Sampler
* soft: Wire 8-bit CLUT 3-vert path through Sampler
* soft: Introduce RasterState + TexMode samplers, wire 4-bit CLUT 3-vert path
Download:
PCSX-Redux Git (2026/05/23)
Source:Here
2026-05-23
Tags:
Console,
Dev_Build,
PCSX-Redux,
PS

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