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path: root/src/GPU.cpp
Commit message (Expand)AuthorAge
* for all people who hate speed, here you can build melonDS againRSDuck2022-08-22
* invalidate JIT blocks in ARM7 WVRAM when it's remappedRSDuck2022-08-22
* close gaps in VRAM mappingArisotura2022-04-09
* update copyright headersArisotura2022-01-09
* handle changed VCount+threaded rasteriser more gracefullyRSDuck2021-08-04
* Fix some compiler warningsWaluigiWare642021-05-03
* update copyright year and add missing GPL headersRSDuck2021-03-12
* call Renderer2D::VBlankEnd at vblank endRSDuck2021-03-01
* separate GPU2D registers and rendererRSDuck2021-02-27
* directly set VRAMDirty for VRAM BG/OAM writesRSDuck2021-02-23
* Allow for a more modular renderer backends (#990)Wunk2021-02-09
* improve and fix NonStupidBitfield also get rid of some UBRSDuck2021-02-09
* the rasteriser doesn't have to be done on line 144RSDuck2021-01-26
* fixes to the threadedness of the sw rasteriserRSDuck2021-01-26
* Fix some compiler warningsWaluigiWare642021-01-25
* readd vram invalidation through display captureRSDuck2021-01-07
* fix out of bounds readRSDuck2021-01-07
* add palette and OAM dirty flagRSDuck2020-12-23
* VRAM dirty tracking fix reset/savestate loadRSDuck2020-12-09
* rename the class as wellRSDuck2020-12-07
* lay base for multiple GPU2D backendsRSDuck2020-12-06
* Merge vram dirty trackingRSDuck2020-11-30
* make OpenGL renderer a build optionRSDuck2020-10-01
* Merge remote-tracking branch 'remotes/origin/master' into melonDSiArisotura2020-05-30
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| * fix bugs, clean up some of the shitArisotura2020-05-28
| * * rework GPU's settings interface, make it config-agnosticArisotura2020-05-28
| * get the OpenGL renderer going.Arisotura2020-05-25
* | Merge commit '4b57416552ec2fa95216e2b044559f215723bf70' into melonDSiArisotura2020-05-30
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| * * add support for a bunch of codes (all of them minus the loop shit, really)Arisotura2020-02-14
| * update copyright yearsArisotura2020-02-14
| * lay base for AR cheatzorz. baahahhhhArisotura2020-02-14
* | begin renovating melonDSiArisotura2020-05-30
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| * fix potential out-of-bounds writeArisotura2019-07-13
* | add LCD init flag in DISPSTATArisotura2019-06-20
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* GPU2D: hardware renders sprites one scanline in advance.Arisotura2019-06-10
* fasterer BG/OBJ VRAM readsArisotura2019-06-09
* this is the same thing, but, for the sake of consistencyArisotura2019-06-08
* fix possible crashArisotura2019-05-25
* simpler GPU-compositing. will make it easier to grab neighbor 2D/3D pixels in...Arisotura2019-05-25
* getting somewhere??Arisotura2019-05-24
* welp.Arisotura2019-05-21
* botch more codeArisotura2019-05-19
* also, do master brightnessArisotura2019-05-18
* start work on display captureArisotura2019-05-17
* BAHAHAHHHHArisotura2019-05-16
* BAHAHAHAHAHAHAHAAArisotura2019-05-16
* don't scale the screen gapArisotura2019-05-12
* de-hardcode the GL renderer.Arisotura2019-05-12
* split framebuffer.Arisotura2019-05-12
* lay base for hi-res renderingArisotura2019-05-03