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path: root/src/GPU.cpp
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* get the OpenGL renderer going.Arisotura2020-05-25
| | | | | | sorta. (also make the blackmagic_II branch obsolete in the process)
* * add support for a bunch of codes (all of them minus the loop shit, really)Arisotura2020-02-14
| | | | * hook it betterer so it doesn't asplode
* update copyright yearsArisotura2020-02-14
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* lay base for AR cheatzorz. baahahhhhArisotura2020-02-14
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* fix potential out-of-bounds writeArisotura2019-07-13
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* GPU2D: hardware renders sprites one scanline in advance.Arisotura2019-06-10
| | | | fixes #375 (midframe OAM update)
* fasterer BG/OBJ VRAM readsArisotura2019-06-09
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* this is the same thing, but, for the sake of consistencyArisotura2019-06-08
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* fix possible crashArisotura2019-05-25
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* simpler GPU-compositing. will make it easier to grab neighbor 2D/3D pixels ↵Arisotura2019-05-25
| | | | individually for filtering.
* getting somewhere??Arisotura2019-05-24
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* welp.Arisotura2019-05-21
| | | | progress
* botch more codeArisotura2019-05-19
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* also, do master brightnessArisotura2019-05-18
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* start work on display captureArisotura2019-05-17
| | | | also fix a bug in the compositing shader
* BAHAHAHHHHArisotura2019-05-16
| | | | HARK HARK HARK
* BAHAHAHAHAHAHAHAAArisotura2019-05-16
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* don't scale the screen gapArisotura2019-05-12
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* de-hardcode the GL renderer.Arisotura2019-05-12
| | | | | init framebuffer to black. fix bugs.
* split framebuffer.Arisotura2019-05-12
| | | | | setup doublebuffering inside GPU.cpp. avoid copying a whole framebuffer every frame. better performance at higher res.
* lay base for hi-res renderingArisotura2019-05-03
| | | | IT'S A PILE OF HACKS
* draft API for OpenGL shito in libuiArisotura2019-03-31
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* also, update copyright nameArisotura2019-01-22
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* redesign main emu loop to use timestamps instead of being a trainwreckStapleButter2019-01-05
| | | | | | | | * cleaner code * faster in some cases * more accurate (on-demand compensation for timers and GPU) * less prone to desyncs * overall betterer
* implement proper support for POWCNT1.StapleButter2018-12-18
| | | | fixes #260
* finish the work on the main loop. finally fix all cases of desync I could ↵StapleButter2018-12-11
| | | | find. also add #ifdef'd debug code to check for desyncs.
* take it somewhere.StapleButter2018-12-09
| | | | still need to speed it up a tad.
* make this other branch where we're going to actually make it usableStapleButter2018-12-08
| | | | but it'll be a gross hack
* GPU doneStapleButter2018-10-18
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* fix code that would have fucking asplodedStapleButter2018-10-18
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* fixor copyright years.StapleButter2018-09-15
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* make it a menu option while we're at itStapleButter2017-09-21
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* * FPS counter displays target framerateStapleButter2017-07-21
| | | | * fix potential hang and out-of-bounds drawing when VCount is modified during drawing
* move HBlank 48 cycles laterStapleButter2017-06-26
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* proper display FIFO emulationStapleButter2017-06-26
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* * delay 3D rendering a bit (fixes Monster Trucks flickering)StapleButter2017-05-27
| | | | * remove logging for ITCM/DTCM
* first attempt at threading the 3D rendererStapleButter2017-05-23
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* add support for writing to VCount. incl. fucked-up display and altering ↵StapleButter2017-05-10
| | | | framerate accordingly.
* windows!StapleButter2017-04-09
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* * implement missing graphics (affine BG, rotscaled bitmap sprite)StapleButter2017-03-24
| | | | | | * fix potential crash upon exit * more work on the input config UI * misc fixes
* start 3D rendering at scanline 215. fixes Worms2D.StapleButter2017-03-21
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* fix that bug where NSMB's backgrounds lagged one frame behindStapleButter2017-03-21
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* implement some obscure DMA typesStapleButter2017-03-20
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* make timers not suck. fixes issues (Worms2 intro FMV plays at the right ↵StapleButter2017-03-20
| | | | speed, aging cart tests get further...)
* reorganize repo, move shit aroundStapleButter2017-03-16