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path: root/src/GPU2D.cpp
Commit message (Expand)AuthorAge
* update copyright headersArisotura2022-01-09
* update copyright year and add missing GPL headersRSDuck2021-03-12
* separate GPU2D registers and rendererRSDuck2021-02-27
* improve and fix NonStupidBitfield also get rid of some UBRSDuck2021-02-09
* GPU: make sure to always pass BG0HOFS to the 3D engine, even if the 2D engine...Arisotura2020-12-10
* GPU: forward BG0HOFS to internal rendering engine register for 3D layer scrol...Arisotura2020-12-10
* only start display capture on first lineRSDuck2020-12-09
* lay base for multiple GPU2D backendsRSDuck2020-12-06
* fix #838RSDuck2020-12-05
* fix 4-bit affine spritesRSDuck2020-12-03
* Merge vram dirty trackingRSDuck2020-11-30
* GPU2D: don't an indirect call in tight loopsRSDuck2020-11-16
* make OpenGL renderer a build optionRSDuck2020-10-01
* avoid out-of-bounds read in GPU2D. fixes #763Arisotura2020-09-18
* remove some UBRSDuck2020-09-04
* GPU2D: allow writes to DISPCNT, master brightness, capture, dispFIFO regardle...Arisotura2020-08-19
* * rework GPU's settings interface, make it config-agnosticArisotura2020-05-28
* get the OpenGL renderer going.Arisotura2020-05-25
* update copyright yearsArisotura2020-02-14
* fix remaining sprite y-coord bugs. fixes #531Arisotura2019-11-03
* fix sprite y-flipArisotura2019-11-03
* uuuh we should only do it once per scanlineArisotura2019-09-15
* well, here, OBJ X mosaic is done tooArisotura2019-09-15
* begin work on mosaicArisotura2019-09-15
* guess who the idiot is who broke sprite extpalArisotura2019-09-05
* GPU2D: delay palette lookup for spritesArisotura2019-09-05
* zerpArisotura2019-09-01
* GPU2D: shape3 sprites are always 8x8Arisotura2019-09-01
* GPU2D:Arisotura2019-07-24
* GPU2D: add 'prohibited' large BG sizesArisotura2019-07-24
* GPU2D: fill gaps in BG modesArisotura2019-07-24
* GPU2D: forced-blank only disables BG/OBJ compositing (VRAM/FIFO display, capt...Arisotura2019-07-24
* fix potential out-of-bounds writeArisotura2019-07-13
* raise kMaxIterationCycles to 64Arisotura2019-06-25
* GPU2D: hardware renders sprites one scanline in advance.Arisotura2019-06-10
* this is the same thing, but, for the sake of consistencyArisotura2019-06-08
* fix potential crash when running the software renderer (oops)Arisotura2019-06-02
* OpenGL: fix cases of layers/sprites blending over the 3D layerArisotura2019-06-01
* simpler GPU-compositing. will make it easier to grab neighbor 2D/3D pixels in...Arisotura2019-05-25
* welp.Arisotura2019-05-21
* remove reference to GL version 4.3 from filenames and namespacesArisotura2019-05-20
* begin botching the codeArisotura2019-05-19
* also, do master brightnessArisotura2019-05-18
* woopsArisotura2019-05-18
* actually finish display capture in hardware-accel modeArisotura2019-05-18
* start work on display captureArisotura2019-05-17
* BAHAHAHHHHArisotura2019-05-16
* BAHAHAHAHAHAHAHAAArisotura2019-05-16
* resolution switch somewhat functionalArisotura2019-05-12
* finish de-hardcoding it. also, code 4x variant (not that I guarantee it to be...Arisotura2019-05-12