aboutsummaryrefslogtreecommitdiff
path: root/src/GPU2D.cpp
Commit message (Collapse)AuthorAge
* GPU: make sure to always pass BG0HOFS to the 3D engine, even if the 2D ↵Arisotura2020-12-10
| | | | engine is disabled.
* GPU: forward BG0HOFS to internal rendering engine register for 3D layer ↵Arisotura2020-12-10
| | | | | | | | scroll (only when the rendering engine is enabled). fixes #840 thank you RSDuck and Hydr8gon for your insight into this.
* only start display capture on first lineRSDuck2020-12-09
| | | | | fixes Spearpillar in Pokemon D/P/Pt also fixes #782 and #474
* 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
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Squashed commit of the following: commit b463a05d4b909372f0cd1ad91caa0c77a25e5901 Author: RSDuck <rsduck@users.noreply.github.com> Date: Mon Nov 30 01:55:35 2020 +0100 minor fix commit ce73cebbdf5da243d7ebade82d8799ded9cd6b28 Author: RSDuck <rsduck@users.noreply.github.com> Date: Mon Nov 30 00:43:08 2020 +0100 fix dirty flags of BG/OBJ mappings not being reset commit fc5d73a6178e3adc444398bdd23de8314b5ca8f8 Author: RSDuck <rsduck@users.noreply.github.com> Date: Mon Nov 30 00:11:13 2020 +0100 use flat vram for gpu2d everywhere commit 34ee9fe2bf04fcfa2a5a1c8d78d70007e606f1a2 Author: RSDuck <rsduck@users.noreply.github.com> Date: Sat Nov 28 19:10:34 2020 +0100 mark VRAM dirty for display capture commit e8778fa2f429c6df0eece19d6a5ee83ae23a0cf4 Author: RSDuck <rsduck@users.noreply.github.com> Date: Sat Nov 28 18:59:31 2020 +0100 use flat VRAM for textures and texpals also skip rendering if nothing changed and a bunch of fixes commit 53f2041e2e1a28b35702a2ed51de885c36689f71 Author: RSDuck <rsduck@users.noreply.github.com> Date: Fri Nov 27 18:29:56 2020 +0100 use vram dirty tracking for extpals also preparations to take this further commit 4cdfa329e95aed26d3b21319c8fd86a04abf20f7 Author: RSDuck <rsduck@users.noreply.github.com> Date: Mon Nov 16 23:32:22 2020 +0100 VRAM dirty tracking
* GPU2D: don't an indirect call in tight loopsRSDuck2020-11-16
|
* make OpenGL renderer a build optionRSDuck2020-10-01
| | | | mostly meant for the Switch port
* avoid out-of-bounds read in GPU2D. fixes #763Arisotura2020-09-18
|
* remove some UBRSDuck2020-09-04
| | | | | | | - savestates used to read a four bytes from a single byte value - a few unassigned variables - some other things - also make the ROR macro an inline function
* GPU2D: allow writes to DISPCNT, master brightness, capture, dispFIFO ↵Arisotura2020-08-19
| | | | | | regardless of POWCNT. fixes #665
* * rework GPU's settings interface, make it config-agnosticArisotura2020-05-28
| | | | | * make video settings dialog functional, sorta * fix dialogs that were resizable
* get the OpenGL renderer going.Arisotura2020-05-25
| | | | | | sorta. (also make the blackmagic_II branch obsolete in the process)
* update copyright yearsArisotura2020-02-14
|
* fix remaining sprite y-coord bugs. fixes #531Arisotura2019-11-03
|
* fix sprite y-flipArisotura2019-11-03
| | | | also, meaningless shenanigans
* 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
| | | | OBJ Y mosaic emulated correctly, there's atleast that.
* 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
| | | | | * implement reserved mode for bitmap sprites (not too interesting) * mask out DISPCNT bits that don't apply to the sub GPU
* GPU2D: add 'prohibited' large BG sizesArisotura2019-07-24
|
* GPU2D: fill gaps in BG modesArisotura2019-07-24
| | | | | * mode6 actually works on the sub GPU, albeit limited to 1/4 the full bitmap size due to having only 128K of VRAM * mode7 draws BG0, BG1 and sprites. no BG2/BG3.
* GPU2D: forced-blank only disables BG/OBJ compositing (VRAM/FIFO display, ↵Arisotura2019-07-24
| | | | | | capture, master brightness still run) fixes #491
* 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
| | | | fixes #375 (midframe OAM update)
* 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 ↵Arisotura2019-05-25
| | | | individually for filtering.
* welp.Arisotura2019-05-21
| | | | progress
* remove reference to GL version 4.3 from filenames and namespacesArisotura2019-05-20
|
* begin botching the codeArisotura2019-05-19
| | | | BAHAHAHAAAA
* 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
| | | | also fix a bug in the compositing shader
* BAHAHAHHHHArisotura2019-05-16
| | | | HARK HARK HARK
* BAHAHAHAHAHAHAHAAArisotura2019-05-16
|
* resolution switch somewhat functionalArisotura2019-05-12
|
* finish de-hardcoding it. also, code 4x variant (not that I guarantee it to ↵Arisotura2019-05-12
| | | | be fast, but hey, it's here)
* make GPU2D somewhat more flexible. change LineScale to be log2.Arisotura2019-05-12
|
* scale screen gapArisotura2019-05-11
| | | | also moar optimization...
* some optimization to the 2D pipelineArisotura2019-05-10
|
* fix derpy bugArisotura2019-05-10
|