Commit message (Collapse) | Author | Age | |
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* | GPU: make sure to always pass BG0HOFS to the 3D engine, even if the 2D ↵ | Arisotura | 2020-12-10 |
| | | | | engine is disabled. | ||
* | GPU: forward BG0HOFS to internal rendering engine register for 3D layer ↵ | Arisotura | 2020-12-10 |
| | | | | | | | | 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 line | RSDuck | 2020-12-09 |
| | | | | | fixes Spearpillar in Pokemon D/P/Pt also fixes #782 and #474 | ||
* | lay base for multiple GPU2D backends | RSDuck | 2020-12-06 |
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* | fix #838 | RSDuck | 2020-12-05 |
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* | fix 4-bit affine sprites | RSDuck | 2020-12-03 |
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* | Merge vram dirty tracking | RSDuck | 2020-11-30 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 loops | RSDuck | 2020-11-16 |
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* | make OpenGL renderer a build option | RSDuck | 2020-10-01 |
| | | | | mostly meant for the Switch port | ||
* | avoid out-of-bounds read in GPU2D. fixes #763 | Arisotura | 2020-09-18 |
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* | remove some UB | RSDuck | 2020-09-04 |
| | | | | | | | - 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 ↵ | Arisotura | 2020-08-19 |
| | | | | | | regardless of POWCNT. fixes #665 | ||
* | * rework GPU's settings interface, make it config-agnostic | Arisotura | 2020-05-28 |
| | | | | | * make video settings dialog functional, sorta * fix dialogs that were resizable | ||
* | get the OpenGL renderer going. | Arisotura | 2020-05-25 |
| | | | | | | sorta. (also make the blackmagic_II branch obsolete in the process) | ||
* | update copyright years | Arisotura | 2020-02-14 |
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* | fix remaining sprite y-coord bugs. fixes #531 | Arisotura | 2019-11-03 |
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* | fix sprite y-flip | Arisotura | 2019-11-03 |
| | | | | also, meaningless shenanigans | ||
* | uuuh we should only do it once per scanline | Arisotura | 2019-09-15 |
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* | well, here, OBJ X mosaic is done too | Arisotura | 2019-09-15 |
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* | begin work on mosaic | Arisotura | 2019-09-15 |
| | | | | OBJ Y mosaic emulated correctly, there's atleast that. | ||
* | guess who the idiot is who broke sprite extpal | Arisotura | 2019-09-05 |
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* | GPU2D: delay palette lookup for sprites | Arisotura | 2019-09-05 |
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* | zerp | Arisotura | 2019-09-01 |
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* | GPU2D: shape3 sprites are always 8x8 | Arisotura | 2019-09-01 |
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* | GPU2D: | Arisotura | 2019-07-24 |
| | | | | | * 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 sizes | Arisotura | 2019-07-24 |
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* | GPU2D: fill gaps in BG modes | Arisotura | 2019-07-24 |
| | | | | | * 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, ↵ | Arisotura | 2019-07-24 |
| | | | | | | capture, master brightness still run) fixes #491 | ||
* | fix potential out-of-bounds write | Arisotura | 2019-07-13 |
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* | raise kMaxIterationCycles to 64 | Arisotura | 2019-06-25 |
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* | GPU2D: hardware renders sprites one scanline in advance. | Arisotura | 2019-06-10 |
| | | | | fixes #375 (midframe OAM update) | ||
* | this is the same thing, but, for the sake of consistency | Arisotura | 2019-06-08 |
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* | fix potential crash when running the software renderer (oops) | Arisotura | 2019-06-02 |
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* | OpenGL: fix cases of layers/sprites blending over the 3D layer | Arisotura | 2019-06-01 |
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* | simpler GPU-compositing. will make it easier to grab neighbor 2D/3D pixels ↵ | Arisotura | 2019-05-25 |
| | | | | individually for filtering. | ||
* | welp. | Arisotura | 2019-05-21 |
| | | | | progress | ||
* | remove reference to GL version 4.3 from filenames and namespaces | Arisotura | 2019-05-20 |
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* | begin botching the code | Arisotura | 2019-05-19 |
| | | | | BAHAHAHAAAA | ||
* | also, do master brightness | Arisotura | 2019-05-18 |
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* | woops | Arisotura | 2019-05-18 |
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* | actually finish display capture in hardware-accel mode | Arisotura | 2019-05-18 |
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* | start work on display capture | Arisotura | 2019-05-17 |
| | | | | also fix a bug in the compositing shader | ||
* | BAHAHAHHHH | Arisotura | 2019-05-16 |
| | | | | HARK HARK HARK | ||
* | BAHAHAHAHAHAHAHAA | Arisotura | 2019-05-16 |
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* | resolution switch somewhat functional | Arisotura | 2019-05-12 |
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* | finish de-hardcoding it. also, code 4x variant (not that I guarantee it to ↵ | Arisotura | 2019-05-12 |
| | | | | be fast, but hey, it's here) | ||
* | make GPU2D somewhat more flexible. change LineScale to be log2. | Arisotura | 2019-05-12 |
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* | scale screen gap | Arisotura | 2019-05-11 |
| | | | | also moar optimization... | ||
* | some optimization to the 2D pipeline | Arisotura | 2019-05-10 |
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* | fix derpy bug | Arisotura | 2019-05-10 |
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