| Commit message (Expand) | Author | Age |
* | GPU: make sure to always pass BG0HOFS to the 3D engine, even if the 2D engine... | Arisotura | 2020-12-10 |
* | GPU: forward BG0HOFS to internal rendering engine register for 3D layer scrol... | Arisotura | 2020-12-10 |
* | only start display capture on first line | RSDuck | 2020-12-09 |
* | lay base for multiple GPU2D backends | RSDuck | 2020-12-06 |
* | fix #838 | RSDuck | 2020-12-05 |
* | fix 4-bit affine sprites | RSDuck | 2020-12-03 |
* | Merge vram dirty tracking | RSDuck | 2020-11-30 |
* | GPU2D: don't an indirect call in tight loops | RSDuck | 2020-11-16 |
* | make OpenGL renderer a build option | RSDuck | 2020-10-01 |
* | avoid out-of-bounds read in GPU2D. fixes #763 | Arisotura | 2020-09-18 |
* | remove some UB | RSDuck | 2020-09-04 |
* | GPU2D: allow writes to DISPCNT, master brightness, capture, dispFIFO regardle... | Arisotura | 2020-08-19 |
* | * rework GPU's settings interface, make it config-agnostic | Arisotura | 2020-05-28 |
* | get the OpenGL renderer going. | Arisotura | 2020-05-25 |
* | update copyright years | Arisotura | 2020-02-14 |
* | fix remaining sprite y-coord bugs. fixes #531 | Arisotura | 2019-11-03 |
* | fix sprite y-flip | Arisotura | 2019-11-03 |
* | uuuh we should only do it once per scanline | Arisotura | 2019-09-15 |
* | well, here, OBJ X mosaic is done too | Arisotura | 2019-09-15 |
* | begin work on mosaic | Arisotura | 2019-09-15 |
* | guess who the idiot is who broke sprite extpal | Arisotura | 2019-09-05 |
* | GPU2D: delay palette lookup for sprites | Arisotura | 2019-09-05 |
* | zerp | Arisotura | 2019-09-01 |
* | GPU2D: shape3 sprites are always 8x8 | Arisotura | 2019-09-01 |
* | GPU2D: | Arisotura | 2019-07-24 |
* | GPU2D: add 'prohibited' large BG sizes | Arisotura | 2019-07-24 |
* | GPU2D: fill gaps in BG modes | Arisotura | 2019-07-24 |
* | GPU2D: forced-blank only disables BG/OBJ compositing (VRAM/FIFO display, capt... | Arisotura | 2019-07-24 |
* | fix potential out-of-bounds write | Arisotura | 2019-07-13 |
* | raise kMaxIterationCycles to 64 | Arisotura | 2019-06-25 |
* | GPU2D: hardware renders sprites one scanline in advance. | Arisotura | 2019-06-10 |
* | this is the same thing, but, for the sake of consistency | Arisotura | 2019-06-08 |
* | fix potential crash when running the software renderer (oops) | Arisotura | 2019-06-02 |
* | OpenGL: fix cases of layers/sprites blending over the 3D layer | Arisotura | 2019-06-01 |
* | simpler GPU-compositing. will make it easier to grab neighbor 2D/3D pixels in... | Arisotura | 2019-05-25 |
* | welp. | Arisotura | 2019-05-21 |
* | remove reference to GL version 4.3 from filenames and namespaces | Arisotura | 2019-05-20 |
* | begin botching the code | Arisotura | 2019-05-19 |
* | also, do master brightness | Arisotura | 2019-05-18 |
* | woops | Arisotura | 2019-05-18 |
* | actually finish display capture in hardware-accel mode | Arisotura | 2019-05-18 |
* | start work on display capture | Arisotura | 2019-05-17 |
* | BAHAHAHHHH | Arisotura | 2019-05-16 |
* | BAHAHAHAHAHAHAHAA | Arisotura | 2019-05-16 |
* | resolution switch somewhat functional | Arisotura | 2019-05-12 |
* | finish de-hardcoding it. also, code 4x variant (not that I guarantee it to be... | Arisotura | 2019-05-12 |
* | make GPU2D somewhat more flexible. change LineScale to be log2. | Arisotura | 2019-05-12 |
* | scale screen gap | Arisotura | 2019-05-11 |
* | some optimization to the 2D pipeline | Arisotura | 2019-05-10 |
* | fix derpy bug | Arisotura | 2019-05-10 |