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path: root/src/GPU2D.cpp
Commit message (Collapse)AuthorAge
* 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
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* 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
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* fix remaining sprite y-coord bugs. fixes #531Arisotura2019-11-03
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* fix sprite y-flipArisotura2019-11-03
| | | | also, meaningless shenanigans
* uuuh we should only do it once per scanlineArisotura2019-09-15
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* well, here, OBJ X mosaic is done tooArisotura2019-09-15
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* 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
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* GPU2D: delay palette lookup for spritesArisotura2019-09-05
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* zerpArisotura2019-09-01
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* GPU2D: shape3 sprites are always 8x8Arisotura2019-09-01
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* 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
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* 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
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* raise kMaxIterationCycles to 64Arisotura2019-06-25
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* 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
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* fix potential crash when running the software renderer (oops)Arisotura2019-06-02
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* OpenGL: fix cases of layers/sprites blending over the 3D layerArisotura2019-06-01
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* 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
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* begin botching the codeArisotura2019-05-19
| | | | BAHAHAHAAAA
* also, do master brightnessArisotura2019-05-18
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* woopsArisotura2019-05-18
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* actually finish display capture in hardware-accel modeArisotura2019-05-18
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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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* resolution switch somewhat functionalArisotura2019-05-12
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* 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
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* scale screen gapArisotura2019-05-11
| | | | also moar optimization...
* some optimization to the 2D pipelineArisotura2019-05-10
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* fix derpy bugArisotura2019-05-10
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* * optional path for chunked rendering (might be faster, but not always)Arisotura2019-05-10
| | | | * fix bugs
* temp fix for color effectsArisotura2019-05-08
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* hires hax. somewhat functionalArisotura2019-05-08
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* don't do OBJ window if it isn't enabled (oops)Arisotura2019-05-07
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* lay base for hi-res renderingArisotura2019-05-03
| | | | IT'S A PILE OF HACKS
* * readme updateArisotura2019-03-26
| | | | * remove TODO that has already been done
* also, update copyright nameArisotura2019-01-22
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* small optimization: avoid calling InterleaveSprites() if no sprites were drawn.StapleButter2019-01-06
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