Commit message (Collapse) | Author | Age | |
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* | 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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* | * optional path for chunked rendering (might be faster, but not always) | Arisotura | 2019-05-10 |
| | | | | * fix bugs | ||
* | temp fix for color effects | Arisotura | 2019-05-08 |
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* | hires hax. somewhat functional | Arisotura | 2019-05-08 |
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* | don't do OBJ window if it isn't enabled (oops) | Arisotura | 2019-05-07 |
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* | lay base for hi-res rendering | Arisotura | 2019-05-03 |
| | | | | IT'S A PILE OF HACKS | ||
* | * readme update | Arisotura | 2019-03-26 |
| | | | | * remove TODO that has already been done | ||
* | also, update copyright name | Arisotura | 2019-01-22 |
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* | small optimization: avoid calling InterleaveSprites() if no sprites were drawn. | StapleButter | 2019-01-06 |
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* | 2D: add support for 8bit reads to DISPCNT/BGCNT. | StapleButter | 2018-12-21 |
| | | | | fixes #331 | ||
* | 2D: fix fade effects to semitransp sprites and 3D layer. fixes #263 | StapleButter | 2018-12-19 |
| | | | | (also remove some useless variable. wtf) | ||
* | implement proper support for POWCNT1. | StapleButter | 2018-12-18 |
| | | | | fixes #260 | ||
* | 2D: blending cases that bypass the BLDCNT first-target check (semitransp ↵ | StapleButter | 2018-12-13 |
| | | | | | | sprite, 3D layer) also bypass the window 'color effect enable' check. fixes #299 | ||
* | add some missing shit to savestates | StapleButter | 2018-11-25 |
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