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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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* 2D: add support for 8bit reads to DISPCNT/BGCNT.StapleButter2018-12-21
| | | | fixes #331
* 2D: fix fade effects to semitransp sprites and 3D layer. fixes #263StapleButter2018-12-19
| | | | (also remove some useless variable. wtf)
* implement proper support for POWCNT1.StapleButter2018-12-18
| | | | fixes #260
* 2D: blending cases that bypass the BLDCNT first-target check (semitransp ↵StapleButter2018-12-13
| | | | | | sprite, 3D layer) also bypass the window 'color effect enable' check. fixes #299
* add some missing shit to savestatesStapleButter2018-11-25
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* revise windows to be even closer to hardware.StapleButter2018-11-25
| | | | apparently hardware only ever updates its 'inside/outside window' status when reaching the coordinates. which becomes apparent if you, like, try to invert a window midframe.
* on the DS, windows with backward coordinates end up inside-out. revise ↵StapleButter2018-11-25
| | | | window code accordingly. fixes #287.
* add support for forced-blank. fixing spurious colors during screen ↵StapleButter2018-11-24
| | | | | | transitions in Picross 3D. I thought I had already fixed that, but it was stuck in the long-dead jit branch, so, here it is, back from the dead.
* GPU doneStapleButter2018-10-18
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* fixor copyright years.StapleButter2018-09-15
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* change final framebuffer format (again. sorry.) to xRGB, more compatibleStapleButter2017-09-19
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* dgfhtrydthgStapleButter2017-07-23
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* 2D: mosaicStapleButter2017-07-23
| | | | sprites might be mosaiced wrong, esp. rotscaled ones. blrgdfgdf
* add some more GPU IOStapleButter2017-07-23
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* implement 8bit writes to DISPCNT/BGCNT/BGPOSStapleButter2017-07-23
| | | | fixes #98
* * bump version numberStapleButter2017-07-16
| | | | * BLDALPHA is readable