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* only start display capture on first lineRSDuck2020-12-09
| | | | | fixes Spearpillar in Pokemon D/P/Pt also fixes #782 and #474
* rename the class as wellRSDuck2020-12-07
| | | | this is getting emberassing
* lay base for multiple GPU2D backendsRSDuck2020-12-06
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* Merge vram dirty trackingRSDuck2020-11-30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 loopsRSDuck2020-11-16
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* * rework GPU's settings interface, make it config-agnosticArisotura2020-05-28
| | | | | * make video settings dialog functional, sorta * fix dialogs that were resizable
* update copyright yearsArisotura2020-02-14
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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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* begin work on mosaicArisotura2019-09-15
| | | | OBJ Y mosaic emulated correctly, there's atleast that.
* GPU2D: delay palette lookup for spritesArisotura2019-09-05
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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: hardware renders sprites one scanline in advance.Arisotura2019-06-10
| | | | fixes #375 (midframe OAM update)
* fix crash when using -O3.StapleButter2019-05-30
| | | | gcc will try to optimize the memfill with MMX opcodes, but those seem to crash if the memory isn't aligned to a 8-byte boundary.
* simpler GPU-compositing. will make it easier to grab neighbor 2D/3D pixels ↵Arisotura2019-05-25
| | | | individually for filtering.
* welp.Arisotura2019-05-21
| | | | progress
* begin botching the codeArisotura2019-05-19
| | | | BAHAHAHAAAA
* actually finish display capture in hardware-accel modeArisotura2019-05-18
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* BAHAHAHAHAHAHAHAAArisotura2019-05-16
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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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* hires hax. somewhat functionalArisotura2019-05-08
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* 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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* implement proper support for POWCNT1.StapleButter2018-12-18
| | | | fixes #260
* 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.
* GPU doneStapleButter2018-10-18
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* fixor copyright years.StapleButter2018-09-15
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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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* * bump version numberStapleButter2017-07-16
| | | | * BLDALPHA is readable
* 2D: implement large BG, fix non-large bitmap BG. fixes #61StapleButter2017-07-05
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* 2D: implement enough of mode6 to fix #65 -- shows 3D layer. large BG still ↵StapleButter2017-06-28
| | | | needs to be done.
* proper display FIFO emulationStapleButter2017-06-26
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* windows!StapleButter2017-04-09
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* * implement missing graphics (affine BG, rotscaled bitmap sprite)StapleButter2017-03-24
| | | | | | * fix potential crash upon exit * more work on the input config UI * misc fixes
* fix that bug where NSMB's backgrounds lagged one frame behindStapleButter2017-03-21
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* implement some obscure DMA typesStapleButter2017-03-20
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* reorganize repo, move shit aroundStapleButter2017-03-16