| Commit message (Collapse) | Author | Age |
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* Sprinkle `const` around where appropriate
- This will make it easier to use `NDS` objects in `const` contexts (e.g. `const` parameters or methods)
* Remove the `const` qualifier on `DSi_DSP::DSPRead16`
- MMIO reads can be non-pure, so this may not be `const` in the future
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* Give `GPU2D::Unit` a virtual destructor
- Undefined behavior avoided!
* Add an `array2d` alias
* Move various parts of `GPU2D::SoftRenderer` to `constexpr`
- `SoftRenderer::MosaicTable` is now initialized at compile-time
- Most of the `SoftRenderer::Color*` functions are now `constexpr`
- The aforementioned functions are used with a constant value in at least one place, so they'll be at least partially computed at compile-time
* Generalize `GLRenderer::PrepareCaptureFrame`
- Declare it in the base `Renderer3D` class, but make it empty
* Remove unneeded `virtual` specifiers
* Store `Framebuffer`'s memory in `unique_ptr`s
- Reduce the risk of leaks this way
* Clean up how `GLCompositor` is initialized
- Return it as an `std::optional` instead of a `std::unique_ptr`
- Make `GLCompositor` movable
- Replace `GLCompositor`'s plain arrays with `std::array` to simplify moving
* Pass `GPU` to `GLCompositor`'s important functions instead of passing it to the constructor
* Move `GLCompositor` to be a field within `GLRenderer`
- Some methods were moved up and made `virtual`
* Fix some linker errors
* Set the renderer in the frontend
* Remove unneeded `virtual` specifiers
* Remove `RenderSettings` in favor of just exposing the relevant member variables
* Update the frontend to accommodate the core changes
* Add `constexpr` and `const` to places in the interpolator
* Qualify references to `size_t`
* Construct the `optional` directly instead of using `make_optional`
- It makes the Linux build choke
- I think it's because `GLCompositor`'s constructor is `private`
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* Reorganize namespaces
- Most types are now moved into the `melonDS` namespace
- Only good chance to do this for a while, since a big refactor is next
* Fix the build
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* Refactor GPU3D to be an object
- Who has two thumbs and is the sworn enemy of global state? This guy!
* Refactor GPU itself to be an object
- Wow, it's used in a lot of places
- Also introduce a new `Melon` namespace for a few classes
- I expect other classes will be moved into `Melon` over time
* Change signature of Renderer3D::SetRenderSettings
- Make it noexcept, and its argument const
* Remove some stray whitespace
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* Draft GPU3D renderer modularization
* Update sources C++ standard to C++17
The top-level `CMakeLists.txt` is already using the C++17 standard.
* Move GLCompositor into class type
Some other misc fixes to push towards better modularity
* Make renderer-implementation types move-only
These types are going to be holding onto handles
of GPU-side resources and shouldn't ever be copied around.
* Fix OSX: Remove 'register' storage class specifier
`register` has been removed in C++17...
But this keyword hasn't done anything in years anyways.
OSX builds consider this "warning" an error and it
stops the whole build.
* Add RestartFrame to Renderer3D interface
* Move Accelerated property to Renderer3D interface
There are points in the code base where we do:
`renderer != 0` to know if we are feeding
an openGL renderer. Rather than that we can instead just have this be
a property of the renderer itself.
With this pattern a renderer can just say how it wants its data to come
in rather than have everyone know that they're talking to an OpenGL
renderer.
* Remove Accelerated flag from GPU
* Move 2D_Soft interface in separate header
Also make the current 2D engine an "owned" unique_ptr.
* Update alignment attribute to standard alignas
Uses standardized `alignas` rather than compiler-specific
attributes.
https://en.cppreference.com/w/cpp/language/alignas
* Fix Clang: alignas specifier
Alignment must be specified before the array to align the entire array.
https://en.cppreference.com/w/cpp/language/alignas
* Converted Renderer3D Accelerated to variable
This flag is checked a lot during scanline rasterization. So rather
than having an expensive vtable-lookup call during mainline rendering
code, it is now a public constant bool type that is written to only once
during Renderer3D initialization.
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fixes Spearpillar in Pokemon D/P/Pt
also fixes #782 and #474
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this is getting emberassing
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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
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* make video settings dialog functional, sorta
* fix dialogs that were resizable
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also, meaningless shenanigans
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OBJ Y mosaic emulated correctly, there's atleast that.
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* 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.
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fixes #375 (midframe OAM update)
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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.
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individually for filtering.
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progress
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BAHAHAHAAAA
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be fast, but hey, it's here)
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fixes #260
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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.
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sprites might be mosaiced wrong, esp. rotscaled ones. blrgdfgdf
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* BLDALPHA is readable
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needs to be done.
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* fix potential crash upon exit
* more work on the input config UI
* misc fixes
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