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* Sprinkle `const` around where appropriate (#1909)Jesse Talavera2023-12-12
| | | | | | | | | * 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
* Clean up the 3D renderer for enhanced flexibility (#1895)Jesse Talavera-Greenberg2023-11-29
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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`
* Move all core types into namespaces (#1886)Jesse Talavera-Greenberg2023-11-25
| | | | | | | | * 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
* Refactor the GPU to be object-oriented (#1873)Jesse Talavera-Greenberg2023-11-09
| | | | | | | | | | | | | | | | | * 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
* update copyright yearsArisotura2023-11-04
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* Make sprite mosaic (more) accurate (#1687)Mireille2023-08-27
| | | | | | | | | * Make horizontal sprite mosaic (more) accurate * Vertical sprite mosaic should not extend the sprite's bounding area * Vertical sprite mosaic should not extend the sprite's bounding area (2) * OBJIndex is no longer needed
* master brightness has different biases (are you serious, Nintendo)Arisotura2022-04-08
| | | | also add all these biases to the OpenGL compositor
* remove some cruftArisotura2022-04-08
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* make blending/fade accurate too (not quite sure about the 3D one)Arisotura2022-04-01
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* make display-capture blending accurate to hardwareArisotura2022-04-01
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* update copyright headersArisotura2022-01-09
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* fix read from unassigned variable for large BGsRSDuck2021-03-16
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* update copyright year and add missing GPL headersRSDuck2021-03-12
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* call Renderer2D::VBlankEnd at vblank endRSDuck2021-03-01
| | | | instead of vblank start
* separate GPU2D registers and rendererRSDuck2021-02-27
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* Allow for a more modular renderer backends (#990)Wunk2021-02-09
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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.
* fix #978RSDuck2021-02-02
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* fixes to the threadedness of the sw rasteriserRSDuck2021-01-26
| | | | also fix #639 and fix #880
* Fix some compiler warningsWaluigiWare642021-01-25
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* readd vram invalidation through display captureRSDuck2021-01-07
| | | | also remove stray printf
* GPU: forward BG0HOFS to internal rendering engine register for 3D layer ↵Arisotura2020-12-10
| | | | | | | | scroll (only when the rendering engine is enabled). fixes #840 thank you RSDuck and Hydr8gon for your insight into this.
* 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
* rename GPU2DSoft.cpp to GPU2D_Soft.cppRSDuck2020-12-07