aboutsummaryrefslogtreecommitdiff
path: root/src/GPU2D_Soft.h
Commit message (Collapse)AuthorAge
* master brightness has different biases (are you serious, Nintendo)Arisotura2022-04-08
| | | | also add all these biases to the OpenGL compositor
* update copyright headersArisotura2022-01-09
|
* update copyright year and add missing GPL headersRSDuck2021-03-12
|
* separate GPU2D registers and rendererRSDuck2021-02-27
|
* 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.