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path: root/src/GPU3D.cpp
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* also, update copyright nameArisotura2019-01-22
* redesign main emu loop to use timestamps instead of being a trainwreckStapleButter2019-01-05
* GX: polygon pipeline doesn't get as far if the polygon is rejected by culling...StapleButter2019-01-03
* GX: always latch rendering engine registers even when not flushing (similar t...StapleButter2019-01-03
* move the W=0 check, to be sure to check all the verticesStapleButter2018-12-20
* some work on extreme/degenerate shit in GPUStapleButter2018-12-20
* implement proper support for POWCNT1.StapleButter2018-12-18
* be sure to always reset NormalPipelineStapleButter2018-12-17
* GX: timing for command 0x50 is more like 325 cycles on average on hardware. (...StapleButter2018-12-15
* set GXSTAT busy flag immediately when writing a command to the GXFIFO.StapleButter2018-12-15
* begin work on general timing renovation. way shitty because it behaves as if ...StapleButter2018-12-04
* oopsiesStapleButter2018-11-28
* add some missing shit to savestatesStapleButter2018-11-25
* fix regression in Marvel Nemesis. keep GX cycle counter from drifting absurdl...StapleButter2018-11-25
* drain GX pipelines when there's nothing else running. fixes some weird bugs, ...StapleButter2018-11-24
* * fix possible issues with GXFIFO stallingStapleButter2018-11-24
* add proper support for GXFIFO stalls.StapleButter2018-11-23
* * store all 32 matrix stack entries in savestates instead of 31.StapleButter2018-11-05
* 3D: fix0r matrix stack handling when stack pointers overflow (it fucking wrap...StapleButter2018-11-05
* pass savefile name to NDS::LoadROM() instead of having the core generate it.StapleButter2018-10-23
* fix more shitStapleButter2018-10-23
* hopefully fix all 3D-related crashes when loading savestatesStapleButter2018-10-23
* rewrite how structures are stored to savestates (store individual fields, to ...StapleButter2018-10-21
* GPU doneStapleButter2018-10-18
* fixor copyright years.StapleButter2018-09-15
* 3D: add support for 8bit accesses to GXSTAT (Golden Sun - Dark Dawn)StapleButter2017-11-04
* minor fixStapleButter2017-10-04
* 3D:StapleButter2017-08-28
* 3D: faster and more accurate interpolationStapleButter2017-08-17
* 3D: fix culling. fixes #86. watch out for any missing polygons elsewhere.StapleButter2017-07-24
* * FPS counter displays target framerateStapleButter2017-07-21
* 3D: fix Z calculation in Z-buffering mode (should use original W, not normali...StapleButter2017-07-14
* apply the interpolation fix to Z interpolation.StapleButter2017-07-14
* * actually fix linear interpolation when y0>y1StapleButter2017-07-13
* normalize W values in both directions (0123-0157 -> 1230-1570)StapleButter2017-07-06
* 3D:StapleButter2017-07-06
* 3D: opaque polygons are sorted by winding orderStapleButter2017-07-06
* 3D: Y-sortingStapleButter2017-07-05
* 3D: move opaque/translucent sorting to GPU3D.cppStapleButter2017-07-05
* 3D: change viewport handling to match hardware. finally fixes #18StapleButter2017-07-04
* 3D: fix boxtest coord overflow. fixes #57StapleButter2017-06-29
* fix rendering for crapoed 'butterfly' polygonsStapleButter2017-06-28
* 3D: fix missing term in MatrixTranslate(). fixes Monster Trucks billboards.StapleButter2017-06-27
* initialize clearZ to 0x7FFF. fixes #38StapleButter2017-06-26
* clean up some shit. make framebuffer access less weird.StapleButter2017-06-03
* rework slope/edge code. lay groundwork for antialiasing.StapleButter2017-05-28
* fogStapleButter2017-05-26
* fix crapoed shadowsStapleButter2017-05-26
* first attempt at threading the 3D rendererStapleButter2017-05-23
* latch 3D registers upon VBlankStapleButter2017-05-09