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path: root/src/GPU3D_Soft.cpp
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* this TODO item is already done, idiotStapleButter2017-10-02
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* 3D: blend translucent pixels with bottom pixels when needed.StapleButter2017-08-28
| | | | fixes antialiasing within shadows, under translucent polygons, etc
* 3D: move shadow mask rendering to separate function, optimize it (it doesn't ↵StapleButter2017-08-28
| | | | need to interpolate all vertex attributes)
* fix antialiasing along Y-major edgesStapleButter2017-08-28
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* 3D:StapleButter2017-08-28
| | | | | * more accurate polygon edges (still not perfect. heh) * antialiasing (doesn't always work)
* 3D: faster and more accurate interpolationStapleButter2017-08-17
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* 3D: revise fog calculation to match hardware (emulate precision loss and ↵StapleButter2017-08-16
| | | | overflow with big shifts)
* * FPS counter displays target framerateStapleButter2017-07-21
| | | | * fix potential hang and out-of-bounds drawing when VCount is modified during drawing
* separate polygonID attributes for opaque and translucent pixels.StapleButter2017-07-15
| | | | | | rendering translucent pixels preserves opaque polygonID and edge flags for edgemarking. fixes edgemarking malfunctions, like #80 or black dots in Pokémon games
* apply the interpolation fix to Z interpolation.StapleButter2017-07-14
| | | | | | more accurate conversion of Z values. but this doesn't fix the horrendous Z-fighting in Pokémon B/W because of course it doesn't >_<
* fix potential overflow in fog density calculationStapleButter2017-07-14
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* * actually fix linear interpolation when y0>y1StapleButter2017-07-13
| | | | * change the backfacing attribute bit, so that it doesn't mess with edgemarking
* attempt to fix interpolation when y0>y1StapleButter2017-07-10
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* 3D:StapleButter2017-07-06
| | | | | * undo 'winding sorting' hypothesis * special depth test rules: 'less than' function becomes 'less or equal' when rendering front-facing polygon pixels against back-facing opaque pixels
* 3D: Y-sortingStapleButter2017-07-05
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* 3D: move opaque/translucent sorting to GPU3D.cppStapleButter2017-07-05
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* 3D: change viewport handling to match hardware. finally fixes #18StapleButter2017-07-04
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* fix rendering for crapoed 'butterfly' polygonsStapleButter2017-06-28
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* fix toon highlight mode. GBAtek is wrong.StapleButter2017-06-28
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* (finally) make the threaded 3D renderer option actually workStapleButter2017-06-04
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* edge markingStapleButter2017-06-03
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* clean up some shit. make framebuffer access less weird.StapleButter2017-06-03
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* * fix range for 'equal' Z-test modeStapleButter2017-06-03
| | | | | * confirm clear Z value for screen outer borders * misc code cleanup
* only do lower-pixel rendering when rendering under an edgeStapleButter2017-06-01
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* remove more per-pixel checksStapleButter2017-06-01
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* separate rasterizer inner loop into three loops for leftedge/middle/rightedgeStapleButter2017-06-01
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* * begin work on antialiasing, but not good yet. also code sucks.StapleButter2017-06-01
| | | | * start making code nicer
* * add 'push old pixel down' behavior for antialiasingStapleButter2017-05-28
| | | | * delay final pass (edge/fog/AA) one scanline, required for edgemarking
* rework slope/edge code. lay groundwork for antialiasing.StapleButter2017-05-28
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* fogStapleButter2017-05-26
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* fix crapoed shadowsStapleButter2017-05-26
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* fix alpha equation when blending is disabledStapleButter2017-05-26
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* properly reset 3D thread stateStapleButter2017-05-26
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* first attempt at threading the 3D rendererStapleButter2017-05-23
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* proper stencil bufferStapleButter2017-05-22
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* make the renderer truly per-scanlineStapleButter2017-05-22
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* make the 3D renderer work per-scanlineStapleButter2017-05-21
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* latch 3D registers upon VBlankStapleButter2017-05-09
| | | | (fixes the last bugs in Gericom's train game)
* fix Z-buffering. not really clean, and not perfectly accurate.StapleButter2017-04-29
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* misc optimizationsStapleButter2017-04-25
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* a few attempts at optimizationStapleButter2017-04-23
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* fix shadow odditiesStapleButter2017-04-22
| | | | not a proper fix, but shadows aren't emulated properly anyway
* attempt at shadows. they're still a bit weird tho.StapleButter2017-04-22
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* behavior for translucent pixels is preserved even when alphablending is disabledStapleButter2017-04-22
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* add support for polygon ID and conditional depth update for translucent pixelsStapleButter2017-04-22
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* optimize the 3D renderer somewhatStapleButter2017-04-21
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* small optimizations to the 3D rendererStapleButter2017-04-13
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* * decal texture blendingStapleButter2017-04-12
| | | | | * start implementing toon shading * temp. revert the DMA fix, causes issues
* * always render normal BG/OBJ graphics (even if they're not getting ↵StapleButter2017-04-10
| | | | | | | displayed, they can still be fed to the capture unit) * fix 3D viewport calculation * keep track of the clearbuffer attributes before VBlank
* * more accurate flags (push/pop busy, test busy, vertex/poly overflow)StapleButter2017-04-09
| | | | * more versatile and better clipping code