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path: root/src/GPU3D_Soft.cpp
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* 3D: blend translucent pixels with bottom pixels when needed.StapleButter2017-08-28
* 3D: move shadow mask rendering to separate function, optimize it (it doesn't ...StapleButter2017-08-28
* fix antialiasing along Y-major edgesStapleButter2017-08-28
* 3D:StapleButter2017-08-28
* 3D: faster and more accurate interpolationStapleButter2017-08-17
* 3D: revise fog calculation to match hardware (emulate precision loss and over...StapleButter2017-08-16
* * FPS counter displays target framerateStapleButter2017-07-21
* separate polygonID attributes for opaque and translucent pixels.StapleButter2017-07-15
* apply the interpolation fix to Z interpolation.StapleButter2017-07-14
* fix potential overflow in fog density calculationStapleButter2017-07-14
* * actually fix linear interpolation when y0>y1StapleButter2017-07-13
* attempt to fix interpolation when y0>y1StapleButter2017-07-10
* 3D:StapleButter2017-07-06
* 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
* fix rendering for crapoed 'butterfly' polygonsStapleButter2017-06-28
* fix toon highlight mode. GBAtek is wrong.StapleButter2017-06-28
* (finally) make the threaded 3D renderer option actually workStapleButter2017-06-04
* edge markingStapleButter2017-06-03
* clean up some shit. make framebuffer access less weird.StapleButter2017-06-03
* * fix range for 'equal' Z-test modeStapleButter2017-06-03
* only do lower-pixel rendering when rendering under an edgeStapleButter2017-06-01
* remove more per-pixel checksStapleButter2017-06-01
* separate rasterizer inner loop into three loops for leftedge/middle/rightedgeStapleButter2017-06-01
* * begin work on antialiasing, but not good yet. also code sucks.StapleButter2017-06-01
* * add 'push old pixel down' behavior for antialiasingStapleButter2017-05-28
* rework slope/edge code. lay groundwork for antialiasing.StapleButter2017-05-28
* fogStapleButter2017-05-26
* fix crapoed shadowsStapleButter2017-05-26
* fix alpha equation when blending is disabledStapleButter2017-05-26
* properly reset 3D thread stateStapleButter2017-05-26
* first attempt at threading the 3D rendererStapleButter2017-05-23
* proper stencil bufferStapleButter2017-05-22
* make the renderer truly per-scanlineStapleButter2017-05-22
* make the 3D renderer work per-scanlineStapleButter2017-05-21
* latch 3D registers upon VBlankStapleButter2017-05-09
* fix Z-buffering. not really clean, and not perfectly accurate.StapleButter2017-04-29
* misc optimizationsStapleButter2017-04-25
* a few attempts at optimizationStapleButter2017-04-23
* fix shadow odditiesStapleButter2017-04-22
* attempt at shadows. they're still a bit weird tho.StapleButter2017-04-22
* behavior for translucent pixels is preserved even when alphablending is disabledStapleButter2017-04-22
* add support for polygon ID and conditional depth update for translucent pixelsStapleButter2017-04-22
* optimize the 3D renderer somewhatStapleButter2017-04-21
* small optimizations to the 3D rendererStapleButter2017-04-13
* * decal texture blendingStapleButter2017-04-12
* * always render normal BG/OBJ graphics (even if they're not getting displayed...StapleButter2017-04-10
* * more accurate flags (push/pop busy, test busy, vertex/poly overflow)StapleButter2017-04-09
* * more thread-safe UIStapleButter2017-03-23