| Commit message (Collapse) | Author | Age |
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* First crack at ensuring the render thread doesn't touch GPU state while it's being serialized
* Get rid of the semaphore wait
* Add some extra fields into GPU3D's serialization
* Oops, TempVertexBuffer is already serialized
* Move vertex serialization into its own method
* Lock the GPU3D state when rendering on the render thread or serializing it
* Revert "Lock the GPU3D state when rendering on the render thread or serializing it"
This reverts commit 2f49a551c13934b9dc815bbda67a45098f0482a7.
* Add comments that describe the synchronization within GPU3D_Soft
- I need to understand it before I can solve my actual problem
- Now I do
* Revert "Revert "Lock the GPU3D state when rendering on the render thread or serializing it""
This reverts commit 1977566a6d8671d72bd94ba4ebf832c3bf08933a.
* Let's try locking the GPU3D state throughout NDS::RunFrame
- Just to see what happens
* Slim down the lock's scope
* Narrow the lock's scope some more
* Remove the lock entirely
* Try protecting the GPU3D state with just a mutex
- I'll clean this up once I know it works
* Remove a duplicate method definition
* Add a missing `noexcept` specifier
* Remove an unused function
* Cut some non-hardware state from `GPU3D`'s savestate
* Assume that the next frame after loading a savestate won't be identical
* Actually, it _is_ worth it
* Don't serialize the clip matrix
- It's recalculated anyway
* Serialize `RenderPolygonRAM` as an array of indexes
* Clean up some comments
- I liked the dialogue style, but oh well
* Try restarting the render thread instead of using the lock
- Let's see what happens
* Put the lock back
* Fix some polygon and vertex indexes being saved incorrectly
- Taking the difference between two pointers results in the number of elements, not the number of bytes
* Remove `SoftRenderer::StateBusy` since it turns out we don't need it
- The real synchronization was the friends we made along the way
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* Resolve some warnings
- Their frequent appearance in the build logs is driving me nuts
* Silence warnings about `offsetof`
* Don't apply `-Wno-invalid-offset` to C, only to C++
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* Allow 3D renderers to be created without passing `GPU` to the constructor
* Make the initial 3D renderer configurable via `NDSArgs`
* Fix a compiler error
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* 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
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* 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`
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* 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
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* 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
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* Make cleanup a little more robust to mitigate undefined behavior
- Add some null checks before cleaning up the GPU3D renderer
- Make sure that all deleted objects are null
- Move cleanup logic out of an assert call
- Note that deleting a null pointer is a no-op, so there's no need to check for null beforehand
- Use RAII for GLCompositor instead of Init/DeInit methods
* Replace a DeInit call that I missed
* Make ARMJIT_Memory less likely to generate errors
- Set FastMem7/9Start to nullptr at the end
- Only close and unmap the file if it's initialized
* Make Renderer3D manage its resources with RAII
* Don't try to deallocate frontend resources that aren't loaded
* Make ARMJIT_Memory::DeInit more robust on the Switch
* Reset MemoryFile on Windows to INVALID_HANDLE_VALUE, not nullptr
- There is a difference
* Don't explicitly store a Valid state in GLCompositor or the 3D renderers
- Instead, create them with static methods while making the actual constructors private
* Make initialization of OpenGL resources fail if OpenGL isn't loaded
* assert that OpenGL is loaded instead of returning failure
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Shifting Right Edges Left (#1816)
* fix polygons being swapped incorrectly
"borrowed" this from noods
needs verification that the >= and <= signs aren't actually supposed to be > and <
* proper rules for moving vertical right slopes left
* nvm most of that was actually pointless
that's on me for not checking
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* fix aa being upside down on swapped y-major slopes
* further improvements to swapped aa
in addition to fixing swapped y-major slope aa, now fixes:
swapped x-major slope aa
swapped vertical slope aa
* use templates instead + style/comment tweaks
should force the compiler to precompile if statements like i want it to do, instead of just hoping it does so on its own
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* Fix Up Y Interp Inputs
* Change Linear Interp Formula
Fixes a handful of pixels.
Still not perfect.
* Cleanup
remove some unnecessary code and parentheses
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also atomics
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* 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.
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