| Commit message (Collapse) | Author | Age |
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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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* WIP: use Duckstation's context code to directly render into QT Widget from separate thread without two OpenGL contexts
currently only works on Windows
* reenable gay OSD
* add back vsync
* make it atleast a little more thread safe
* linux support
* don't segfault on closing
* reorganise and cleanup build system
it's still not good, but better than before
* macos?
* try to get it working on Ubuntu CI
also update instructions
* let's try this
* ok how about this
* try creating an OGL 4.3 context first
(https://i.kym-cdn.com/photos/images/original/001/264/842/220.png)
* fix Ubuntu
* hm
* try again for Windows
* let's try this
* make the OpenGL renderer work again
that was stupid
* do OGL surface resizing from the mainthread
* Fix small mistake in GL context creation on macOS causing version 3.2 to
be considered invalid
* C stupidness
* cleanup
* don't let the emuthread deinit OGL if there's no OGL
* reset lastScreenWidth/Height when deiniting OpenGL
* disable stencil test while drawing framebuffers
* macOS: Link Cocoa framework explicitly when not building with Qt6
Seems to be needed for the classes used by DuckStation's GL context
code.
* Set ScreenPanelGL's minimum size immediately
Fixes GL context creation for OpenGL display on macOS using the wrong
size as the underlying window was not resized to the correct size by Qt
yet.
* don't emit window updates when OGL display is used
* stuff Arisotura said
Co-authored-by: Nadia Holmquist Pedersen <nadia@nhp.sh>
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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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that seems to atleast get rid of the flicker
the weird issue that clears don't work is still there
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also fix #639 and fix #880
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fixes #920
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scroll (only when the rendering engine is enabled).
fixes #840
thank you RSDuck and Hydr8gon for your insight into this.
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* make video settings dialog functional, sorta
* fix dialogs that were resizable
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sorta.
(also make the blackmagic_II branch obsolete in the process)
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