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* Move all core types into namespaces (#1886)Jesse Talavera-Greenberg2023-11-25
| | | | | | | | * 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
* update copyright yearsArisotura2023-11-04
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* Miscellaneous DSi NAND fixes (#1852)Jesse Talavera-Greenberg2023-10-24
| | | | | | | | | | | | | | | | | | | | | | | | | | * Replace some standard I/O calls with Platform equivalents - I missed a spot when I submitted that PR a few months ago * Include <memory> in DSi_NAND.h - Because it uses unique_ptr * Split DSi_NAND::ReadHardwareInfo into ReadSerialData and ReadHardwareInfoN * Add a RegionMask enum * Move DSi NAND patching to the frontend * Add DSiSupportedLanguageMask - Not currently used by the frontend, but I use it in melonDS DS * Remove some Platform::ConfigEntry values - The core no longer needs to know about them - The corresponding Config values are unchanged * Mark NANDMount's destructor as noexcept
* Make the NDS teardown more robust (#1798)Jesse Talavera-Greenberg2023-09-15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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
* Introduce `Platform::Log` (#1640)Jesse Talavera-Greenberg2023-03-23
| | | | | | | | | | | | | * Add Platform::Log and Platform::LogLevel * Replace most printf calls with Platform::Log calls * Move a brace down * Move some log entries to one Log call - Some implementations of Log may assume a full line * Log the MAC address as LogLevel::Info
* update copyright headersArisotura2022-01-09
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* update copyright year and add missing GPL headersRSDuck2021-03-12
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* detach and delete shaders directly after linkingRSDuck2021-02-11
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* Use libepoxy to load in OpenGL functions (#960)WaluigiWare642021-01-26
| | | | | | | | | | | * Use libepoxy to load in OpenGL functions Prevents having to load them in manually * Install libepoxy in the CI * Do not link OpenGL libraries, libepoxy opens them itself * Add libepoxy to build instructions
* get the OpenGL renderer going.Arisotura2020-05-25
| | | | | | sorta. (also make the blackmagic_II branch obsolete in the process)
* update copyright yearsArisotura2020-02-14
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* do binding of VS inputs and FS outputs before linking shader programs, as ↵Arisotura2019-05-31
| | | | | | per OpenGL standard. should fix the rendering issues with strict drivers (AMD, Intel).
* Linux: start getting somewhere with the whole OpenGL shitoStapleButter2019-05-28
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* fix oudated CMake compile settings, add OpenGL dependency for LinuxPoroCYon2019-05-26
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* feeble, miserable little attempt at emulating fogArisotura2019-05-25
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* preliminary, shitty, code for drawing the main window with OpenGLArisotura2019-05-16
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* botch GL support.Arisotura2019-05-15