Commit Graph

69 Commits

Author SHA1 Message Date
49b2f8d969 raise kMaxIterationCycles to 64 2019-06-25 02:05:48 +02:00
d28035674a GPU2D: hardware renders sprites one scanline in advance.
fixes #375 (midframe OAM update)
2019-06-10 03:05:26 +02:00
bc53ff35a9 this is the same thing, but, for the sake of consistency 2019-06-08 12:39:52 +02:00
6de19645f8 fix potential crash when running the software renderer (oops) 2019-06-02 14:57:59 +02:00
78208a9728 OpenGL: fix cases of layers/sprites blending over the 3D layer 2019-06-01 03:39:35 +02:00
70a3243714 simpler GPU-compositing. will make it easier to grab neighbor 2D/3D pixels individually for filtering. 2019-05-25 19:36:47 +02:00
db396e992b welp.
progress
2019-05-21 22:28:46 +02:00
b493c24128 remove reference to GL version 4.3 from filenames and namespaces 2019-05-20 00:05:37 +02:00
cd8236303e begin botching the code
BAHAHAHAAAA
2019-05-19 19:37:13 +02:00
f5a7cb71fd also, do master brightness 2019-05-18 01:42:50 +02:00
a752b1d7c2 woops 2019-05-18 01:32:31 +02:00
f1a970ec30 actually finish display capture in hardware-accel mode 2019-05-18 01:21:46 +02:00
de287825ee start work on display capture
also fix a bug in the compositing shader
2019-05-17 22:50:41 +02:00
c1746f0c60 BAHAHAHHHH
HARK HARK HARK
2019-05-16 20:58:07 +02:00
c81bcccadc BAHAHAHAHAHAHAHAA 2019-05-16 16:27:45 +02:00
02b4919005 resolution switch somewhat functional 2019-05-12 17:43:39 +02:00
a32c5c99bb finish de-hardcoding it. also, code 4x variant (not that I guarantee it to be fast, but hey, it's here) 2019-05-12 15:58:12 +02:00
2a0bc4e700 make GPU2D somewhat more flexible. change LineScale to be log2. 2019-05-12 15:45:58 +02:00
858c0eecb9 scale screen gap
also moar optimization...
2019-05-11 01:46:38 +02:00
44e1593e1f some optimization to the 2D pipeline 2019-05-10 22:22:17 +02:00
7a2504a3a4 fix derpy bug 2019-05-10 18:22:34 +02:00
b74587a482 * optional path for chunked rendering (might be faster, but not always)
* fix bugs
2019-05-10 16:30:20 +02:00
f1d1a9b828 temp fix for color effects 2019-05-08 03:24:22 +02:00
fb4f972cad hires hax. somewhat functional 2019-05-08 01:58:34 +02:00
587d432677 don't do OBJ window if it isn't enabled (oops) 2019-05-07 21:19:33 +02:00
83331bc7e5 lay base for hi-res rendering
IT'S A PILE OF HACKS
2019-05-03 19:28:15 +02:00
785716ac41 * readme update
* remove TODO that has already been done
2019-03-26 13:38:59 +01:00
b0efde8bf7 also, update copyright name 2019-01-22 15:58:29 +01:00
d2701a0401 small optimization: avoid calling InterleaveSprites() if no sprites were drawn. 2019-01-06 23:16:10 +01:00
7a949ddd0e 2D: add support for 8bit reads to DISPCNT/BGCNT.
fixes #331
2018-12-21 17:53:48 +01:00
0c37824447 2D: fix fade effects to semitransp sprites and 3D layer. fixes #263
(also remove some useless variable. wtf)
2018-12-19 05:54:39 +01:00
dd30b417b8 implement proper support for POWCNT1.
fixes #260
2018-12-18 17:04:42 +01:00
32392cc8e2 2D: blending cases that bypass the BLDCNT first-target check (semitransp sprite, 3D layer) also bypass the window 'color effect enable' check.
fixes #299
2018-12-13 19:21:03 +01:00
b1973014d3 add some missing shit to savestates 2018-11-25 22:40:08 +01:00
4b8cea3b38 revise windows to be even closer to hardware.
apparently hardware only ever updates its 'inside/outside window' status when reaching the coordinates. which becomes apparent if you, like, try to invert a window midframe.
2018-11-25 19:13:23 +01:00
2035784f9f on the DS, windows with backward coordinates end up inside-out. revise window code accordingly. fixes #287. 2018-11-25 18:36:47 +01:00
3f8befaf4e add support for forced-blank. fixing spurious colors during screen transitions in Picross 3D.
I thought I had already fixed that, but it was stuck in the long-dead jit branch, so, here it is, back from the dead.
2018-11-24 21:10:26 +01:00
a2cc7087f7 GPU done 2018-10-18 02:31:01 +02:00
fea7955675 fixor copyright years. 2018-09-15 02:32:13 +02:00
62405cde0a change final framebuffer format (again. sorry.) to xRGB, more compatible 2017-09-19 15:39:00 +02:00
51d29c8804 dgfhtrydthg 2017-07-23 18:43:22 +02:00
82e42c5be7 2D: mosaic
sprites might be mosaiced wrong, esp. rotscaled ones. blrgdfgdf
2017-07-23 18:36:00 +02:00
e6f5507c9e add some more GPU IO 2017-07-23 15:31:09 +02:00
f869975a51 implement 8bit writes to DISPCNT/BGCNT/BGPOS
fixes #98
2017-07-23 01:39:21 +02:00
cfb9e20fe1 * bump version number
* BLDALPHA is readable
2017-07-16 03:47:44 +02:00
e1926d6e97 2D: fix blending against the 3D layer or bitmap sprites (when those are second target)
fixes #68
2017-07-14 00:32:25 +02:00
b29b128a1b 2D: fix rotscaled bitmap sprites (dumb bug of the year).
fixes #41 and #34
2017-07-06 12:17:45 +02:00
93ab7064b2 2D: implement large BG, fix non-large bitmap BG. fixes #61 2017-07-05 19:31:13 +02:00
209a639461 2D: implement enough of mode6 to fix #65 -- shows 3D layer. large BG still needs to be done. 2017-06-28 17:01:20 +02:00
fbc6ce5fa0 fix render/capture order, corrects interaction of capture and VRAM display. fixes #56. 2017-06-26 13:39:42 +02:00