Commit Graph

43 Commits

Author SHA1 Message Date
58ab33210a handle address wrap around in texture cache
fixes out of bounds access in Mario 64
also slightly optimise paletted texture conversion
2024-10-27 23:32:05 +01:00
8fc403cdad update copyright headers 2024-06-15 17:01:19 +02:00
cbd65a131e Add alignas specifiers to some arrays based on how they're accessed (#1933)
* Align some two-element `u32` arrays as `u64`s

- To pacify "unaligned read/write" warnings from UBSan

* Align some more arrays based on how they're accessed
2023-12-26 22:09:39 +01:00
c867a7f1c0 Make the initial 3D renderer configurable via NDSArgs (#1913)
* Allow 3D renderers to be created without passing `GPU` to the constructor

* Make the initial 3D renderer configurable via `NDSArgs`

* Fix a compiler error
2023-12-15 14:53:31 +01:00
2e8cca9ca1 Initialize the framebuffers within the constructor (#1901) 2023-12-04 17:57:51 +01:00
7caddf9615 Clean up the 3D renderer for enhanced flexibility (#1895)
* 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`
2023-11-29 15:23:11 +01:00
e973236203 Refactor NDS and DSi to be objects (#1893)
* First crack at refactoring NDS and DSi into objects

- Remove all global/`static` variables in `NDS` and related classes
- Rely more on virtual dispatch when we need to pick methods at runtime
- Pass `NDS&` or `DSi&` to its constituent components where necessary
- Introduce some headers or move some definitions to break `#include` cycles

* Refactor the frontend to accommodate the core's changes

* Move up `SchedList`'s declaration

- Move it to before the components are initialized so the `map`s inside are initialized
- Fields in C++ are initialized in the order they're declared

* Fix a crash when allocating memory

* Fix JIT-free builds

* Fix GDB-free builds

* Fix Linux builds

- Explicitly qualify some member types in NDS, since they share the same name as their classes

* Remove an unnecessary template argument

- This was causing the build to fail on macOS

* Fix ARM and Android builds

* Rename `Constants.h` to `MemConstants.h`

* Add `NDS::IsRunning()`

* Use an `#include` guard instead of `#pragma once`
2023-11-28 23:16:41 +01:00
346dd4006e Move all core types into namespaces (#1886)
* 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
2023-11-25 18:32:09 +01:00
544fefa27f Refactor the JIT to be object-oriented (#1879)
* Move TinyVector to a new file

- So it's less sensitive to #include ordering

* Forgot to include assert.h

* Refactor ARMJIT_Memory into an object

* Oops, forgot a declaration

* Refactor ARMJIT to be contained in an object

* Remove an unused function declaration

* Add a missing #include

* Remove a now-unused global

* Use ARMJIT_Memory's own memory access functions

* Fix some omissions in the ARM JIT

* Move libandroid to be a member of ARMJIT_Memory instead of a global

* Default-initialize most fields in ARMJIT_Compiler.h

* Define NOOP_IF_NO_JIT

* Finish refactoring the JIT to be object-oriented
2023-11-18 16:40:54 +01:00
4558be0d8e Refactor the GPU to be object-oriented (#1873)
* 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
2023-11-09 21:54:51 +01:00
ac38faef14 update copyright years 2023-11-04 00:21:46 +01:00
9a450f5f28 RTC revamp (#1867)
* get this started

* implement DSi RTC commands

* set up RTC clock timer. lay down basic idea of a clock.

* make the date/time registers writable

* move RTC state to its own structure, to make it easier to deal with

* more RTC work
lay base for date/time dialog

* get the bulk of the RTC functionality going

* much simpler design for RTC stuff

* aha, that is what it is

* start working on the RTC IRQ

* implement all types of RTC IRQ

* start refining sleep mode. code still kinda sucks.

* implement keypad IRQ

* refine it some more

* shut the fuck uuuuuupppppppppppppp
2023-10-30 18:37:49 +01:00
35cc79787d update copyright headers 2022-01-09 02:15:50 +01:00
2ff065e5ea Fix some compiler warnings 2021-05-03 13:40:44 +01:00
436b3c4c1d update copyright year and add missing GPL headers 2021-03-12 20:07:40 +01:00
a046eb5038 separate GPU2D registers and renderer 2021-02-27 22:25:42 +01:00
58dd1ec580 directly set VRAMDirty for VRAM BG/OAM writes 2021-02-23 02:09:18 +01:00
a7029aebae Allow for a more modular renderer backends (#990)
* 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.
2021-02-09 23:38:51 +01:00
40aae154cf prevent race condition around framebuffers 2021-02-02 15:33:45 +01:00
b78bc4cb66 fixes to the threadedness of the sw rasteriser
also fix #639 and fix #880
2021-01-26 16:42:27 +01:00
e311eea1c5 fix out of bounds read 2021-01-07 18:36:49 +01:00
7d448d911d use C++ style structs everywhere 2021-01-02 11:38:06 +01:00
0f353e0d5f add palette and OAM dirty flag
currently not used anywhere
2020-12-23 09:23:46 +01:00
b6de3cc638 VRAM dirty tracking fix reset/savestate load 2020-12-09 20:10:44 +01:00
6e8bac3909 Merge vram dirty tracking
Squashed commit of the following:

commit b463a05d4b909372f0cd1ad91caa0c77a25e5901
Author: RSDuck <rsduck@users.noreply.github.com>
Date:   Mon Nov 30 01:55:35 2020 +0100

    minor fix

commit ce73cebbdf5da243d7ebade82d8799ded9cd6b28
Author: RSDuck <rsduck@users.noreply.github.com>
Date:   Mon Nov 30 00:43:08 2020 +0100

    fix dirty flags of BG/OBJ mappings not being reset

commit fc5d73a6178e3adc444398bdd23de8314b5ca8f8
Author: RSDuck <rsduck@users.noreply.github.com>
Date:   Mon Nov 30 00:11:13 2020 +0100

    use flat vram for gpu2d everywhere

commit 34ee9fe2bf04fcfa2a5a1c8d78d70007e606f1a2
Author: RSDuck <rsduck@users.noreply.github.com>
Date:   Sat Nov 28 19:10:34 2020 +0100

    mark VRAM dirty for display capture

commit e8778fa2f429c6df0eece19d6a5ee83ae23a0cf4
Author: RSDuck <rsduck@users.noreply.github.com>
Date:   Sat Nov 28 18:59:31 2020 +0100

    use flat VRAM for textures and texpals
    also skip rendering if nothing changed and a bunch of fixes

commit 53f2041e2e1a28b35702a2ed51de885c36689f71
Author: RSDuck <rsduck@users.noreply.github.com>
Date:   Fri Nov 27 18:29:56 2020 +0100

    use vram dirty tracking for extpals
    also preparations to take this further

commit 4cdfa329e95aed26d3b21319c8fd86a04abf20f7
Author: RSDuck <rsduck@users.noreply.github.com>
Date:   Mon Nov 16 23:32:22 2020 +0100

    VRAM dirty tracking
2020-11-30 19:49:18 +01:00
6977302403 make OpenGL renderer a build option
mostly meant for the Switch port
2020-10-01 00:01:05 +02:00
e7025abcdc * fix build error
* make betterer polygon splitting an option
* add GL_LEQUAL depth test for 'equal' mode, might help
2020-08-24 19:32:07 +02:00
0804ab3c78 * rework GPU's settings interface, make it config-agnostic
* make video settings dialog functional, sorta
* fix dialogs that were resizable
2020-05-28 15:53:32 +02:00
36f4cdbbbf get the OpenGL renderer going.
sorta.

(also make the blackmagic_II branch obsolete in the process)
2020-05-25 18:25:50 +02:00
83f8e11bc1 update copyright years 2020-02-14 20:18:08 +01:00
434a3007e2 fasterer BG/OBJ VRAM reads 2019-06-09 16:06:01 +02:00
db396e992b welp.
progress
2019-05-21 22:28:46 +02:00
c81bcccadc BAHAHAHAHAHAHAHAA 2019-05-16 16:27:45 +02:00
c88981b589 split framebuffer.
setup doublebuffering inside GPU.cpp.
avoid copying a whole framebuffer every frame. better performance at higher res.
2019-05-12 15:01:40 +02:00
83331bc7e5 lay base for hi-res rendering
IT'S A PILE OF HACKS
2019-05-03 19:28:15 +02:00
b0efde8bf7 also, update copyright name 2019-01-22 15:58:29 +01:00
dd30b417b8 implement proper support for POWCNT1.
fixes #260
2018-12-18 17:04:42 +01:00
148f4032f1 fix code that would have fucking asploded 2018-10-18 01:38:33 +02:00
fea7955675 fixor copyright years. 2018-09-15 02:32:13 +02:00
48cf9eb805 make it a menu option while we're at it 2017-09-21 04:08:03 +02:00
f54f54fb7e add support for writing to VCount. incl. fucked-up display and altering framerate accordingly. 2017-05-10 02:21:02 +02:00
68eb4f6caf * implement missing graphics (affine BG, rotscaled bitmap sprite)
* fix potential crash upon exit
* more work on the input config UI
* misc fixes
2017-03-24 20:53:01 +01:00
8a4ed8f41c reorganize repo, move shit around 2017-03-16 23:01:22 +01:00