Commit Graph

89 Commits

Author SHA1 Message Date
a88df19708 avoid out-of-bounds read in GPU2D. fixes #763 2020-09-18 00:29:08 +02:00
9772201345 remove some UB
- savestates used to read a four bytes from a single byte value
- a few unassigned variables
- some other things
- also make the ROR macro an inline function
2020-09-04 20:37:14 +02:00
6f4e7c60b2 GPU2D: allow writes to DISPCNT, master brightness, capture, dispFIFO regardless of POWCNT.
fixes #665
2020-08-19 00:46:16 +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
b641ccaf35 fix remaining sprite y-coord bugs. fixes #531 2019-11-03 04:53:11 +01:00
3561e93bf6 fix sprite y-flip
also, meaningless shenanigans
2019-11-03 04:32:47 +01:00
58c2790ea3 uuuh we should only do it once per scanline 2019-09-15 02:08:47 +02:00
e418b353e8 well, here, OBJ X mosaic is done too 2019-09-15 02:01:22 +02:00
cb90475b60 begin work on mosaic
OBJ Y mosaic emulated correctly, there's atleast that.
2019-09-15 01:31:09 +02:00
1aaf0c33ce guess who the idiot is who broke sprite extpal 2019-09-05 11:49:22 +02:00
0010e296bd GPU2D: delay palette lookup for sprites 2019-09-05 11:42:08 +02:00
5b51034436 zerp 2019-09-01 18:38:01 +02:00
f01016a30b GPU2D: shape3 sprites are always 8x8 2019-09-01 18:35:33 +02:00
78ff4165ed GPU2D:
* implement reserved mode for bitmap sprites (not too interesting)
* mask out DISPCNT bits that don't apply to the sub GPU
2019-07-24 04:29:19 +02:00
a8886d5949 GPU2D: add 'prohibited' large BG sizes 2019-07-24 03:30:09 +02:00
3c006fd361 GPU2D: fill gaps in BG modes
* mode6 actually works on the sub GPU, albeit limited to 1/4 the full bitmap size due to having only 128K of VRAM
* mode7 draws BG0, BG1 and sprites. no BG2/BG3.
2019-07-24 02:46:30 +02:00
c1fa5d8283 GPU2D: forced-blank only disables BG/OBJ compositing (VRAM/FIFO display, capture, master brightness still run)
fixes #491
2019-07-24 00:27:08 +02:00
22f3cae067 fix potential out-of-bounds write 2019-07-13 02:54:14 +02:00
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