- The framebuffer pointers in NDSDisplayInfo are no longer assumed to be 16-bits per pixel in size. This is being done now in preparation for higher color depth processing. (This feature is not yet implemented.)
- Instead, clients should be reading NDSDisplayInfo.colorFormat to determine the color format of the framebuffers. NDSDisplayInfo.pixelBytes is a convenience field that reports the number of bytes per pixel (either 2 or 4 bytes).
- By default, the framebuffers will continue to be in 16-bit BGR555_Rev format for backwards compatibility.
- Textures can now be automatically upscaled using the xBRZ filter. Textures can be upscaled to 2x or 4x.
- Textures can now be smoothed using a deposterization filter. This can be helpful in smoothing some of the hard color banding that sometimes occurs with xBRZ.
- Only flush the 3D rendering buffers and update the rendering properties if the frame is not skipped.
- Be more accurate when using callbacks for DidRender3DBegin and DidRender3DEnd.
- Make the 3D rendering stage more multithreading friendly.
- HACK: Drop the acknowledgment bits when writing the DISP3DCNT register. Fixes the title screen in “Planet Rescue: Animal Emergency”. (Regression from r5259. Fixes bug #1538.)
- Custom rendering is now determined on a per-scanline basis rather than on a per-framebuffer basis. This greatly improves rendering accuracy and fixes any remaining graphical glitches associated with rendering at custom sizes.
- Fix crashing bug that can occur if BMPAddress maps exactly to the head of the custom VRAM blank region, such as in Hotel Dusk: Room 215. (Regression from r5366.)
- Do some code cleanup.
- Fix crashing bug that can occur if BMPAddress maps into the custom VRAM blank region. (Regression from r5366.)
- Fix bug where a 128-width display capture would actually perform a 256-width capture in custom VRAM. (Regression from r5243.)
- Fix bug where if the display mode is Off or MainMemory, then the destination buffer may not always be the native buffer.
- Remove VRAM display mode’s dependence on the isCustomRenderingNeeded flag.
- Fix possible memory corruption with display capture, at the cost of some performance. (Regression from r5243.)
- Add a couple more rules for determining if the 3D framebuffer will be read directly for display capture.
- Keep track of render states that are updated while rendering, even when the frame isn’t rendered.
- Use the proper address when reading custom VRAM during a BG layer affine extended direct render. Fixes the pencil drawing background in the title screen of Super Mario 64 DS when rendering at a custom resolution.
- Fix bug where if converting the framebuffer on GPU is not supported, but PBO is still supported, then the resulting framebuffer would be flipped with incorrect colors. (Regression from r5359.)
- Read back the pixels in RGBA format instead of BGRA on OpenGL 3.2 devices, since such devices should natively support that type of pixel transfer.