- Fix bug where the OBJ layer wasn’t doing the window test. Fixes graphical issues in Mario Kart DS. (Regression from r5515. Fixes bug #1572 and #1574.)
- The NOWINDOWSENABLEDHINT template parameter is no longer an optional hint; it is now required functionality. It has been renamed to WILLPERFORMWINDOWTEST to reflect this change.
- Window testing is now a per-scanline operation instead of a per-pixel operation. Removes the performance penalty of window testing at larger framebuffer sizes.
- In the OpenGL blitter, replace some calls to glBufferSubDataARB() with glMapBufferARB(). This, maybe, possibly, fixes an intermittent crash that can occur with the Intel HD Graphics 3000 OpenGL driver.
- Move towards completing support for changing the output framebuffer color format to RGB666 or RGB888. Significantly increases the generated code size, but this is necessary for performance. (Related to r5433. This rework is still incomplete.)
- Parse and cache the WININ and WINOUT registers, instead of using them directly.
- Parse and cache the Target1 bits of the BLDCNT register.
- Remove some template parameters which are now suspected to no longer improve performance, most notably LAYERID. Should significantly reduce the generated code size.
- Do a tiny optimization for GPUEngineBase::_RenderPixel16_SSE2().
- Fix a bug where the 3D layer would fail to draw correctly on non-SSE2 systems if the output framebuffer’s color format is RGB666 or RGB888. (Regression from r5492.)
- Do some minor code cleanup.
- 2D layer compositing now supports RGB666 and RGB888 color formats. (Related to r5433. This rework is still incomplete.)
- Fix a couple of bugs in GPUEngineBase::_ColorEffectBlend3D() when dealing with RGBA6665 or RGBA8888 color formats.
- Establish some assumptions about what the 3D layer’s color format will be with respect to the output framebuffer’s color format. This is being done in order to simplify the code.
- The new rules are as follows: If the output framebuffer’s color format is RGB666 or RGB888, then the 3D layer’s color format will be RGBA6665 and RGBA8888, respectively. If the output framebuffer’s color format is RGB555, then the 3D layer’s color format will be RGBA6665.
- 3D layer compositing now supports RGB666 and RGB888 color formats. (Related to r5433. This rework is still incomplete.)
- Fix a bug in GPUEngineBase::_ColorEffectBlend3D() where variables were left undefined when the source and destination color formats were mismatched.
- Partially fix a bug with affine and extended BG layers on big-endian systems. Such layers that perform rotation or scaling aren’t fixed yet.
- Loosen a restriction on taking the faster code path in GPUEngineBase::_RenderPixelIterate_Final().
- Silence a compiler warning on non-SSE2 systems.