improve 3D renderer precision. not perfect, but not bad at all.
This commit is contained in:
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40
GPU3D.cpp
40
GPU3D.cpp
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@ -34,13 +34,24 @@
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// clipping rules:
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// * if a shared vertex in a strip is clipped, affected polygons are converted into single polygons
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// strip is resumed at the first eligible polygon
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//
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// clipping exhibits oddities on the real thing. bad precision? fancy algorithm? TODO: investigate.
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//
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// vertex color precision:
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// * vertex colors are kept at 5-bit during clipping. makes for shitty results.
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// * vertex colors are converted to 9-bit before drawing, as such:
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// if (x > 0) x = (x << 4) + 0xF
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// the added bias affects interpolation.
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//
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// depth buffer:
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// Z-buffering mode: val = ((Z * 0x800 * 0x1000) / W) + 0x7FFCFF
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// W-buffering mode: val = W - 0x1FF
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// TODO: confirm W, because it's weird
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namespace GPU3D
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{
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#define COPYVERTEX(a, b) { *(u64*)&a[0] = *(u64*)&b[0]; *(u64*)&a[2] = *(u64*)&b[2]; }
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const u32 CmdNumParams[256] =
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{
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// 0x00
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@ -301,14 +312,6 @@ void MatrixMult4x3(s32* m, s32* s)
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s32 tmp[16];
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memcpy(tmp, m, 16*4);
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/*printf("4x3 matrix\n");
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for (int j = 0; j < 12; j += 3)
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{
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for (int i = 0; i < 3; i++)
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printf("%f ", s[i]/4096.0f);
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printf("\n");
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}*/
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// m = s*m
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m[0] = ((s64)s[0]*tmp[0] + (s64)s[1]*tmp[4] + (s64)s[2]*tmp[8]) >> 12;
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m[1] = ((s64)s[0]*tmp[1] + (s64)s[1]*tmp[5] + (s64)s[2]*tmp[9]) >> 12;
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@ -392,11 +395,11 @@ void UpdateClipMatrix()
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template<int comp, s32 plane>
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void ClipSegment(Vertex* outbuf, Vertex* vout, Vertex* vin)
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{
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s64 factor = ((s64)(vin->Position[3] - (plane*vin->Position[comp])) << 24) /
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((vin->Position[3] - (plane*vin->Position[comp])) - (vout->Position[3] - (plane*vout->Position[comp])));
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s64 factor_num = vin->Position[3] - (plane*vin->Position[comp]);
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s32 factor_den = factor_num - (vout->Position[3] - (plane*vout->Position[comp]));
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Vertex mid;
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#define INTERPOLATE(var) mid.var = vin->var + (((vout->var - vin->var) * factor) >> 24);
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#define INTERPOLATE(var) mid.var = vin->var + (((vout->var - vin->var) * factor_num) / factor_den);
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INTERPOLATE(Position[0]);
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INTERPOLATE(Position[1]);
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@ -408,6 +411,7 @@ void ClipSegment(Vertex* outbuf, Vertex* vout, Vertex* vin)
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INTERPOLATE(Color[2]);
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mid.Clipped = true;
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mid.ViewportTransformDone = false;
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#undef INTERPOLATE
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*outbuf = mid;
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@ -425,8 +429,6 @@ void SubmitPolygon()
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int c;
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// culling
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//if (!(TempVertexBuffer[0].Color[0]==0 && TempVertexBuffer[0].Color[1]==63 && TempVertexBuffer[0].Color[2]==63))
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// return;
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// checkme: does it work this way for quads and up?
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/*s32 _x1 = TempVertexBuffer[1].Position[0] - TempVertexBuffer[0].Position[0];
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@ -770,6 +772,7 @@ void SubmitVertex()
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vertextrans->Color[2] = VertexColor[2];
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vertextrans->Clipped = false;
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vertextrans->ViewportTransformDone = false;
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VertexNum++;
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VertexNumInPoly++;
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@ -1179,9 +1182,9 @@ void ExecuteCommand()
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u32 r = c & 0x1F;
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u32 g = (c >> 5) & 0x1F;
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u32 b = (c >> 10) & 0x1F;
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VertexColor[0] = r ? (r<<1)+1 : 0;
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VertexColor[1] = g ? (g<<1)+1 : 0;
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VertexColor[2] = b ? (b<<1)+1 : 0;
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VertexColor[0] = r;
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VertexColor[1] = g;
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VertexColor[2] = b;
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}
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break;
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@ -1243,6 +1246,7 @@ void ExecuteCommand()
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case 0x50:
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FlushRequest = 1;//0x80000000 | (ExecParams[0] & 0x3);
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CycleCount = 392;
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break;
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case 0x60: // viewport x1,y1,x2,y2
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8
GPU3D.h
8
GPU3D.h
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@ -29,6 +29,14 @@ typedef struct
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bool Clipped;
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// final vertex attributes.
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// allows them to be reused in polygon strips.
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s32 FinalPosition[4];
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s32 FinalColor[3];
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bool ViewportTransformDone;
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} Vertex;
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typedef struct
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178
GPU3D_Soft.cpp
178
GPU3D_Soft.cpp
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@ -81,68 +81,74 @@ void RenderPolygon(Polygon* polygon)
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int vtop = 0, vbot = 0;
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s32 ytop = 191, ybot = 0;
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s32 scrcoords[10][4];
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// process the vertices, transform to screen coordinates
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// find the topmost and bottommost vertices of the polygon
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for (int i = 0; i < nverts; i++)
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{
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Vertex* vtx = polygon->Vertices[i];
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s32 posX, posY, posZ, posW;
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s32 w = vtx->Position[3];
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if (w == 0)
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if (!vtx->ViewportTransformDone)
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{
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posX = 0;
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posY = 0;
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posZ = 0;
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posW = 0x1000;
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}
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else
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{
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// TODO: find a way to avoid doing 3 divisions :/
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posX = ((s64)vtx->Position[0] << 12) / w;
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posY = ((s64)vtx->Position[1] << 12) / w;
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posZ = ((s64)vtx->Position[2] << 12) / w;
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posW = w;
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s32 posX, posY, posZ, posW;
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s32 w = vtx->Position[3];
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if (w == 0)
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{
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posX = 0;
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posY = 0;
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posZ = 0;
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posW = 0x1000;
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}
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else
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{
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posX = ((s64)vtx->Position[0] << 12) / w;
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posY = ((s64)vtx->Position[1] << 12) / w;
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// TODO: W-buffering
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posZ = (((s64)vtx->Position[2] * 0x800000) / w) + 0x7FFCFF;
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posW = w;
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}
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s32 scrX = (((posX + 0x1000) * Viewport[2]) >> 13) + Viewport[0];
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s32 scrY = (((posY + 0x1000) * Viewport[3]) >> 13) + Viewport[1];
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if (scrX < 0) scrX = 0;
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else if (scrX > 255) scrX = 255;
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if (scrY < 0) scrY = 0;
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else if (scrY > 191) scrY = 191;
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if (posZ < 0) posZ = 0;
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else if (posZ > 0xFFFFFF) posZ = 0xFFFFFF;
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vtx->FinalPosition[0] = scrX;
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vtx->FinalPosition[1] = 191 - scrY;
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vtx->FinalPosition[2] = posZ;
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vtx->FinalPosition[3] = posW;
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vtx->FinalColor[0] = vtx->Color[0] ? ((vtx->Color[0] << 4) + 0xF) : 0;
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vtx->FinalColor[1] = vtx->Color[1] ? ((vtx->Color[1] << 4) + 0xF) : 0;
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vtx->FinalColor[2] = vtx->Color[2] ? ((vtx->Color[2] << 4) + 0xF) : 0;
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vtx->ViewportTransformDone = true;
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}
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s32 scrX = (((posX + 0x1000) * Viewport[2]) >> 13) + Viewport[0];
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s32 scrY = (((posY + 0x1000) * Viewport[3]) >> 13) + Viewport[1];
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s32 scrZ = (((s64)(posZ + 0x1000) * 0xFFFFFF) >> 13);
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if (scrX > 255) scrX = 255;
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if (scrY > 191) scrY = 191;
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if (scrZ > 0xFFFFFF) scrZ = 0xFFFFFF;
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if (scrX < 0) { printf("!! bad X %d\n", scrX); scrX = 0;}
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if (scrY < 0) { printf("!! bad Y %d\n", scrY); scrY = 0;}
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if (scrZ < 0) { printf("!! bad Z %d %d\n", scrZ, vtx->Position[2]); scrZ = 0;}
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scrcoords[i][0] = scrX;
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scrcoords[i][1] = 191 - scrY;
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scrcoords[i][2] = scrZ;
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scrcoords[i][3] = posW;
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if (scrcoords[i][1] < ytop)
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if (vtx->FinalPosition[1] < ytop)
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{
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ytop = scrcoords[i][1];
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ytop = vtx->FinalPosition[1];
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vtop = i;
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}
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if (scrcoords[i][1] > ybot)
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if (vtx->FinalPosition[1] > ybot)
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{
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ybot = scrcoords[i][1];
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ybot = vtx->FinalPosition[1];
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vbot = i;
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}
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//if (vtx->Color[0]==63 && vtx->Color[1]==0 && vtx->Color[2]==0)
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//printf("v%d: %d,%d Z=%f W=%f %d %d\n", i, scrX, 191-scrY, vtx->Position[2]/4096.0f, vtx->Position[3]/4096.0f,
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// polygon->FacingView, vtx->Clipped);
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}
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// draw, line per line
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int lcur = vtop, rcur = vtop;
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int lnext, rnext;
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s32 lstep, rstep;
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//s32 xmin, xmax;
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if (polygon->FacingView)
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{
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if (rnext >= nverts) rnext = 0;
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}
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/*if ((scrcoords[lnext][1] - scrcoords[lcur][1]) == 0) lstep = 0; else
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lstep = ((scrcoords[lnext][0] - scrcoords[lcur][0]) << 12) / (scrcoords[lnext][1] - scrcoords[lcur][1]);
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if ((scrcoords[rnext][1] - scrcoords[rcur][1]) == 0) rstep = 0; else
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rstep = ((scrcoords[rnext][0] - scrcoords[rcur][0]) << 12) / (scrcoords[rnext][1] - scrcoords[rcur][1]);*/
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//xmin = scrcoords[lcur][0] << 12;
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//xmax = scrcoords[rcur][0] << 12;
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for (s32 y = ytop; y <= ybot; y++)
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{
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if (y < ybot)
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{
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while (y == scrcoords[lnext][1])
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while (y == polygon->Vertices[lnext]->FinalPosition[1])
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{
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lcur = lnext;
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if (lnext < 0) lnext = nverts - 1;
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}
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//lstep = ((scrcoords[lnext][0] - scrcoords[lcur][0]) << 12) / (scrcoords[lnext][1] - scrcoords[lcur][1]);
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//xmin = scrcoords[lcur][0] << 12;
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if (lcur == vbot) break;
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}
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while (y == scrcoords[rnext][1])
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while (y == polygon->Vertices[rnext]->FinalPosition[1])
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{
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rcur = rnext;
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@ -206,8 +202,6 @@ void RenderPolygon(Polygon* polygon)
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if (rnext >= nverts) rnext = 0;
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}
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//rstep = ((scrcoords[rnext][0] - scrcoords[rcur][0]) << 12) / (scrcoords[rnext][1] - scrcoords[rcur][1]);
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//xmax = scrcoords[rcur][0] << 12;
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if (rcur == vbot) break;
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}
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}
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@ -219,39 +213,54 @@ void RenderPolygon(Polygon* polygon)
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s32 lfactor, rfactor;
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if (scrcoords[lnext][1] == scrcoords[lcur][1])
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if (vlnext->FinalPosition[1] == vlcur->FinalPosition[1])
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lfactor = 0;
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else
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lfactor = ((y - scrcoords[lcur][1]) << 12) / (scrcoords[lnext][1] - scrcoords[lcur][1]);
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lfactor = ((y - vlcur->FinalPosition[1]) << 12) / (vlnext->FinalPosition[1] - vlcur->FinalPosition[1]);
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if (scrcoords[rnext][1] == scrcoords[rcur][1])
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if (vrnext->FinalPosition[1] == vrcur->FinalPosition[1])
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rfactor = 0;
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else
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rfactor = ((y - scrcoords[rcur][1]) << 12) / (scrcoords[rnext][1] - scrcoords[rcur][1]);
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rfactor = ((y - vrcur->FinalPosition[1]) << 12) / (vrnext->FinalPosition[1] - vrcur->FinalPosition[1]);
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s32 xl = scrcoords[lcur][0] + (((scrcoords[lnext][0] - scrcoords[lcur][0]) * lfactor) >> 12);
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s32 xr = scrcoords[rcur][0] + (((scrcoords[rnext][0] - scrcoords[rcur][0]) * rfactor) >> 12);
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s32 xl = vlcur->FinalPosition[0] + (((vlnext->FinalPosition[0] - vlcur->FinalPosition[0]) * lfactor) >> 12);
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s32 xr = vrcur->FinalPosition[0] + (((vrnext->FinalPosition[0] - vrcur->FinalPosition[0]) * rfactor) >> 12);
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if (xl<0 || xr>255) continue; // hax
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if (xl<0 || xr>255)
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{
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printf("!! BAD X %d %d\n", xl, xr);
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continue; // hax
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}
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s32 zl = scrcoords[lcur][2] + (((s64)(scrcoords[lnext][2] - scrcoords[lcur][2]) * lfactor) >> 12);
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s32 zr = scrcoords[rcur][2] + (((s64)(scrcoords[rnext][2] - scrcoords[rcur][2]) * rfactor) >> 12);
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s32 zl = vlcur->FinalPosition[2] + (((s64)(vlnext->FinalPosition[2] -vlcur->FinalPosition[2]) * lfactor) >> 12);
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s32 zr = vrcur->FinalPosition[2] + (((s64)(vrnext->FinalPosition[2] - vrcur->FinalPosition[2]) * rfactor) >> 12);
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s32 wl = scrcoords[lcur][3] + (((s64)(scrcoords[lnext][3] - scrcoords[lcur][3]) * lfactor) >> 12);
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s32 wr = scrcoords[rcur][3] + (((s64)(scrcoords[rnext][3] - scrcoords[rcur][3]) * rfactor) >> 12);
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s32 wl = vlcur->FinalPosition[3] + (((s64)(vlnext->FinalPosition[3] - vlcur->FinalPosition[3]) * lfactor) >> 12);
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s32 wr = vrcur->FinalPosition[3] + (((s64)(vrnext->FinalPosition[3] - vrcur->FinalPosition[3]) * rfactor) >> 12);
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s64 perspfactorl1 = ((s64)(0x1000 - lfactor) << 12) / scrcoords[lcur][3];
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s64 perspfactorl2 = ((s64)lfactor << 12) / scrcoords[lnext][3];
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s64 perspfactorr1 = ((s64)(0x1000 - rfactor) << 12) / scrcoords[rcur][3];
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s64 perspfactorr2 = ((s64)rfactor << 12) / scrcoords[rnext][3];
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s64 perspfactorl1 = ((s64)(0x1000 - lfactor) << 12) / vlcur->FinalPosition[3];
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s64 perspfactorl2 = ((s64)lfactor << 12) / vlnext->FinalPosition[3];
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s64 perspfactorr1 = ((s64)(0x1000 - rfactor) << 12) / vrcur->FinalPosition[3];
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s64 perspfactorr2 = ((s64)rfactor << 12) / vrnext->FinalPosition[3];
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u32 rl = (((perspfactorl1 * vlcur->Color[0]) + (perspfactorl2 * vlnext->Color[0])) << 12) / (perspfactorl1 + perspfactorl2);
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u32 gl = (((perspfactorl1 * vlcur->Color[1]) + (perspfactorl2 * vlnext->Color[1])) << 12) / (perspfactorl1 + perspfactorl2);
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u32 bl = (((perspfactorl1 * vlcur->Color[2]) + (perspfactorl2 * vlnext->Color[2])) << 12) / (perspfactorl1 + perspfactorl2);
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if (perspfactorl1 + perspfactorl2 == 0)
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{
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perspfactorl1 = 0x1000;
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perspfactorl2 = 0;
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}
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if (perspfactorr1 + perspfactorr2 == 0)
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{
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perspfactorr1 = 0x1000;
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perspfactorr2 = 0;
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}
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u32 rr = (((perspfactorr1 * vrcur->Color[0]) + (perspfactorr2 * vrnext->Color[0])) << 12) / (perspfactorr1 + perspfactorr2);
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u32 gr = (((perspfactorr1 * vrcur->Color[1]) + (perspfactorr2 * vrnext->Color[1])) << 12) / (perspfactorr1 + perspfactorr2);
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u32 br = (((perspfactorr1 * vrcur->Color[2]) + (perspfactorr2 * vrnext->Color[2])) << 12) / (perspfactorr1 + perspfactorr2);
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s32 rl = ((perspfactorl1 * vlcur->FinalColor[0]) + (perspfactorl2 * vlnext->FinalColor[0])) / (perspfactorl1 + perspfactorl2);
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s32 gl = ((perspfactorl1 * vlcur->FinalColor[1]) + (perspfactorl2 * vlnext->FinalColor[1])) / (perspfactorl1 + perspfactorl2);
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s32 bl = ((perspfactorl1 * vlcur->FinalColor[2]) + (perspfactorl2 * vlnext->FinalColor[2])) / (perspfactorl1 + perspfactorl2);
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s32 rr = ((perspfactorr1 * vrcur->FinalColor[0]) + (perspfactorr2 * vrnext->FinalColor[0])) / (perspfactorr1 + perspfactorr2);
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s32 gr = ((perspfactorr1 * vrcur->FinalColor[1]) + (perspfactorr2 * vrnext->FinalColor[1])) / (perspfactorr1 + perspfactorr2);
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s32 br = ((perspfactorr1 * vrcur->FinalColor[2]) + (perspfactorr2 * vrnext->FinalColor[2])) / (perspfactorr1 + perspfactorr2);
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s32 xdiv;
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if (xr == xl)
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@ -264,16 +273,25 @@ void RenderPolygon(Polygon* polygon)
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s32 xfactor = (x - xl) * xdiv;
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s32 z = zl + (((s64)(zr - zl) * xfactor) >> 12);
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//z = wl + (((s64)(wr - wl) * xfactor) >> 12);
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//z -= 0x1FF;
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//if (z < 0) z = 0;
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|
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s32 perspfactor1 = ((0x1000 - xfactor) << 12) / wl;
|
||||
s32 perspfactor2 = (xfactor << 12) / wr;
|
||||
|
||||
// possible optimization: only do color interpolation if the depth test passes
|
||||
u32 vr = (s64)((perspfactor1 * rl) + (perspfactor2 * rr)) / (perspfactor1 + perspfactor2);
|
||||
u32 vg = (s64)((perspfactor1 * gl) + (perspfactor2 * gr)) / (perspfactor1 + perspfactor2);
|
||||
u32 vb = (s64)((perspfactor1 * bl) + (perspfactor2 * br)) / (perspfactor1 + perspfactor2);
|
||||
if (perspfactor1 + perspfactor2 == 0)
|
||||
{
|
||||
perspfactor1 = 0x1000;
|
||||
perspfactor2 = 0;
|
||||
}
|
||||
|
||||
RenderPixel(polygon->Attr, x, y, z, vr>>12, vg>>12, vb>>12);
|
||||
// possible optimization: only do color interpolation if the depth test passes
|
||||
u32 vr = ((perspfactor1 * rl) + (perspfactor2 * rr)) / (perspfactor1 + perspfactor2);
|
||||
u32 vg = ((perspfactor1 * gl) + (perspfactor2 * gr)) / (perspfactor1 + perspfactor2);
|
||||
u32 vb = ((perspfactor1 * bl) + (perspfactor2 * br)) / (perspfactor1 + perspfactor2);
|
||||
|
||||
RenderPixel(polygon->Attr, x, y, z, vr>>3, vg>>3, vb>>3);
|
||||
|
||||
// Z debug
|
||||
/*u8 zerp = (w * 63) / 0xFFFFFF;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
# depslib dependency file v1.0
|
||||
1487173011 source:c:\documents\sources\melonds\main.cpp
|
||||
1487292827 source:c:\documents\sources\melonds\main.cpp
|
||||
<stdio.h>
|
||||
<windows.h>
|
||||
"NDS.h"
|
||||
|
@ -10,7 +10,7 @@
|
|||
|
||||
1481161027 c:\documents\sources\melonds\types.h
|
||||
|
||||
1487177244 source:c:\documents\sources\melonds\nds.cpp
|
||||
1487299879 source:c:\documents\sources\melonds\nds.cpp
|
||||
<stdio.h>
|
||||
<string.h>
|
||||
"NDS.h"
|
||||
|
@ -146,16 +146,16 @@
|
|||
"NDS.h"
|
||||
"NDSCart.h"
|
||||
|
||||
1487016725 c:\documents\sources\melonds\gpu3d.h
|
||||
1487287868 c:\documents\sources\melonds\gpu3d.h
|
||||
|
||||
1487036430 source:c:\documents\sources\melonds\gpu3d.cpp
|
||||
1487299939 source:c:\documents\sources\melonds\gpu3d.cpp
|
||||
<stdio.h>
|
||||
<string.h>
|
||||
"NDS.h"
|
||||
"GPU.h"
|
||||
"FIFO.h"
|
||||
|
||||
1487177182 source:c:\documents\sources\melonds\gpu3d_soft.cpp
|
||||
1487300098 source:c:\documents\sources\melonds\gpu3d_soft.cpp
|
||||
<stdio.h>
|
||||
<string.h>
|
||||
"NDS.h"
|
||||
|
|
Loading…
Reference in New Issue