Commit Graph

21 Commits

Author SHA1 Message Date
RSDuck 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
Arisotura 8fc403cdad update copyright headers 2024-06-15 17:01:19 +02:00
RSDuck 043244a56d
Compute shader renderer (#2041)
* nothing works yet

* don't double buffer 3D framebuffers for the GL Renderer
looks like leftovers from when 3D+2D composition was done in the frontend

* oops

* it works!

* implement display capture for compute renderer
it's actually just all stolen from the regular OpenGL renderer

* fix bad indirect call

* handle cleanup properly

* add hires rendering to the compute shader renderer

* fix UB
also misc changes to use more unsigned multiplication
also fix framebuffer resize

* correct edge filling behaviour when AA is disabled

* fix full color textures

* fix edge marking (polygon id is 6-bit not 5)
also make the code a bit nicer

* take all edge cases into account for XMin/XMax calculation

* use hires coordinate again

* stop using fixed size buffers based on scale factor in shaders
this makes shader compile times tolerable on Wintel
- beginning of the shader cache
- increase size of tile idx in workdesc to 20 bits

* apparently & is not defined on bvec4
why does this even compile on Intel and Nvidia?

* put the texture cache into it's own file

* add compute shader renderer properly to the GUI
also add option to toggle using high resolution vertex coordinates

* unbind sampler object in compute shader renderer

* fix GetRangedBitMask for 64 bit aligned 64 bits
pretty embarassing

* convert NonStupidBitfield.h back to LF only new lines

* actually adapt to latest changes

* fix stupid merge

* actually make compute shader renderer work with newest changes

* show progress on shader compilation

* remove merge leftover
2024-05-13 17:17:39 +02:00
Jesse Talavera 8143f54956
Protect savestates while the threaded software renderer is running (#1864)
* First crack at ensuring the render thread doesn't touch GPU state while it's being serialized

* Get rid of the semaphore wait

* Add some extra fields into GPU3D's serialization

* Oops, TempVertexBuffer is already serialized

* Move vertex serialization into its own method

* Lock the GPU3D state when rendering on the render thread or serializing it

* Revert "Lock the GPU3D state when rendering on the render thread or serializing it"

This reverts commit 2f49a551c1.

* Add comments that describe the synchronization within GPU3D_Soft

- I need to understand it before I can solve my actual problem
- Now I do

* Revert "Revert "Lock the GPU3D state when rendering on the render thread or serializing it""

This reverts commit 1977566a6d.

* Let's try locking the GPU3D state throughout NDS::RunFrame

- Just to see what happens

* Slim down the lock's scope

* Narrow the lock's scope some more

* Remove the lock entirely

* Try protecting the GPU3D state with just a mutex

- I'll clean this up once I know it works

* Remove a duplicate method definition

* Add a missing `noexcept` specifier

* Remove an unused function

* Cut some non-hardware state from `GPU3D`'s savestate

* Assume that the next frame after loading a savestate won't be identical

* Actually, it _is_ worth it

* Don't serialize the clip matrix

- It's recalculated anyway

* Serialize `RenderPolygonRAM` as an array of indexes

* Clean up some comments

- I liked the dialogue style, but oh well

* Try restarting the render thread instead of using the lock

- Let's see what happens

* Put the lock back

* Fix some polygon and vertex indexes being saved incorrectly

- Taking the difference between two pointers results in the number of elements, not the number of bytes

* Remove `SoftRenderer::StateBusy` since it turns out we don't need it

- The real synchronization was the friends we made along the way
2024-01-07 23:39:43 +01:00
Jesse Talavera a4b2b0c40d
Resolve or silence some warnings (#1905)
* Resolve some warnings

- Their frequent appearance in the build logs is driving me nuts

* Silence warnings about `offsetof`

* Don't apply `-Wno-invalid-offset` to C, only to C++
2023-12-28 14:54:31 +01:00
Jesse Talavera 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
Jesse Talavera 9bfc9c08ff
Sprinkle `const` around where appropriate (#1909)
* Sprinkle `const` around where appropriate

- This will make it easier to use `NDS` objects in `const` contexts (e.g. `const` parameters or methods)

* Remove the `const` qualifier on `DSi_DSP::DSPRead16`

- MMIO reads can be non-pure, so this may not be `const` in the future
2023-12-12 11:07:22 +01:00
Jesse Talavera-Greenberg 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
Jesse Talavera-Greenberg 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
Jesse Talavera-Greenberg 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
Arisotura ac38faef14 update copyright years 2023-11-04 00:21:46 +01:00
Jesse Talavera-Greenberg db963aa002
Make the NDS teardown more robust (#1798)
* Make cleanup a little more robust to mitigate undefined behavior

- Add some null checks before cleaning up the GPU3D renderer
- Make sure that all deleted objects are null
- Move cleanup logic out of an assert call
- Note that deleting a null pointer is a no-op, so there's no need to check for null beforehand
- Use RAII for GLCompositor instead of Init/DeInit methods

* Replace a DeInit call that I missed

* Make ARMJIT_Memory less likely to generate errors

- Set FastMem7/9Start to nullptr at the end
- Only close and unmap the file if it's initialized

* Make Renderer3D manage its resources with RAII

* Don't try to deallocate frontend resources that aren't loaded

* Make ARMJIT_Memory::DeInit more robust on the Switch

* Reset MemoryFile on Windows to INVALID_HANDLE_VALUE, not nullptr

- There is a difference

* Don't explicitly store a Valid state in GLCompositor or the 3D renderers

- Instead, create them with static methods while making the actual constructors private

* Make initialization of OpenGL resources fail if OpenGL isn't loaded

* assert that OpenGL is loaded instead of returning failure
2023-09-15 15:31:05 +02:00
Jaklyy d69745b3a8
Fix Incorrect Polygon Swapping Behavior and Implement Correct Rules for Shifting Right Edges Left (#1816)
* fix polygons being swapped incorrectly

"borrowed" this from noods
needs verification that the >= and <= signs aren't actually supposed to be > and <

* proper rules for moving vertical right slopes left

* nvm most of that was actually pointless

that's on me for not checking
2023-08-27 13:29:12 +02:00
Jaklyy dc8efb62b8
Fix aa being upside down on swapped y-major slopes (#1803)
* fix aa being upside down on swapped y-major slopes

* further improvements to swapped aa

in addition to fixing swapped y-major slope aa, now fixes:
swapped x-major slope aa
swapped vertical slope aa

* use templates instead + style/comment tweaks

should force the compiler to precompile if statements like i want it to do, instead of just hoping it does so on its own
2023-08-27 13:28:44 +02:00
Jaklyy 758b5ee7a1
fix aa calc for 1px tall 0px wide slopes (#1795) 2023-08-27 13:27:42 +02:00
Jaklyy 5f9e7e19f3
Improve Interpolation Accuracy (#1686)
* Fix Up Y Interp Inputs

* Change Linear Interp Formula

Fixes a handful of pixels.
Still not perfect.

* Cleanup

remove some unnecessary code and parentheses
2023-08-10 18:00:40 +02:00
Arisotura 35cc79787d update copyright headers 2022-01-09 02:15:50 +01:00
RSDuck 436b3c4c1d update copyright year and add missing GPL headers 2021-03-12 20:07:40 +01:00
RSDuck bc63531e00 avoid leaking threads in NDSCart_SRAMManager
also atomics
2021-03-11 16:54:43 +01:00
RSDuck f05bc50d40 use std::function in Thread_Create so we can revert back to using it 2021-02-11 16:00:36 +01:00
Wunk 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