* maintain precision until all lights are calculated
fixes lugia on the soul silver title screen
* small optimization
* small note
* small cleanup/notes
shouldn't need to check that every time, since the variable shouldn't be able to overflow
* hw doesn't cap difflevel at 255
Should it cap at all?
Can vtx colors overflow...?
* diffuse level appears to be shifted right by 9
fixes some minor inaccuracies
* improve specular lighting a little
* small improvement to diffuse lighting
fixes a few off by ones
- finding by azusa
* small tweaks
* handle overflows of diffuse lighting properly
-credits to azusa once more
* attempt at improving specular lighting calcs
still far from correct, but its a start.
fixes: https://github.com/melonDS-emu/melonDS/issues/1545
* meh
* improve specular lighting further
* add notes
* theory: add half vec instead of subt 1
* implement azusa's specular lighting algorithm
* fix minor edge case with spec lighting
* give proper credit in comments
* fix some bugs/misc tweaks
* more quirky overflow/underflow handling
* fix a spec lighting edgecase
remove some redundant parentheses
* fix an edge case with light vector calcs
* spec recip uses a different calc for light dir?
also remove a check that shouldn't be mathematically possible to trigger
* nvm that thing i thought couldn't trigger was required
also move reciprocal calc into the light vector calc function since i might as well now ig
* replace a bunch of stuff with much *much* simpler algorithms
* misc cleanup
PARENTHESES WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
* leave a note abt shininess table's default value being incorrect
* 0 dot disp defaults to the 24 bit integer limit
* useless correction
it goes through the reset function to set the variable on boot anyway but why not have the initialized state be correct too
* 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
* 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
* Allow 3D renderers to be created without passing `GPU` to the constructor
* Make the initial 3D renderer configurable via `NDSArgs`
* Fix a compiler error
* 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
* 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`
* First crack at refactoring NDS and DSi into objects
- Remove all global/`static` variables in `NDS` and related classes
- Rely more on virtual dispatch when we need to pick methods at runtime
- Pass `NDS&` or `DSi&` to its constituent components where necessary
- Introduce some headers or move some definitions to break `#include` cycles
* Refactor the frontend to accommodate the core's changes
* Move up `SchedList`'s declaration
- Move it to before the components are initialized so the `map`s inside are initialized
- Fields in C++ are initialized in the order they're declared
* Fix a crash when allocating memory
* Fix JIT-free builds
* Fix GDB-free builds
* Fix Linux builds
- Explicitly qualify some member types in NDS, since they share the same name as their classes
* Remove an unnecessary template argument
- This was causing the build to fail on macOS
* Fix ARM and Android builds
* Rename `Constants.h` to `MemConstants.h`
* Add `NDS::IsRunning()`
* Use an `#include` guard instead of `#pragma once`
* 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
* 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
* fix regression with facing view
Only the check for a polygon being counter-clockwise is supposed to be <=
* only use dot < 0 for 'cull front face' polygons
this is the fix.
* 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
* Introduce some Platform calls for managing dynamic libraries
* Add Platform::WriteFATSectors
* Introduce some Platform calls for managing dynamic libraries
* Add Platform::WriteFATSectors
* Change includes of "../types.h" to "types.h"
- Makes it easier to directly include these headers in downstream projects
* Change an include of "../Wifi.h" to "Wifi.h"
* Allow CommonFuncs.cpp to compile on Android
* Tidy up some logging calls
- Use Platform::Log in LAN_Socket.cpp
- Soften some warnings to Debug logs (since they don't necessarily represent problems)
* Add Platform::EnterGBAMode
- Gracefully stop the emulator if trying to enter GBA mode
* Soften some logs that most players won't care about
* Soften some more logs
* Introduce Platform wrappers for file operations
* Fix pointer spacing
* Fix more style nits
* Log the errno when ftruncate fails
* Fix FileSeek offset argument
- With an s32 offset, we couldn't access files larger than 2GB
* Revise Platform::StopEmu to address feedback
- Remove Platform::EnterGBAMode in favor of adding a reason to Platform::StopEmu
- Also rename Platform::StopEmu to Platform::SignalStop
- Add an optional argument to NDS::Stop
- Use the new argument everywhere that the console stops itself
* Rename FileGetString to FileReadLine
- It conveys the meaning better
* Rename FileSeekOrigin::Set to Start
- It conveys the meaning better
* Change definition of FileGetString to FileReadLine
- Oops, almost forgot it
* Rename FlushFile to FileFlush
- To remain consistent with the other File functions
* Add a FileType usage
* Fix line break in FileSeekOrigin
* Document Platform::DeInit
* Clarify that StopReason::Unknown doesn't always mean an error
* Move and document FileType::HostFile
* Remove Platform::OpenDataFile
- Nothing currently uses it
* Refactor Platform::OpenFile and Platform::OpenLocalFile to accept a FileMode enum instead of a string
- The enum is converted to fopen flags under the hood
- The file type is used to decide whether to add the "b" flag
- Some helper functions are exposed for the benefit of consistent behavior among frontends
- Equivalent behavior is maintained
* Fix a tab that should be spaces
* Use Windows' 64-bit implementations of fseek/ftell
* Move Platform::IsBinaryFile to Platform.cpp
- It could vary by frontend
* Remove an unused FileType
* Rename an enum constant
* Document various Platform items
* Use Platform::DynamicLibrary to load libandroid
- And clean it up at the end
* Fix a typo
* Pass the correct filetype to FATStorage
- Since it can be used for DSI NAND images or for SD cards
* Remove Platform::FileType
* Refactor Savestate::Var{8,16,32,64}
- They now delegate to VarArray
- They're declared in the class header so they're likely to be inlined
* First crack at refactoring Savestate to work in-memory
- Well, third, but who's counting?
* Implement Savestate::Finish
* Remove the VersionMajor and VersionMinor fields
- Instead, pull their values directly from the savestate buffer
* Mark a new constructor as explicit
* Rename Reset to Rewind
* Fix a linebreak
* Implement Savestate::Rewind
* Add ROMManager::ClearBackupState
* Refactor ROMManager to use the refactored Savestate
* Capitalize "Least"
- It was driving me nuts
* Add a log call
* Increase default Savestate buffer length to 32MB
* Use C-style file I/O instead of C++-style
- Dumping bytes to a file with C++'s standard library is a MONSTROUS PAIN IN THE ASS
* Quote the savestate's file path for clarity
* Write the savestate's length into the header
* Add some extra logging calls
* Fix section-loading
* Remove the deprecated Savestate constructor
* Convert a char* to a u32 with memcpy, not a cast
* Fix section-handling in loads
* Include <cstring> in Savestate.h
- This was causing a build error on Linux
* Add Platform::Log and Platform::LogLevel
* Replace most printf calls with Platform::Log calls
* Move a brace down
* Move some log entries to one Log call
- Some implementations of Log may assume a full line
* Log the MAC address as LogLevel::Info
* 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.
Squashed commit of the following:
commit b463a05d4b909372f0cd1ad91caa0c77a25e5901
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Mon Nov 30 01:55:35 2020 +0100
minor fix
commit ce73cebbdf5da243d7ebade82d8799ded9cd6b28
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Mon Nov 30 00:43:08 2020 +0100
fix dirty flags of BG/OBJ mappings not being reset
commit fc5d73a6178e3adc444398bdd23de8314b5ca8f8
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Mon Nov 30 00:11:13 2020 +0100
use flat vram for gpu2d everywhere
commit 34ee9fe2bf04fcfa2a5a1c8d78d70007e606f1a2
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Sat Nov 28 19:10:34 2020 +0100
mark VRAM dirty for display capture
commit e8778fa2f429c6df0eece19d6a5ee83ae23a0cf4
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Sat Nov 28 18:59:31 2020 +0100
use flat VRAM for textures and texpals
also skip rendering if nothing changed and a bunch of fixes
commit 53f2041e2e1a28b35702a2ed51de885c36689f71
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Fri Nov 27 18:29:56 2020 +0100
use vram dirty tracking for extpals
also preparations to take this further
commit 4cdfa329e95aed26d3b21319c8fd86a04abf20f7
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Mon Nov 16 23:32:22 2020 +0100
VRAM dirty tracking
- 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