Commit Graph

49 Commits

Author SHA1 Message Date
RSDuck 436b3c4c1d update copyright year and add missing GPL headers 2021-03-12 20:07:40 +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
RSDuck b78bc4cb66 fixes to the threadedness of the sw rasteriser
also fix #639 and fix #880
2021-01-26 16:42:27 +01:00
RSDuck 7d448d911d use C++ style structs everywhere 2021-01-02 11:38:06 +01:00
Arisotura 66cec85a9a GPU: forward BG0HOFS to internal rendering engine register for 3D layer scroll (only when the rendering engine is enabled).
fixes #840

thank you RSDuck and Hydr8gon for your insight into this.
2020-12-10 19:12:08 +01:00
RSDuck 6e8bac3909 Merge vram dirty tracking
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
2020-11-30 19:49:18 +01:00
RSDuck 6977302403 make OpenGL renderer a build option
mostly meant for the Switch port
2020-10-01 00:01:05 +02:00
Arisotura 0804ab3c78 * rework GPU's settings interface, make it config-agnostic
* make video settings dialog functional, sorta
* fix dialogs that were resizable
2020-05-28 15:53:32 +02:00
Arisotura 83f8e11bc1 update copyright years 2020-02-14 20:18:08 +01:00
Arisotura 27f758d353 hack so that the GL renderer can render lines 2019-06-12 03:55:40 +02:00
Arisotura 3c70015da7 software renderer: fix rendering of line polygons. fixes #350 2019-06-11 03:10:32 +02:00
Arisotura 667dee6754 more code botching
it's less shitty tho

but still has bugs
2019-05-24 02:04:41 +02:00
Arisotura db396e992b welp.
progress
2019-05-21 22:28:46 +02:00
Arisotura b493c24128 remove reference to GL version 4.3 from filenames and namespaces 2019-05-20 00:05:37 +02:00
Arisotura de287825ee start work on display capture
also fix a bug in the compositing shader
2019-05-17 22:50:41 +02:00
Arisotura c1746f0c60 BAHAHAHHHH
HARK HARK HARK
2019-05-16 20:58:07 +02:00
Arisotura c81bcccadc BAHAHAHAHAHAHAHAA 2019-05-16 16:27:45 +02:00
Arisotura 0a464c504d de-hardcode the GL renderer.
init framebuffer to black.
fix bugs.
2019-05-12 16:32:53 +02:00
Arisotura 53b2262917 calculate hi-res vertex positions. reduces shaking of polygons when rendering at a higher res. 2019-05-11 15:14:59 +02:00
Arisotura fb4f972cad hires hax. somewhat functional 2019-05-08 01:58:34 +02:00
Arisotura f8751bd1fb first attempt at things
(also fix softrenderer reset)
2019-04-01 02:51:31 +02:00
Arisotura b0efde8bf7 also, update copyright name 2019-01-22 15:58:29 +01:00
StapleButter 669247e8c8 redesign main emu loop to use timestamps instead of being a trainwreck
* cleaner code
* faster in some cases
* more accurate (on-demand compensation for timers and GPU)
* less prone to desyncs
* overall betterer
2019-01-05 05:28:58 +01:00
StapleButter f6e6fa05ea some work on extreme/degenerate shit in GPU
* clip against Z then Y then X. apparently, fixes #310. I had also observed hints that the hardware does it this way.
* truncate W to 24 bits before viewport transform.
* mark any polygons that have a W=0 at that point as degenerate. do not render.
2018-12-20 01:31:31 +01:00
StapleButter dd30b417b8 implement proper support for POWCNT1.
fixes #260
2018-12-18 17:04:42 +01:00
StapleButter a9e7f8bc5b add proper support for GXFIFO stalls.
bad games that blast the GXFIFO and overflow it:
* Super Mario 64 DS
* Rayman RR2

latter seems to get its music streaming crapoed.
2018-11-23 22:21:41 +01:00
StapleButter a2cc7087f7 GPU done 2018-10-18 02:31:01 +02:00
StapleButter fea7955675 fixor copyright years. 2018-09-15 02:32:13 +02:00
StapleButter 2e23ae54b2 3D:
* more accurate polygon edges (still not perfect. heh)
* antialiasing (doesn't always work)
2017-08-28 18:37:07 +02:00
StapleButter 8f031f698b normalize W values in both directions (0123-0157 -> 1230-1570) 2017-07-06 18:54:51 +02:00
StapleButter d5376b4184 3D: Y-sorting 2017-07-05 18:38:10 +02:00
StapleButter 01404ac6c3 3D: move opaque/translucent sorting to GPU3D.cpp 2017-07-05 18:11:00 +02:00
StapleButter fa2db3826e (finally) make the threaded 3D renderer option actually work 2017-06-04 15:55:23 +02:00
StapleButter 64a447bb7c clean up some shit. make framebuffer access less weird. 2017-06-03 22:10:32 +02:00
StapleButter ae78faf2a7 rework slope/edge code. lay groundwork for antialiasing. 2017-05-28 18:36:42 +02:00
StapleButter 6f4d835c7f fog 2017-05-26 15:14:22 +02:00
StapleButter a63ab24447 fix crapoed shadows 2017-05-26 04:00:15 +02:00
StapleButter 4b3caedbe7 first attempt at threading the 3D renderer 2017-05-23 23:38:28 +02:00
StapleButter cb1b03b253 make the 3D renderer work per-scanline 2017-05-21 20:14:03 +02:00
StapleButter 9fe24cb1e7 latch 3D registers upon VBlank
(fixes the last bugs in Gericom's train game)
2017-05-09 22:22:52 +02:00
StapleButter da31af9202 fix Z-buffering. not really clean, and not perfectly accurate. 2017-04-29 00:20:04 +02:00
StapleButter 9eb68c2ede misc optimizations 2017-04-25 01:14:26 +02:00
StapleButter 1759672d14 a few attempts at optimization 2017-04-23 15:25:15 +02:00
StapleButter a086e22023 attempt at shadows. they're still a bit weird tho. 2017-04-22 18:04:54 +02:00
StapleButter eb656857d9 optimize the 3D renderer somewhat 2017-04-21 22:40:15 +02:00
StapleButter c62e160b26 * decal texture blending
* start implementing toon shading
* temp. revert the DMA fix, causes issues
2017-04-12 20:25:54 +02:00
StapleButter 8bbcc83771 * always render normal BG/OBJ graphics (even if they're not getting displayed, they can still be fed to the capture unit)
* fix 3D viewport calculation
* keep track of the clearbuffer attributes before VBlank
2017-04-10 20:24:41 +02:00
StapleButter 3dd79d63f1 start 3D rendering at scanline 215. fixes Worms2D. 2017-03-21 11:45:12 +01:00
StapleButter 8a4ed8f41c reorganize repo, move shit around 2017-03-16 23:01:22 +01:00