twinaphex
605d4ef028
Add bitmask input code
2019-06-25 17:49:11 +02:00
yoshisuga
d6088d2469
iOS: support ios-arm64; follow fixes for libnx to disable network functionality ( #61 )
2019-06-25 15:30:26 +02:00
m4xw
3069551c2e
[LIBNX] Deprecate switch_pthread, update rthreads ( #60 )
2019-04-26 22:09:47 +02:00
Mats A
b2da53a754
working libnx port ( #56 )
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* working libnx port
* replace accidental elif and remove the extra whitespace
2019-02-19 17:44:40 +01:00
Brandon Wright
b9b515f57b
Add -std=gnu++11 to JNI as well.
2019-01-26 18:22:18 -06:00
Brandon Wright
e9e6470928
Merge remote-tracking branch 'TASVideos/master'
2019-01-25 20:43:59 -06:00
rogerman
e06d11f6df
GFX3D: The polygon clipping stage now occurs before any polygon sorting, allowing for the sorting of smaller lists. This can be a significant performance improvement for some 3D scenes with high polygon counts.
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- 3D renderers no longer perform polygon clipping themselves, instead relying on GFX3D to do it. By default, the clipping mode is ClipperMode_DetermineClipOnly, but 3D renderers can change this by overriding the virtual method Render3D::GetPreferredPolygonClippingMode() and returning their preferred clipping mode.
2019-01-23 16:03:09 -08:00
Brandon Wright
04e76d5c30
Merge remote-tracking branch 'TASVideos/master'
2019-01-23 18:01:26 -06:00
rogerman
b8e85e0c9d
OpenGL Renderer: Revert the texture sampling hack in commit 02cd950
-- it causes graphical glitches in Sands of Destruction, especially visible within the Sky Gaol.
2019-01-23 14:44:47 -08:00
rogerman
4cd19ce522
OpenGL Renderer: Before rendering, determine the list of clipped polygons, and then only render the clipped polygons, just like how SoftRasterizer does it. Most 3D games will see a significant performance improvement. For certain games with very high polygon count scenes, those games will see a massive performance boost.
2019-01-21 16:21:32 -08:00
Brandon Wright
fd3acee341
Use C++11 for android, too.
2019-01-19 17:15:04 -06:00
Brandon Wright
bbe3d4f405
Try to fix compilation on some targets.
2019-01-19 14:55:34 -06:00
Brandon Wright
0c26128dd8
Merge remote-tracking branch 'TASVideos/master'
2019-01-18 18:42:22 -06:00
rogerman
bb93a0a365
OpenGL Renderer: Fix an occasional crashing bug that may occur when initializing the Clear Image textures. (Regression from commit 3dc860b.)
2019-01-18 16:20:11 -08:00
rogerman
d70bc19d9a
OpenGL Renderer: Oops!!! Fix a critical bug that completely broke all rendering!!! (Regression from commit ab3d489.)
2019-01-18 14:32:13 -08:00
rogerman
ab3d48947a
OpenGL Renderer: Reduce some buffer related synchronization in BeginRender().
2019-01-18 13:54:37 -08:00
rogerman
02cd950b02
OpenGL Renderer: In an effort to try and reduce graphical glitches whenever users try to run enhancements that were never native to the NDS to begin with, the texture sampling method is now being forced to clamp for polygons with texture coordinates of either 0.0 or 1.0.
2019-01-17 23:03:52 -08:00
rogerman
0dab5917b6
OpenGL Renderer: Fix a bug where the incorrect buffer would be cleared when trying to clear the Fog attributes buffer while Edge Mark is disabled. Partially addresses #247 . (Regression from commit 21a3fae.)
2019-01-16 16:19:33 -08:00
rogerman
d63ae63d1b
OpenGL Renderer: Fix compiling for non-Cocoa ports. (Regression from commit c9db815.)
2019-01-16 15:46:13 -08:00
rogerman
c9db815171
OpenGL Renderer: Improve the overall reliability of CPU-to-GPU buffer writes, fixing a bug where certain polygons would intermittently flicker in some games. (OpenGL 3.2 only.)
2019-01-16 11:57:36 -08:00
rogerman
7990e6c3f3
OpenGL Renderer: Fix a bug where Fog rendering would fail when used with MSAA. Fixes #246 . (OpenGL 3.2 only. Regression from commit 21a3fae.)
2019-01-15 21:47:50 -08:00
zeromus
6ed5cf8420
winport - fix bug using all available window size when maximizing and fullscreening
2019-01-16 00:10:25 -05:00
rogerman
3dc860b248
Render 3D: Simplify the code a little by removing the working Polygon ID buffer for clear images.
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- As a collateral improvement, this change also works as a minor optimization for the OpenGL Renderer for games that use clear images.
2019-01-14 16:13:08 -08:00
rogerman
26504031ff
OpenGL Renderer: Partially revert commit 0f045d4
-- don't do the Z adjust in the vertex shader. Apparently, we shouldn't need to explicitly do this in OpenGL, as this adjustment should be automatic. Fixes a graphical glitch that can occur in "Sonic Chronicles: The Dark Brotherhood".
2019-01-14 15:17:13 -08:00
rogerman
0f045d430c
OpenGL Renderer: When rendering the main geometry, adjusts all Z-positions in the vertex shader so that Z is more likely to naturally fall between the depth range of 0.0 and 1.0. Further mitigates the performance cost of using the NDS-Style Depth Calculation option.
2019-01-14 12:08:33 -08:00
zeromus
9b1ce0efc3
add --slot1-no8000prot, fixes #183
2019-01-13 14:51:51 -05:00
rogerman
066366184c
Video Filters: Fix an issue where the internal buffers were not created using a guaranteed alignment, possibly causing a segfault on AVX2-enabled systems. Fixes #245 .
2019-01-11 00:40:16 -08:00
rogerman
f5d90a77c1
GPU: Fix graphical glitch that can occur when frameskip is enabled, running a custom resolution on a multicore CPU system. (Regression from commit abc0649.)
2019-01-10 21:33:16 -08:00
zeromus
605ce35812
winport - restore some tool windows which are minimized, when their menu option is selected
2019-01-10 20:54:31 -05:00
Brandon Wright
3101540092
Merge remote-tracking branch 'TASVideos/master'
2019-01-10 12:06:37 -06:00
Brandon Wright
a57e82a599
Revert "Fix nativeBuffer redefinition."
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This reverts commit 5868edcfcc
.
2019-01-10 12:06:26 -06:00
rogerman
4a13a03f46
Windows Port: Fix compiling on 32-bit Windows. (Regression from commit abc0649.)
2019-01-09 23:40:32 -08:00
rogerman
abc0649ad2
GPU: Significantly improve the performance of HD rendering for many 3D games.
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- Specifically, if the previous frame is determined to draw the entire HD layer directly over the backdrop layer, then the current frame's entire custom framebuffer is asynchronously cleared using line 0's backdrop color since most games will keep the backdrop color constant for all scanlines. Because this is a common rendering case, many 3D games should see a performance improvement when running very large HD framebuffers (8x or higher).
- Also fix a compiling issue for non-SSE2 systems. (Regression from commit 3890431.)
2019-01-09 22:41:42 -08:00
Brandon Wright
5868edcfcc
Fix nativeBuffer redefinition.
2019-01-09 16:09:51 -06:00
Brandon Wright
c0d7f56762
Merge remote-tracking branch 'TASVideos/master'
2019-01-09 15:45:02 -06:00
rogerman
3890431154
GPU: Working engine buffers are now set up in advance, asynchronously, starting after line 191.
2019-01-08 23:47:36 -08:00
rogerman
0f87ada863
types.h: Add support for atomic variables.
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- Also clean up some stuff that doesn't belong in this file.
2019-01-08 17:17:30 -08:00
rogerman
50f42fae55
OpenGL Renderer: More minor shader efficiency tweaks when using the NDS Style Depth Calculation option.
2019-01-06 00:23:17 -08:00
rogerman
85ee9e0ff9
OpenGL Renderer: Fix some interactions between Edge Mark and the Special Zero Alpha Blending option. (Regression from commit 6f8c060.)
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- Also remove some extraneous stencil buffer clears.
2019-01-05 12:49:16 -08:00
rogerman
40a4b3cdcf
OpenGL Renderer: Do some minor shader efficiency tweaks. (OpenGL 3.2 only.)
2019-01-04 18:48:28 -08:00
twinaphex
59d93b5b4d
Update Makefile
2019-01-03 13:15:59 +01:00
rogerman
21a3fae0f3
OpenGL Renderer: Do some minor efficiency, stability, and consistency tweaks.
2019-01-02 01:10:59 -08:00
Brandon Wright
5c8ba82e33
Merge remote-tracking branch 'TASVideos/master'
2019-01-01 11:37:16 -06:00
Brandon Wright
533fbfafc4
Add 2:1 hybrid layout ratio.
2019-01-01 11:34:08 -06:00
rogerman
f97c633441
OpenGL Renderer: Okay, let's try using GL_AMD_conservative_depth for those AMD drivers that outright lie about supporting GL_ARB_conservative_depth. (Related to commit 4d6a132
and commit 39f9483.)
2018-12-30 02:12:54 -08:00
rogerman
39f9483034
OpenGL Renderer: Also require GLSL 4.00 when using the GL_ARB_conservative_depth extension. (Related to commit 4d6a132.)
2018-12-30 01:36:54 -08:00
rogerman
4d6a132116
OpenGL Renderer: Mitigate some of the performance penalty of using the NDS Style Depth Calculation option.
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- GPUs that support the GL_ARB_conservative_depth extension will benefit more from this commit. (OpenGL 3.2 only.)
- Also fix some miscellaneous bugs.
2018-12-29 22:37:37 -08:00
rogerman
0c0bd5144e
Cocoa Port: Do a small optimization when doing video output framebuffer fetches for Metal display views.
2018-12-28 15:39:09 -08:00
rogerman
aeea0ea46a
OpenGL Renderer: Remove the material_6bit_to_float LUT, since we already have an equivalent existing LUT -- divide6bitBy63_LUT.
2018-12-26 22:35:34 -08:00
rogerman
c1357c1451
OpenGL Renderer: Do some minor performance improving tweaks.
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- Most notably, fix a performance regression where polygon drawing was no longer getting batched due to an incorrect polygon-facing test. (Regression from commit dab414c.)
2018-12-26 19:48:22 -08:00