Commit graph

2634 commits

Author SHA1 Message Date
Clownacy
c478cf242b Add a missing #include 2020-10-10 15:25:58 +01:00
Clownacy
3a00286890 Fix SDL2 version check
SDL2 didn't start reporting its version until recently, so this check
is pointless.
2020-10-05 01:48:46 +01:00
Clownacy
12b7990cf9 Wii U: Fix usage of wrong shader 2020-10-04 21:00:38 +01:00
Clownacy
94dd419858 Add explicit parameter for render targets
With the new Wii U upscaling code, 640x480 uses too much MEM1.

Honestly, maybe I should just overhaul how render targets work on the
Wii U. Surely there's a way to dynamically allocate only one colour
buffer at a time?
2020-10-04 14:19:16 +01:00
Clownacy
8eb4e29b10 Remove needless parameter 2020-10-04 13:56:43 +01:00
Clownacy
ce6e4e2a32 Add Wii U smooth framebuffer upscaling 2020-10-04 13:51:16 +01:00
Clownacy
30ec081d7b Refactor Wii U renderer in preparation
This is in preparation for an upscaled-framebuffer system like the
OpenGL backend has.

I wonder if it's possible to just use a shader instead, and avoid the
need for an upscaled framebuffer to make the linear filtering not
look terrible.
2020-10-04 13:00:22 +01:00
Clownacy
385b7531ef Remove leftover files I was using for testing 2020-10-04 00:47:55 +01:00
Clownacy
914034c406 Remove unused variable 2020-10-04 00:39:07 +01:00
Clownacy
771f83d06a Fix the 'Studio Pixel Presents' text on Wii U
The vertex buffer was being deleted and recreated *after* it was
binded.
2020-10-04 00:37:49 +01:00
Clownacy
4b2a14167e Wii U shader fixes
I don't know what bugs, if any, these fix
2020-10-03 22:29:13 +01:00
Clownacy
9458d2aea7 Avoid some duplicate code in Wii U flush function 2020-10-03 21:01:36 +01:00
Clownacy
6803438358 Fix Wii U using an uninitialised vertex buffer 2020-10-03 18:35:40 +01:00
Clownacy
c7cd67c410 Remove another useless variable 2020-10-03 16:11:58 +01:00
Clownacy
858fd0beb9 Fix Backend_EnableDragAndDrop not matching header 2020-10-03 16:10:34 +01:00
Clownacy
076a477239 Remove useless variable 2020-10-03 16:09:22 +01:00
Clownacy
7ab6866d6b Change Font.cpp to use CP1252 instead of UTF-8
This is accurate to the original EXE, which would default to CP1252
depending on what region Windows was set to. This is the case for
English and Spanish regions, and likely others.

This should make this branch compatible with a number of fan-made
translations. However, this also makes it so that the `PutText`
functions will no longer support UTF-8 strings.

Modders may prefer to switch to UTF-8 entirely, so I've left the old
UTF-8 parsing function in a comment.
2020-10-03 12:29:43 +01:00
Clownacy
71d7aafaf9 Remove FreeType licence stuff
Binaries will no longer contain FreeType code
2020-09-30 21:20:05 +01:00
Clownacy
9a5ac1606d Correct a typo 2020-09-30 21:18:59 +01:00
Clownacy
603cfdd9db Merge branch 'accurate' into portable 2020-09-29 16:44:49 +01:00
Clownacy
0730bb74ef More cleanup 2020-09-27 22:02:45 +01:00
Clownacy
97a042dcc0 Deobfuscate some values 2020-09-27 21:12:39 +01:00
Clownacy
59aeae07f8 More documentation 2020-09-27 20:57:24 +01:00
Clownacy
69eed6a966 More documentation 2020-09-27 20:45:08 +01:00
Clownacy
2ab0ff2455 Document Ending.cpp a little 2020-09-27 20:35:58 +01:00
Clownacy
80d5691a7e Clean-up some code 2020-09-27 20:12:12 +01:00
Clownacy
d1dc861bc3 Another TODO 2020-09-27 20:08:51 +01:00
Clownacy
0df697d5ee Add a TODO 2020-09-27 20:07:06 +01:00
Clownacy
ad5785611b Change a float literal to double 2020-09-27 19:31:23 +01:00
Clownacy
35bf490f0d Fix GLFW3 build error
Great API...
2020-09-27 17:51:16 +01:00
Clownacy
baf88b0d4b Convert cursors to RGBA
...instead of colour-keyed RGB. Less goofing-around for the user.
2020-09-27 17:16:58 +01:00
Clownacy
51e6cb5a6c Convert cursors and icon to PNG
No point using BMP, since they're way bigger, and they're not
required for authenticity, since the original files were .cur and
.ico files. At some point, I'd like to support those formats, so this
branch can use the original files.
2020-09-27 17:16:58 +01:00
Clownacy
b7e25cd9be Wii U renderer cleanup 2020-09-27 17:16:58 +01:00
Clownacy
9b29717f41 Merge branch 'accurate' into portable 2020-09-26 23:30:19 +01:00
Clownacy
098aae8d73 Ignore Visual Studio 2019 stuff 2020-09-26 23:25:02 +01:00
Clownacy
dad9dd6421 Correct oversized OpenGL upscaled framebuffer 2020-09-26 23:19:17 +01:00
Clownacy
c2bc6c5ec2 Avoid DPI scaling on Windows
Causes ugly blurring. The window can be resized manually if it's too
small.
2020-09-26 23:17:55 +01:00
Clownacy
530dab7bab Update Wii U shader files 2020-09-23 19:56:50 +01:00
Clownacy
87da82a500 Wii U: Offload vertex transformation to GPU 2020-09-23 19:55:45 +01:00
Clownacy
663870ae76 Wii U: Offload tex-coord transformation to GPU 2020-09-23 19:05:01 +01:00
Clownacy
6b8ffe2886 More-efficient Wii U glyph fragment shader 2020-09-23 18:03:36 +01:00
Clownacy
45f2032c9a Modernise how Wii U shaders are included
Uses newer bin2h. I would be nice if this process were automated...
2020-09-23 17:53:49 +01:00
Clownacy
006091305e Fix an inconsistency 2020-09-23 17:08:07 +01:00
Clownacy
0103f2696b Better way to handle Wii U screen viewports 2020-09-23 17:07:26 +01:00
Clownacy
42f12c18d9 Wii U integer-only viewport calculation 2020-09-23 16:57:36 +01:00
Clownacy
eac417cdc1 I guess I figured out what the GX2 context is for 2020-09-23 16:52:42 +01:00
Clownacy
ab217f7f6f Document MakePixToneObject a bit more 2020-09-22 01:43:09 +01:00
Clownacy
049b5e373a Backport the portable branch's PHILOSOPHY.md 2020-09-22 00:33:50 +01:00
Clownacy
1eb1e522c8 Clarify an odd design choice 2020-09-19 21:55:40 +01:00
Clownacy
a8bcf5a6fb Orphan vertex buffers for improved performance
Bump my Raspberry Pi 3B+ from 100FPS to 120FPS.
2020-09-19 21:50:20 +01:00