Clownacy
1523f1d3a6
Unified the Wii U vertex buffers
2020-06-29 16:40:32 +01:00
Clownacy
c7bd79e13f
Comment style tweaks
2020-06-29 15:25:01 +01:00
Clownacy
29f7c19a02
Fixed Null backend
2020-05-06 23:15:02 +01:00
Clownacy
5596c33b38
Fix stuff
...
Looks like the Null backend's been broken for a while though
2020-05-06 23:10:40 +01:00
Clownacy
e93ee47728
More backend rearranging
...
The Window stuff isn't meant for the user, so hide it a bit more
2020-05-06 23:02:08 +01:00
Clownacy
dacd34072a
Fix everything after the last commit
2020-05-06 22:52:11 +01:00
Clownacy
616b9cda9e
Rearrange shader files
...
The old way just kind of mashed two approaches together.
2020-05-06 22:40:10 +01:00
Clownacy
c5691d7570
Fix Wii U port when TV is set to 1080p
...
WUT's bugged. See here:
https://github.com/devkitPro/wut/issues/119
It apparently got this bug from the Decaf emulator. Maybe I should
tell those guys too.
2020-04-25 00:22:24 +01:00
Clownacy
a8d0595bcd
Update other backends to current API
...
The only other backend besides the Wii U one to use `render_target`
is the SDLTexture one.
2020-04-23 14:38:45 +01:00
Clownacy
b841f22c6d
Remember to free the glyph shader
2020-04-23 14:35:41 +01:00
Clownacy
b8dd512dc4
Free surface upon failure
2020-04-23 14:34:58 +01:00
Clownacy
d7c138f818
More error-handling
2020-04-23 14:33:59 +01:00
Clownacy
1f9247e587
Cleanup and extra error-handling
2020-04-23 14:31:19 +01:00
Clownacy
ee1d777ebb
...Actually do what the last commit said
2020-04-23 13:41:24 +01:00
Clownacy
a2cdd9ac18
Allow surfaces to be marked as not-render-targets
...
The Wii U has a very limited pool of memory for render targets
(32MB), so we should only use it if we have to.
This 'fixes' a bug in the enhanced branch, where if you use 2x
sprites at 854x480, the third line of the text box will be corrupted
(text will appear on the second line instead, and be black instead of
white).
The other renderers haven't been updated for the API change yet.
2020-04-23 13:23:10 +01:00
Clownacy
ebb96ad239
Cleanup
2020-04-22 01:50:31 +01:00
Clownacy
4752423ff3
Use pitch
2020-04-22 01:46:48 +01:00
Clownacy
0421a7ca54
Wii U: Glyphs don't use colour-buffers
2020-04-22 01:08:31 +01:00
Clownacy
abdd7fc771
Add missing case for Wii U screen size
...
My Wii U always uses this value
2020-04-21 23:53:37 +01:00
Clownacy
17fb47bce8
Correct typo
2020-04-21 22:27:13 +01:00
Clownacy
e1779248d9
Add error-prints to Wii U renderer
2020-04-21 22:22:00 +01:00
Clownacy
bc7b078df5
Make Wii U renderer support non 4:3 aspect ratios
2020-04-21 17:58:24 +01:00
Clownacy
b4d9b15a9c
Add a TODO
2020-04-21 15:23:20 +01:00
Clownacy
ff9c2dc4fc
Remove now-unneeded sanity checks
2020-04-21 14:57:05 +01:00
Clownacy
11b5fd88c5
Wii U: Use linear-filtering on the screen texture
...
Makes the font looks less terrible (on 720p TVs, anyway).
2020-04-21 13:59:47 +01:00
Clownacy
b2a0ad089f
Move Wii U shaders
2020-04-21 13:02:06 +01:00
Clownacy
5b636ccc24
Cleanup
2020-04-21 13:00:34 +01:00
Clownacy
0aba8888bb
Wii U: Update colour in PrepareToDrawGlyphs
2020-04-21 12:58:31 +01:00
Clownacy
90f729158a
Wii U: Store glyph texture in R8 format
2020-04-21 12:56:14 +01:00
Clownacy
69e0d868a0
Added font rendering to Wii U
2020-04-21 12:45:37 +01:00
Clownacy
00792413f8
Cleanup
2020-04-21 03:34:59 +01:00
Clownacy
e687c502a9
Cleanup
2020-04-21 03:22:22 +01:00
Clownacy
4d2a227068
Add render-to-texture support to Wii U renderer
2020-04-21 03:16:37 +01:00
Clownacy
8377f011cf
Add in-progress hardware Wii U renderer
...
*Very* incomplete. Right now, it can render textures and perform
colour-fills to the screen.
2020-04-21 00:59:12 +01:00
Clownacy
8524d1e349
Change software renderer backend API
2020-04-15 21:59:23 +01:00
Clownacy
073e62de46
Software renderer tweaks
2020-04-15 16:57:05 +01:00
Clownacy
c51a074fad
Big disgusting backend rework
...
We need to avoid `WindowsWrapper.h` in the backends whenever we can,
to avoid name collisions (the Wii U homebrew library) defines its own
BOOL/TRUE/FALSE, which really doesn't work with CSE2.
2020-04-13 18:19:39 +01:00
Clownacy
aa9e486086
Handle WindowBackend_Software_CreateWindow fail
...
Must have been part of that commit I reverted
2020-04-13 13:49:21 +01:00
Clownacy
d70e31d221
Cleanup
2020-04-13 13:47:57 +01:00
Clownacy
cbb11e6270
Cleanup
2020-04-13 13:43:17 +01:00
Clownacy
8fbf3bbecf
Account for GetVertexBufferSlot failure
2020-04-13 13:40:35 +01:00
Clownacy
4f7cc9582d
Revert "Backends: Added init/de-init messages for backends"
...
This reverts commit 9be8b9a493
.
2020-04-13 13:28:57 +01:00
Gabriel Ravier
9be8b9a493
Backends: Added init/de-init messages for backends
...
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-12 02:26:51 +02:00
Gabriel Ravier
92d565692a
Backends: Use "SDL" instead of "SDL2" to match documentation vocabulary
...
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-12 01:16:45 +02:00
Gabriel Ravier
5ed34e73d4
Backends/Rendering/SDLTexture: Used Uint8
instead of uint8_t
to match SDL_SetRenderDrawColor
...
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-12 01:11:13 +02:00
Gabriel Ravier
4301fc613e
Backends/Rendering/SDLTexture: !x
-> x == NULL
...
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-12 01:10:15 +02:00
Gabriel Ravier
9ad14b897e
Backends/Rendering/SDLTexture: !x
-> x == NULL
...
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-12 01:09:30 +02:00
Gabriel Ravier
a763984486
Backends/Rendering/SDLSurface: !x
-> x == NULL
...
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-12 01:01:38 +02:00
Gabriel Ravier
2feba10654
Backends/Rendering/SDLSurface: Invert if
and use != NULL
instead of implicit conversion to bool
...
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-12 01:00:44 +02:00
Gabriel Ravier
65e7164c42
Backends/Rendering/OpenGL3: Use != NULL
instead of implicit conversion to bool
...
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
2020-04-12 00:59:02 +02:00