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
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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
9a5ac1606d
Correct a typo
2020-09-30 21:18:59 +01:00
Clownacy
ad5785611b
Change a float literal to double
2020-09-27 19:31:23 +01:00
Clownacy
35bf490f0d
Fix GLFW3 build error
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Great API...
2020-09-27 17:51:16 +01:00
Clownacy
baf88b0d4b
Convert cursors to RGBA
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...instead of colour-keyed RGB. Less goofing-around for the user.
2020-09-27 17:16:58 +01:00
Clownacy
b7e25cd9be
Wii U renderer cleanup
2020-09-27 17:16:58 +01:00
Clownacy
dad9dd6421
Correct oversized OpenGL upscaled framebuffer
2020-09-26 23:19:17 +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
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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
1eb1e522c8
Clarify an odd design choice
2020-09-19 21:55:40 +01:00
Clownacy
a8bcf5a6fb
Orphan vertex buffers for improved performance
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Bump my Raspberry Pi 3B+ from 100FPS to 120FPS.
2020-09-19 21:50:20 +01:00
Clownacy
9a990d6fa7
Correct some code indentation
2020-09-19 15:07:44 +01:00
Clownacy
5c1012aa8e
Fix upscaled framebuffer skipping
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Skipping it an 1x is wrong: it should only be skipped if the window
is an integer multiple of the framebuffer size
2020-09-18 21:21:28 +01:00
Clownacy
4763aecdbd
Correct Lanczos array initialisation
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I must have forgotten that Lanczos reads backwards too
2020-09-18 00:59:05 +01:00
Clownacy
83e8320d84
Fix other renderers
2020-09-17 18:26:32 +01:00
Clownacy
5c6b71e3a1
Optimise a little when using OpenGL3
2020-09-17 18:22:44 +01:00
Clownacy
b8ceefcefd
Flexible OpenGL unpack alignment
2020-09-17 18:05:38 +01:00
Clownacy
86d084f750
Get OpenGL renderers working again
2020-09-17 17:39:02 +01:00
Clownacy
fe76fe6dea
Big scary messy unfinished font overhaul
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This is currently hardcoded to 640x480 English builds.
What I've done is temporarily gutted the FreeType2 font renderer, and
instead introduced a system where the font is read from a
pre-rendered font atlas. This allows me to get 100% accurate font
rendering to Windows XP... because I literally created these atlases
with Windows XP.
So not only does this eliminate the issue of FreeType producing
misshapen glyphs, but it also works around the copyright issue
regarding bundling the Courier New and MS Gothic fonts with CSE2.
You see, font files can be copyrighted like any old software, however
typefaces have a lot less protection - they're basically fair-game.
IANAL, of course - look it up yourself.
I don't really want to throw away the FreeType font system since I
spent a ton of time working on it, it allows you to use other font
files, and I'll probably wind up needing it for CSE2EX. I guess I'll
just have to find some way to either have the two systems coexist, or
make it so one or the other can be selected at compile-time.
2020-09-17 15:02:36 +01:00
Clownacy
08b14fa03f
Don't use upscaled framebufer if it's not needed
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This matches the SDLTexture backend.
Again, it would be really nice if this code weren't duplicated.
2020-09-15 22:16:05 +01:00
Clownacy
97d5373fa5
Add smooth upscaling to the OpenGL backends
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Bleh, this is kind of messy and ugly. I also don't like how much
duplicate code there is from the SDLTexture backend.
2020-09-15 22:05:58 +01:00
Clownacy
fd82adf099
Remove invalid comment
2020-09-15 21:00:27 +01:00
Clownacy
13ce62ae05
Minor cleanup
2020-09-15 20:51:04 +01:00
Clownacy
52c2a5ceee
Make software renderer a bit more foolproof
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This also eliminates some comparisons with mismatching signedness
2020-09-15 20:48:18 +01:00
Clownacy
11bbad7372
Cleanup
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Now RenderBackend_DrawGlyph doesn't pass an unnecessary parameter
2020-09-15 19:40:10 +01:00
Clownacy
392d5898a3
Make GetVertexBufferSlot consistent
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It would be nice keep this batching stuff in a common file
somewhere...
2020-09-15 16:28:35 +01:00
Clownacy
e2b64df84a
Oops, also offload colour-fill vertices as well
2020-09-15 16:18:48 +01:00
Clownacy
0f5af36951
Offload vertex transformation to the GPU
2020-09-15 16:08:56 +01:00
Clownacy
07e4e3b971
Offload texture coord transformation to GPU
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I imagine this isn't too helpful when the GPU is the bottleneck, like
on my Raspberry Pi.
2020-09-15 14:21:58 +01:00
Clownacy
f0e1119a91
Move OpenGL shader stuff to a struct
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The uniform naming scheme was already emulating this
2020-09-15 14:13:45 +01:00
Clownacy
6b96ada4a8
Use proper OpenGL buffer access specifier
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The previous value was inherited from the old pre-batching code,
where it actually made sense.
2020-09-15 00:48:14 +01:00
Clownacy
611afe7417
Remove those annoying renderer sanity checks
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Duplicate junk. If they're that important, they can go in the game,
not the backends.
2020-09-14 23:55:39 +01:00
Clownacy
27b3980a56
Flush Wii U vertex buffers when stuff happens
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You know, this 50-character commit name limit is really annoying.
2020-09-14 23:47:52 +01:00
Clownacy
e96ee6ed89
Don't leave dangling OpenGL texture IDs
2020-09-14 23:43:18 +01:00
Clownacy
2bcab6adee
Change software renderer sub-backend API
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No more locking
2020-09-14 23:26:55 +01:00
Clownacy
30ea89d3fa
Remove some now-unneeded struct members
2020-09-14 23:17:21 +01:00