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
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...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
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
ab217f7f6f
Document MakePixToneObject a bit more
2020-09-22 01:43:09 +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
f2c0f94e42
Faster binary search
2020-09-18 02:55:45 +01:00
Clownacy
729565b5ca
Might as well not obscure the code
2020-09-18 02:05:37 +01:00
Clownacy
b0974c3def
Binary-search optimisations and fixes
2020-09-18 02:03:14 +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
d3e18d795d
Merge branch 'accurate' into portable
2020-09-17 22:10:24 +01:00
Clownacy
620a25d75c
Made out
ASM-accurate
...
It just so happens that a path buffer and a FILE pointer both take up
the right amount of stack space *and* have the correct stack frame
ordering, so maybe this is actually what the original source code
did.
2020-09-17 21:44:13 +01:00
Clownacy
3a3530252b
Document some leftover debug-related code
2020-09-17 21:07:49 +01:00
Clownacy
c0a6441bcb
Fix another typo
2020-09-17 21:07:48 +01:00
Clownacy
527328c303
Fix a typo
2020-09-17 21:07:48 +01:00
Clownacy
2882f6651a
Apply some Windows types to InitBack
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Thanks, Cucky
2020-09-17 21:07:43 +01:00
Clownacy
4e936d4f45
Add a todo
2020-09-17 20:13:44 +01:00
Clownacy
f61ffac785
Turns out raw unicode *is* UTF32
2020-09-17 19:43:12 +01:00
Clownacy
ada7d91f17
Tiny cleanup
2020-09-17 19:39:34 +01:00
Clownacy
79586f5b90
Speed-up glyph lookup
2020-09-17 19:34:18 +01:00
Clownacy
ff44d2fd06
Note something
2020-09-17 18:42:36 +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
2b848ad16e
Finally, Windows-accurate font sizing
...
And of course Windows has some weird bug that has to be emulated with
FreeType.
2020-09-17 15:02:42 +01:00
Clownacy
c9f17c4411
Rename FreeType font functions
2020-09-17 15:02:42 +01:00
Clownacy
9973dddbbd
Restore the FreeType code
...
Now you can select either the FreeType fonts or the pre-rendered
fonts with CMake's 'FREETYPE_FONTS' option.
2020-09-17 15:02:42 +01:00
Clownacy
a542a5c11d
Cleanup and fixes
2020-09-17 15:02:42 +01:00
Clownacy
aac1c9c844
Get 640x480 and Japanese builds working again
2020-09-17 15:02:42 +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
febeb1b692
More-efficient way of determining atlas size
2020-09-16 18:18:37 +01:00
Clownacy
d1560da217
Fix bitmaps at 640x480
2020-09-16 17:45:15 +01:00
Clownacy
08b14fa03f
Don't use upscaled framebufer if it's not needed
...
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