Commit graph

541 commits

Author SHA1 Message Date
Clownacy
e18ec87f99 Update Wii U renderer 2020-09-14 23:16:45 +01:00
Clownacy
98f66444d7 Updated OpenGL renderers 2020-09-14 23:12:18 +01:00
Clownacy
f55c965a70 Update SDLTexture backend 2020-09-14 23:09:55 +01:00
Clownacy
37a1518056 Update SDLSurface renderer 2020-09-14 23:06:42 +01:00
Clownacy
6b18ec91be Replace LockSurface with UploadSurface
The old locking/unlocking API was plain inefficient. Soon I'll move
upscaling to the backend anyway, to minimise the overhead where
possible.

Currently only the software renderer has been updated.
2020-09-14 23:03:23 +01:00
Clownacy
95f370a720 Integer-only ratio logic 2020-09-14 16:31:54 +01:00
Clownacy
afed830366 Only mark render-target textures as lost
SDL2 only loses target textures.
2020-09-14 12:49:34 +01:00
Clownacy
05b8b607fa Correct outdated comment 2020-09-14 12:26:56 +01:00
Clownacy
63e4ac9aa9 Remove RenderBackend_FlushGlyphs
No longer used for anything
2020-09-14 12:25:39 +01:00
Clownacy
daa55b1a3c Allow font atlases to be non-square
Saves a little memory in some cases. It's the backend's job to decide
if this is a problem or not, and pad it if it has to.
2020-09-14 12:08:27 +01:00
Clownacy
0cdd6ad4df Rename a rect 2020-09-14 10:44:54 +01:00
Clownacy
2d5f6a547d Disable blending for the framebuffer 2020-09-14 10:42:31 +01:00
Clownacy
5e28463509 Remember to free the upscaled framebuffer 2020-09-14 10:39:16 +01:00
Clownacy
56b96ed432 Only use an upscaled framebuffer if we have to 2020-09-14 10:36:35 +01:00
Clownacy
53e96486ce Use proper texture access type 2020-09-13 19:50:47 +01:00
Clownacy
2f748810bf Disable blending for the upscaled framebuffer
I'd set it to RGB24 instead of RGBA32, but I don't know if there'd be
a performance penalty.
2020-09-13 19:41:19 +01:00
Clownacy
4517c9be9e Fix incorrect upscaled framebuffer size 2020-09-13 19:37:01 +01:00
Clownacy
c12149b96e Fix a weird old typo 2020-09-13 19:35:31 +01:00
Clownacy
7bc028f5d8 Enable window-resizing in the SDLTexture renderer
Previously, the window was a fixed size just like the original.

This change highlights a weird issue in CSE2: this doesn't exactly
match the behaviour of the original game, so why did I change it?
Simple: monitors had much lower pixel-densities back in the early
2000s, meaning that 320x240 and 640x480 weren't as laughably small as
they are today.

I like to think of CSE2's portable branch as Cave Story's equivalent
to Chocolate Doom: the point isn't to replicate the game's behaviour
100% - that's the accurate branch's job - no, the point of the
portable branch is to replicate the *experience* of the game, as it
was back in 2004. This means no commically-small windows.

This is the same reason font anti-aliasing is disabled, even in
versions of Windows later than XP.

Sidenote: the OpenGL3/OpenGLES2 renderers already had this feature,
but they used linear-filtering, causing the screen to be extremely
blurry in 320x240 mode. This renderer uses a better method, which
does apply slight blurring at the edges of pixels at resolutions
that aren't an exact multiple of 320x240/640x480, but otherwise it
resembles nearest-neighbour. This is way nicer to look at, and fits
the game's aesthetic. This feature will be ported to the other
renderers soon.
2020-09-13 18:17:58 +01:00
Clownacy
aa3cd55b43 Fix SDLTexture surface freeing 2020-09-13 12:30:56 +01:00
Clownacy
a6408b330f Fix build error 2020-09-11 23:10:47 +01:00
Clownacy
a37e1d31f2 Remove extra newline 2020-09-11 13:06:52 +01:00
Clownacy
69f3fbcd5a Change a dumb parameter 2020-09-10 17:56:22 +01:00
Clownacy
0fa538732d Use PrintError instead of ShowMessageBox 2020-09-10 17:48:21 +01:00
Clownacy
b065882f24 More size_t 2020-09-10 17:42:18 +01:00
Clownacy
988f1128dd Convert a bunch of ints to size_t
ints are dumb - only use them when you have to
2020-09-10 17:36:21 +01:00
Clownacy
8ad56ced43 Remove superfluous brackets 2020-09-10 16:08:53 +01:00
Clownacy
d80ef38af5 Lock SDL2 software renderer surface properly 2020-09-10 16:02:13 +01:00
Clownacy
f42a0530b0 Handle the framebuffer failing to lock
Also needed by SDL2
2020-09-10 16:02:02 +01:00
Clownacy
e90b903692 Change some variables to size_t
Really need to change the whole backend API to use size_t
2020-09-10 15:50:06 +01:00
Clownacy
b6c9467151 Switch software renderer to lockable framebuffer
SDL2 surfaces may require locking
2020-09-10 15:47:27 +01:00
Clownacy
0bdbb4f6bb Made some message-printing code more consistent 2020-09-10 15:39:10 +01:00
Clownacy
7c4a2b5caa Lock SDL_Surfaces 2020-09-08 18:53:06 +01:00
Clownacy
07f70200d0 Renderer cleanup 2020-09-08 12:48:25 +01:00
Clownacy
a0378dc30c Fix build errors 2020-09-08 12:48:17 +01:00
Clownacy
f5828667a6 Update remaining platform backends 2020-09-08 04:04:27 +01:00
Clownacy
7d51a80007 Remove C++11 from GLFW3 platform backend 2020-09-08 03:56:52 +01:00
Clownacy
84d6b50bc2 Remove platform backend dependency on core engine
The backends need to have no dependency on the engine, otherwise
there'll be conflicts when we do stuff like include `window.h` in a
file that also happens to include "WindowsWrapper.h" somewhere.
2020-09-08 03:52:23 +01:00
Clownacy
bdcb1f3a3e Remove Organya dependency from platform backend 2020-09-08 03:36:11 +01:00
Clownacy
b37e088465 Remove an empty line 2020-09-08 02:48:06 +01:00
Clownacy
f079a14b58 Update the SDLTexture renderer 2020-09-08 02:40:27 +01:00
Clownacy
0b83da1fd9 Make the Wii U batch its font rendering
Yaaaaaaaay
2020-09-08 02:12:37 +01:00
Clownacy
23156d38de Optimise OpenGL renderer a little 2020-09-08 01:55:57 +01:00
Clownacy
b080954a71 Wii U cleanup 2020-09-08 01:50:49 +01:00
Clownacy
bcf5513495 Updated Wii U renderer
Turns out it doesn't even batch the font stuff. I'll need to add that
later.
2020-09-08 01:17:07 +01:00
Clownacy
1d9446d425 Update SDLSurface renderer for new font batcher 2020-09-07 23:44:51 +01:00
Clownacy
096fa3b578 New custom font batcher
Previously, the font batching system was very shoddy: basically,
glyph bitmaps would be cached to system memory, and uploaded
on-demand to the GPU.

The OpenGL3, OpenGLES2, and SDLTexture backends relied on
`cute_spritebatch.h` to handle batching. While nice, this library is
overkill: it's intended for managing a whole game, not just a couple
of glyphs. It also depends on C++11, which is something I'd rather be
without.

Being so complex, it appears that internally it spams the backend
when merging atlases together. According to bug reports, this causes
the game to skip a lot of frames.

Instead, I've ditched the system-memory-side caching, and made the
game maintain its own atlas. Unlike `cute_spritebatch.h`, this one
doesn't purge glyphs after they've gone unused for 30(?) seconds -
instead, glyphs are only purged when room in the atlas runs out, at
which point the oldest glyph is replaced. This method doesn't involve
creating or destroying atlases at runtime, avoiding the overhead of
whatever OpenGL/DirectX do internally when that happens.

Currently only the OpenGL3, OpenGLES2, and Software renderers have
been updated with this - the others will fail to build.

I know immediate-mode renderers won't benefit from this, but it
replaces the leaky old caching system, so it's still an improvement.
2020-09-07 23:11:01 +01:00
Clownacy
bc165d0f0a Remove Organya-sleeping
Turns out that 'Sleep' call is ran on the *main* thread.

I have absolutely no idea why the game does this.
2020-09-04 02:26:31 +01:00
Clownacy
987b81c946 Fix other audio backends 2020-09-03 19:59:37 +01:00
Clownacy
7abab0039b Pre-convert the Organya callback timer
Oh no, I used the naughty 'm' word :(
2020-09-03 19:19:55 +01:00