Commit Graph

54 Commits

Author SHA1 Message Date
lif 62ce62777d fix screen edge partial sprite tile drawing in bigend 2024-01-04 22:52:18 -08:00
lif 6928b667ae fix most(?) rendering issues i have seen so far in swizzled mode. tiles at screen edges are still being drawn backwards 2024-01-03 03:04:44 -08:00
lif e6eb0a17dc start fixing swizzle-mode graphics rendering, starting with tilemap pointers and OAM 2024-01-02 03:55:24 -08:00
lif 4a6b94980e fix blend masks 2023-12-24 13:40:48 -08:00
lif 052656959f plumbing direct framebuffer access through the libretro way 2023-12-23 23:05:33 -08:00
lif 7813578631 n64 pixel format 2023-12-12 23:07:39 -08:00
David Guillen Fandos 1d46986e92 Fix horizontal window inversion logic. 2023-09-19 00:19:26 +02:00
David Guillen Fandos c1586a4825 Add sprite limit options and honor H-Blank Free too. 2023-09-01 23:57:57 +02:00
David Guillen Fandos 4ca45efcc7 Implement Mosaic effect (for all modes and types).
The effect is not pixel perfect, and the code is slower than non-mosaic
code. However this is intentional to ensure rendering is not very slow.
This improves most games that use this effect, and it's definitely
better than not having it.
2023-08-23 21:18:09 +02:00
David Guillen Fandos 1526af3b68 Implement mode 4 color effects
Modes 3/5 are still not supported and use regular fullcolor path.
Fixes many games, particularly menus and initial sequences for many
other games.
2023-08-18 03:30:14 +02:00
David Guillen Fandos 38390d4c55 Fix backdrop flag filling
Fixes a few games (specially transitions that use backdrop effects)
2023-08-17 22:21:37 +02:00
David Guillen Fandos 2c0c8c85d7 Some cosmetic changes 2023-08-06 20:21:50 +02:00
David Guillen Fandos 7bcd7939fb Implement row/half-row skip
This helps a lot with backgrounds that are mostly transparent.
2023-08-06 14:19:27 +02:00
David Guillen Fandos 01471a4295 Improve object blitting too 2023-08-06 13:21:47 +02:00
David Guillen Fandos 88fdbebd53 More perf improvements 2023-08-05 16:02:57 +02:00
David Guillen Fandos d6f5d72a97 Minor perf improvements 2023-08-05 00:39:44 +02:00
David Guillen Fandos 195e82b615 Minor simplification 2023-08-04 23:17:33 +02:00
David Guillen Fandos d1b4f69e32 Some more perf tweaks! 2023-08-04 01:59:06 +02:00
David Guillen Fandos 3858694aad More perf tweaks to sprite rendering 2023-08-04 01:30:53 +02:00
David Guillen Fandos 4822923b90 Improve affine text renderer 2023-08-04 00:26:46 +02:00
David Guillen Fandos 71df26db98 Optimize bitmap rendering a bit further 2023-08-03 00:32:32 +02:00
David Guillen Fandos b020a646e7 Optimize regular object blitting too 2023-08-01 20:47:12 +02:00
David Guillen Fandos a42ebbbedc Improve text blitting performance 2023-08-01 20:27:08 +02:00
David Guillen Fandos cde8a90ff8 Move pixel blitting from single mem access to byte-level 2023-08-01 01:20:29 +02:00
David Guillen Fandos b4f394459d Rewrite pixel blit functions for speed
Expand some conditions to make it clear what values are required in each
path.
2023-08-01 00:29:49 +02:00
David Guillen Fandos a5c82bccd0 Update the winobj render logic 2023-07-31 22:27:12 +02:00
David Guillen Fandos e6cde3e981 Further breakdown function modes for speed 2023-07-31 20:17:36 +02:00
David Guillen Fandos 8622c43d48 Implement sprite limit
Accounts for number of cycles per scanline and stops pushing objects
that go over the limit. Reversed processing from high to low priority
and drawing from low to high.
2023-07-31 20:14:27 +02:00
David Guillen Fandos 54484ff131 Refactor sprite rendering 2023-07-31 00:35:11 +02:00
David Guillen Fandos 361f106393 Clean up a bit more and refactor optimizations.
This should also cover the affine case which was left out.
2023-07-30 23:41:46 +02:00
David Guillen Fandos 82cb11990f Improve blending code when no st-objs are visible 2023-07-30 21:26:19 +02:00
David Guillen Fandos 4349668315 Fix ST-OBJ blending
This uses an extra bit and does proper color stacking when needed to
ensure we render things correctly when ST-objects are visible.
Fixes most games that had coloring issues finally :)
2023-07-30 18:01:47 +02:00
David Guillen Fandos 8a50e2bcf1 More clean up and code rearrange 2023-07-30 00:51:31 +02:00
David Guillen Fandos b0bbe36c08 Improve windowing render functions. 2023-07-29 23:19:12 +02:00
David Guillen Fandos fbfae2e6f4 Minor cleanup 2023-07-29 22:38:16 +02:00
David Guillen Fandos b026ea626a Disable optimization when there are some ST objects on the line 2023-07-29 17:20:35 +02:00
David Guillen Fandos fef2b89e87 Backport VRAM mirroring issues for OBJ rendering
When using a big sprite with a tile at the end of the 32KB VRAM block it
might end up reading past the 32KB block. This is not an "issue" since
the VRAM wraps around within the 32KB block.
2023-07-29 16:53:50 +02:00
David Guillen Fandos c6b2f315c5 Fix tile offset mask for 8bpp/2D mode 2023-07-29 16:35:08 +02:00
David Guillen Fandos 75a302d1d2 Merge video0/affine fixes from master 2023-07-29 15:47:47 +02:00
David Guillen Fandos 9a48e3a231 Update copyright and remove unused stuff 2023-07-29 01:08:55 +02:00
David Guillen Fandos c68b734bfb Some more cleanup 2023-07-29 01:06:51 +02:00
David Guillen Fandos ef7e0bbe37 Remove last macros, fix sprite alpha blending
Fixes many games, might break one or two in some weird cases.
Needs some cleanup, and bitmap support for color effects
2023-07-29 00:51:07 +02:00
David Guillen Fandos 1ee50ada80 Reimplement sprite copy-mode for obj-based windowing
Seems it fixes a couple of visual issues in games too.
Might need to re-check that we do not overdraw too much to avoid
performance issues.
2023-07-28 19:35:33 +02:00
David Guillen Fandos 85beb230f1 Partial object rendering rewrite
A couple of modes still missing but mostly done. Pixel-exact
compatibility for this change too.
2023-07-27 23:51:24 +02:00
David Guillen Fandos d6a02ff1df Reimplement blending routines 2023-07-25 23:37:02 +02:00
David Guillen Fandos 543ba652ba Rewrite layer rendering logic for tiled modes.
Bitmap mode does not really support this yet, therefore color effects
are not being rendered.
2023-07-25 23:36:56 +02:00
David Guillen Fandos 7b3c092584 Simplify color modes (there's only three really). 2023-07-21 21:11:08 +02:00
David Guillen Fandos 99a9b1d9b7 Unused macros cleanup 2023-07-21 19:56:01 +02:00
David Guillen Fandos c5108b78eb Rewrite bitmap rendering routines 2023-07-21 19:15:05 +02:00
David Guillen Fandos 11f56eb1d1 Implement text background affine rendering 2023-07-20 23:28:25 +02:00