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
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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
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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
David Guillen Fandos
c2964e386a
Replace all other tiled renderers.
...
Alhpa blending and other color effects are merged into a single function
2023-07-19 20:30:52 +02:00
David Guillen Fandos
dc4c312ca7
Rewrite tile rendering base functions
2023-07-18 23:04:56 +02:00
David Guillen Fandos
b88f0c0135
Rewrite window code without macros
2023-07-14 22:39:47 +02:00
David Guillen Fandos
97435283d2
Branch video to be a CXX source file.
...
Purposely disable all CXX linking to ensure the binary remains the same
2023-07-14 20:16:37 +02:00