Commit Graph

13 Commits

Author SHA1 Message Date
fincs
8d8979947e Remove deprecated functionality 2018-05-22 16:56:19 +02:00
fincs
8f3fda7986 Deprecate C3D_SafeXYZ functions & replace them with C3D_SyncXYZ 2017-12-01 17:46:14 +01:00
fincs
b59cdc3c7c Deprecate C3D_RenderTargetSetClear, use C3D_RenderTargetClear instead 2017-12-01 17:46:14 +01:00
fincs
4ed5536bcc Add C3D_FrameEndHook() 2017-12-01 17:46:14 +01:00
fincs
2062eff21d Add C3D_FrameCounter() for retrieving the value of the frame counter 2017-05-14 23:09:56 +02:00
fincs
614a314888 Add strict checking for C3D_DEPTHTYPE in C++ too 2017-04-09 20:22:24 +02:00
fincs
2fc57e99b9 Replace most of the renderqueue logic with GX command queues, details:
- Removed double buffered gpu cmdbuffer (might be added back later)
- Added a global gxCmdQueue which by default is configured to run
  commands as they arrive (in the future it might be double buffered)
- Added C3D_FrameSync for explicitly waiting for "vblank"
- Repurposed C3D_FRAME_SYNCDRAW to perform C3D_FrameSync
- Added C3D_FrameSplit for splitting/submitting the gpu cmdlist in the
  middle of a renderqueue frame
- C3D_RenderTargetSetClear is still supported, however it's unofficially
  deprecated (it's performed after drawing/transferring instead of before
  drawing, which is pretty counter-intuitive)
- C3D_RenderTargetSetOutput is explicitly NOT deprecated since it's
  necessary to avoid screen tearing when transferring to the screen
  framebuffers (this stems from a Nintendo design flaw where screen swap
  processing is done immediately after GX transfers finish)
2017-03-26 20:24:23 +02:00
fincs
9f8f5e320a Added C3D_FrameBuf{Clear/Transfer} and C3D_Calc{Color/Depth}BufSize 2017-03-26 20:02:05 +02:00
fincs
5e156dd719 Add C3D_GetDrawingTime/C3D_GetProcessingTime 2017-02-16 14:39:48 +01:00
fincs
a382eeed2b Use framebuffers instead of renderbuffers in rendertargets, details:
- The color buffer is mandatory, and it can either be a simple buffer
  (whose allocation lifetime managed automatically by citro3d), or be
  linked to a texture
- The depth buffer is optional, and it can only be a simple buffer
- Added C3D_RenderTargetCreateFromTex
- Clear bits in C3D_RenderTargetSetClear now work properly
2017-02-14 18:34:14 +01:00
fincs
a91889f5ba Added C3D_FrameRate() for controlling output framerate 2017-02-09 19:57:02 +01:00
fincs
a37648f42f Add renderqueue-safe versions of GX_DisplayTransfer/TextureCopy/MemoryFill 2016-03-26 00:30:43 +01:00
fincs
39a71a5fbf Implement render queue system 2016-01-05 17:30:05 +01:00