I'll keep trying, but I wouldn't get my hopes up just yet. Haven't been having much luck with getting GPU rendering to work on an actual 3DS.
I'll keep trying, but I wouldn't get my hopes up just yet. Haven't been having much luck with getting GPU rendering to work on an actual 3DS.
Im trying to compilte it but gcc stops on an error No such file #include <ctrcommon/common.hpp>
If you take a look at the source code for BlargSNES, you can get an idea of how to do it. What that does is that it goes through each scanline, identifies differences from the previous scanline (like modes, background position, etc), stores them into sections, and then after the last scanline, goes through each section one at a time, grabbing the tiles that make up each section, converting them to direct-color textures that get stored into a texture cache, and mapping those onto 2 polygons (that form a rectangle) that are added to an array list. Sounds like a lot, but considering you're working with the NES and not the SNES, many of the steps are simplified.
One of my goals is to not touch the actual NES emulator code, allowing the libretro frontend code to be reused on other emulator cores. Of course, if that proves too slow, I can always delve into the NES rendering code and make some changes.
I actually have everything rendering fine on citra. I seem to be making an error somewhere in my use of GPU code, however, as it freezes on an actual 3DS.
Basically, my issue isn't with how I want to render it, but that I can't figure out what I'm doing wrong in the resulting code that makes it freeze.
Yeah. Agree with Idaho! Ask at 3dsdev. Those people don't release that much. But they are helping a lot of people in the 3ds scene