Search found 8 matches
- Sun Sep 24, 2023 9:56 pm
- Forum: Bug Reports
- Topic: Windows-only issues between Citra and GDB
- Replies: 0
- Views: 7707
Windows-only issues between Citra and GDB
I recently tried to set up a comfortable dev environment on a Windows 10 laptop. On my Linux machines, I make heavy use of Citra's GDB stub with devkitARM's arm-none-eabi-gdb. On the Windows laptop, I launch both in the MSYS2 MinGW64 shell. I can debug stuff seemingly fine, but if I ever type in a ...
- Tue Oct 12, 2021 4:49 am
- Forum: 3DS Development
- Topic: Drawing a citro2d scene with 2 shaders?
- Replies: 2
- Views: 12019
Re: Drawing a citro2d scene with 2 shaders?
After struggling a little while with this, I finally figured it out. The issue appears to be that the GPU does not like it if you try to draw using a shader program with a geo component and another without one in the same frame. (I'm assuming it's not just some quirk of citro3d/2d, at least.) You ...
- Tue Sep 14, 2021 4:18 am
- Forum: 3DS Development
- Topic: Drawing a citro2d scene with 2 shaders?
- Replies: 2
- Views: 12019
Drawing a citro2d scene with 2 shaders?
Hi, all. In trying to create an effect for the homebrew I'm working on, I created an example where I modified citro2d to use a shader I wrote. I then tried extending citro2d to be able to use one of two shaders at will, and created a scene where I draw some sprites with one shader then switch to ...
- Wed May 27, 2020 12:32 am
- Forum: 3DS Development
- Topic: citro2d performance issues after devkitARM/ctrulib update
- Replies: 3
- Views: 9177
Re: citro2d performance issues after devkitARM/ctrulib update
As it turns out a file I/O optimisation we did in devkitARM was broken under very specific circumstances (see https://github.com/devkitPro/newlib/issues/16) and the fix slowed it down slightly. For what it's worth testing with our optimisation completely reverted led to a load time of 839.02ms so ...
- Tue May 26, 2020 3:56 am
- Forum: 3DS Development
- Topic: citro2d performance issues after devkitARM/ctrulib update
- Replies: 3
- Views: 9177
citro2d performance issues after devkitARM/ctrulib update
(This is mostly a repost of this issue.) I recently updated all of devkitARM's packages through dkp-pacman, and after recompiling my homebrew with everything, I found that my call to C2D_SpriteSheetLoad from citro2d now takes an obscene amount of time (about 1.5 seconds on o3ds) for the spritesheet ...
- Sun Mar 08, 2020 8:11 pm
- Forum: 3DS Development
- Topic: Drawing sprites with citro2d is slow?
- Replies: 1
- Views: 7233
Re: Drawing sprites with citro2d is slow?
I went through and looked at citro2d to see if it had anything to prevent unnecessary texture switching. It actually does have some checks for that, and when I tried recompiling with them off to see what would happen, I could draw even fewer sprites before things slowed down. So that's definitely ...
- Fri Mar 06, 2020 2:36 am
- Forum: 3DS Development
- Topic: Drawing sprites with citro2d is slow?
- Replies: 1
- Views: 7233
Drawing sprites with citro2d is slow?
I've been making a homebrew game for a little while now using citro2d. Through making it, I've noticed that citro2d, at least through the way the gpusprites demo draws sprites, can only get around 350 sprites drawn to both screens (~700 total draws) before it starts to lag on o3DS. I know the ...
- Wed Oct 23, 2019 1:52 am
- Forum: User Contributions
- Topic: Support for D
- Replies: 1
- Views: 7904
Support for D
Hi there - I wasn't sure which board to post this on, so I hope this one is alright. I recently was able to get a very hacky setup going for compiling code written in the D programming language with devkitARM, specifically on the 3DS. I also was able to generate some partially complete bindings for ...