@tromino well im not sure how the pipeline works correctly... but like shadertoy supports it so i guess it should be possible tho... and no, that way you wouldnt use the draw method to render stuff, you would use shaders to do it or in other words, you provide your gpu some code which then gets executed for every pixel on the screen running fully on the gpu in parallel all the way https://www.shadertoy.com/
@Jain@blob.cat I mean like, I have a row callback pointer that can be accessed from the library consumer side that lets you make arbitrary modifications to the ppu state every scanline, which take effect immediately when the next line is drawn
@Jain@blob.cat if I didn't have anything like that then I could probably do rendering using shaders fine, but I think scanline effects are fun and they're what make the cool distortion and gradient effects in that demo possible
@tromino im pretty sure that this is not an issue for shaders... but (and there is a big but), shaders are build on math while moving pixels within c on a cpu is much much easier tho... (i bet any demoscener who used shaders would disagree :blobcatgooglynotlikethis:)