Sergey Lipskiy
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00c12e2d1d
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Add FBO for depth buffer.
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2015-05-13 10:10:36 +06:00 |
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Sergey Lipskiy
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8e3e41356a
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FrameBuffer: Replace pointer to depth texture by pointer to DepthBuffer
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2015-05-13 10:10:35 +06:00 |
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Sergey Lipskiy
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e9b5283339
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Correct calls for Combiner_UpdateCombineDepthInfo()
+ cosmetic formatting.
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2015-05-13 10:10:34 +06:00 |
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Sergey Lipskiy
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dfb8b0f04b
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Remove legacy combiners.
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2015-05-13 10:10:32 +06:00 |
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Sergey Lipskiy
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14f5a92da3
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Switch from glActiveTextureARB to glActiveTexture
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2015-05-13 10:10:31 +06:00 |
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Sergey Lipskiy
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f151ef36ca
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Add shadow map shader
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2015-05-13 10:10:28 +06:00 |
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Sergey Lipskiy
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898a81ecde
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Add possibility to switch between float and int depth texture formats
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2015-05-13 10:10:26 +06:00 |
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Sergey Lipskiy
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9c508f1a9b
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Change to float format of depth texture
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2015-05-13 10:10:25 +06:00 |
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Sergey Lipskiy
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c47ab51175
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Add depth compare shader to the main program.
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2015-05-13 10:10:25 +06:00 |
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Sergey Lipskiy
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01073f40b0
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Add depth texture to depth buffer.
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2015-05-13 10:10:20 +06:00 |
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Sergey Lipskiy
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55a14d42f0
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Fix RDRAMtoFrameBuffer::CopyFromRDRAM - make it working with buffer of any size.
Mario Tennis scoreboard hack is now uses CopyFromRDRAM, so
FrameBufferToRDRAM::CopyAuxBufferToRDRAM became unused and thus removed.
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2015-05-13 10:10:17 +06:00 |
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Sergey Lipskiy
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02c1884382
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Fix pointer compare in FrameBufferToRDRAM::CopyAuxBufferToRDRAM
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2015-05-13 10:10:14 +06:00 |
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Sergey Lipskiy
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26ab545b8a
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Fix FrameBuffer_RenderBuffer to work on Linux.
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2015-05-13 10:10:13 +06:00 |
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Sergey Lipskiy
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5cedc0e6e7
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Implement VI emulation: treat main frame buffer as TV screen and render
FBO buffers on it according to VI registers values.
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2015-05-13 10:10:11 +06:00 |
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Sergey Lipskiy
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62e3f2404e
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Copy whole frame buffer to RDRAM, without offset.
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2015-05-13 10:10:09 +06:00 |
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Sergey Lipskiy
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fb0ba864d1
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Force CFB mode if current frame is shown more than 4 times in succession (<15 fps)
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2015-05-13 10:10:08 +06:00 |
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Sergey Lipskiy
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a7b5127743
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FrameBufferToRDRAM cosmetic changes
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2015-05-13 10:10:06 +06:00 |
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Sergey Lipskiy
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5f57aa5c48
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Implement copy RDRAM to frame buffer.
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2015-05-13 10:10:05 +06:00 |
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Sergey Lipskiy
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35ab89d379
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Fix bug in FrameBuffer_SaveBuffer:
don't use removed buffer
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2015-05-13 10:10:05 +06:00 |
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Sergey Lipskiy
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31d236f59b
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Rewrite FrameBuffer_CopyToRDRAM.
Use Pixel Buffer Object for async read from video memory.
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2015-05-13 10:10:04 +06:00 |
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Sergey Lipskiy
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ca99c49bc7
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Remove duplicated code from FrameBuffer functions.
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2015-05-13 10:10:03 +06:00 |
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Sergey Lipskiy
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72e7d41673
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Remove unused function FrameBuffer_RestoreBuffer()
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2015-05-13 10:10:02 +06:00 |
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Sergey Lipskiy
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bd51edec41
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Temporal hackish solution for scoreboard problem in Mario Tennis:
copy aux frame buffer content to RDRAM and delete the buffer.
Need to implement proper solution.
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2015-05-13 10:10:01 +06:00 |
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Sergey Lipskiy
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efee40c2c7
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Implement copy texture frame buffer to RDRAM.
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2015-05-13 10:09:59 +06:00 |
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Sergey Lipskiy
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971bd9d0ec
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Frame buffer fixes for Mario Tennis.
Implemented various methods for testing buffer validity.
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2015-05-13 10:09:58 +06:00 |
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Sergey Lipskiy
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1e4870e6b9
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Change way of color buffer address range calculation:
on buffers swap use actual color image height to re-calculate end address.
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2015-05-13 10:09:53 +06:00 |
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Sergey Lipskiy
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1341f7bf15
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Frame buffer emulation fixes:
save pointer to the load tile in the frame buffer.
Game: Mario Tennis
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2015-05-13 10:09:52 +06:00 |
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Sergey Lipskiy
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7418f76968
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Frame buffer emulation fixes:
clear color buffer when size is changed but address is the same.
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2015-05-13 10:09:52 +06:00 |
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Sergey Lipskiy
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562612a21a
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Texture load status is now set per tile.
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2015-05-13 10:09:47 +06:00 |
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Sergey Lipskiy
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5092cf5891
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Code cleanup: Remove duplicated code in FrameBuffer_ActivateBufferTexture().
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2015-05-13 10:09:43 +06:00 |
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Sergey Lipskiy
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ad9e3d3bee
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Correct texture buffer shift in loadblock mode.
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2015-05-13 10:09:42 +06:00 |
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Sergey Lipskiy
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aec5094967
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Add support for 8bit frame buffers.
Fixed dynamic shadow in Banjo-Tooie
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2015-05-13 10:09:41 +06:00 |
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Sergey Lipskiy
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3f98553ad2
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Correct background images usage in frame buffer emulation.
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2015-05-13 10:09:39 +06:00 |
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Sergey Lipskiy
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58728b954c
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Optimize FrameBuffer_SaveBuffer code.
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2015-05-13 10:09:37 +06:00 |
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Sergey Lipskiy
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880238250b
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Fix depth buffer initialization and clean.
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2015-05-13 10:09:36 +06:00 |
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Sergey Lipskiy
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797dfad57e
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Frame buffer related fixes. Zelda OOT pause screen works!
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2015-05-13 10:09:34 +06:00 |
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Sergey Lipskiy
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3d2083d6a4
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New implementation of FrameBuffer_RenderBuffer,
via glBlitFramebuffer.
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2015-05-13 10:09:34 +06:00 |
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Sergey Lipskiy
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a07555546e
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Frame buffer fixes
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2015-05-13 10:09:33 +06:00 |
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Sergey Lipskiy
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97f07e38c3
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Fix some type mismatch errors.
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2015-05-13 10:09:25 +06:00 |
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Sergey Lipskiy
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69f27a5d8a
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Initial project version. Based on glN64-0.4.1-rc2
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2015-05-13 10:09:12 +06:00 |
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