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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00
Commit Graph

1357 Commits

Author SHA1 Message Date
purplemarshmallow
0735bd0372 modify fingerprint validity checking method
In Zelda OOT the CPU applies a filter on the framebuffer texture. If we
write a small amount of data at the beginning the CPU won't change our
specific values
2015-08-17 21:56:59 +06:00
purplemarshmallow
e0face5f86 use unique values as fingerprint
this works much better
But sometimes Zelda writes values not only under but also over the
fingerprint, Link's model is lost again
2015-08-17 21:56:58 +06:00
purplemarshmallow
e617177958 fix problem with validity ckecking in Zelda OOT
problem: the game writes data below our fingerprint
solution: just check if the fingerprint is still there and ignore the
data below
2015-08-17 21:56:58 +06:00
Sergey Lipskiy
d30d813b18 Fix texture filter init/shutdown:
- texture filter updated when config.textureFilter options changed.
2015-08-17 15:42:40 +06:00
Sergey Lipskiy
5bf7a4e4de Add support of 6xBRZ to user interface. 2015-08-17 15:37:15 +06:00
Sergey Lipskiy
daf18efabb Update xBRZ texture filter to version 1.4
xBRZ: "Scale by rules" - high quality image upscaling filter by Zenju

Adopted sources from
http://sourceforge.net/projects/xbrz/files/xBRZ/
2015-08-17 15:37:15 +06:00
Sergey Lipskiy
2f34089850 Fix uniform initialization for zelda_monochrome_fragment_shader.
Fixed GL error in Zelda OOT subscreen after savestate load.
2015-08-16 18:21:55 +06:00
AmbientMalice
b8d9d30ecc Apply Quake II hack to Quake 64.
I have no idea whether I got the syntax right thanks to not being able to build GLideN64. Assuming this works, this should fix underwater rendering in Quake 64.
2015-08-16 13:18:29 +06:00
purplemarshmallow
6e6fec1d94 Put Goldeneye microcode to the list of special microcodes
and disable near-plane clipping for it.

.Non = true
2015-08-15 19:51:54 +06:00
Sergey Lipskiy
c9c8b3a63e Relax condition to enable alpha dither.
Fixed noise in Tonic Trouble #582 and Mission Impossible #616
2015-07-26 14:50:14 +06:00
purplemarshmallow
fc3a4c8085 enable subscreen delay fix for Doubutsu no Mori 2015-07-26 09:21:55 +06:00
purplemarshmallow
77f342fc63 fix depth buffer copy in LLE
in LLE it works well for Star Wars Episode I - Racer but for most games
it does not work correctly
2015-07-25 17:32:21 +06:00
purplemarshmallow
dbfbeb1b13 fix copy color to RDRAM in LLE
fixes #554
2015-07-25 17:32:20 +06:00
Gillou68310
ef46331c39 Add config option to change polygon offset values 2015-07-24 13:20:04 +06:00
Sergey Lipskiy
cbbd5d17de Fix crash when fb emulation enabled/disabled during gameplay, issue #601 2015-07-23 21:55:30 +06:00
Sergey Lipskiy
70c4941fb9 Correct texture force clamp t condition in texrect.
Fixed regression in MK64, caused by commit c50b3c8, issue #607
2015-07-23 16:31:09 +06:00
Sergey Lipskiy
57efca4692 Fix RomOpen for Mupen64Plus API.
RomOpen for Mupen64Plus API returns int, while Zilmar specs RomOpen returns void.

Thanks fzurita for pointing on this mistake.

Fixed issue #604
2015-07-23 16:07:33 +06:00
Sergey Lipskiy
16e3af616c Add hack hack_VIUpdateOnCIChange for Quake II.
Quake II uses single buffer mode when underwater, so additional check
gDP.colorImage.changed != 0 is necessary to detect frame change.
This check may cause dummy buffers swaps, so now it is used for Quake II only.

Fixed #592
2015-07-03 15:03:01 +06:00
Sergey Lipskiy
d8817013cd Fix geometry clipping problem for GL ES.
NoN - no near clipping.
GL ES does not support z-clipping disabling, so harmless hack used here.
Harmlessness condition: z value is not used by pixel pipeline.
gDP.otherMode.depthCompare == 0 && gDP.otherMode.depthUpdate == 0 - z not used for depth compare/update.
Thus we can set vertex z to any value, which will ensure that z/w is in range [-1, 1], e.g. to zero.

Fixed issue #588
2015-07-03 15:02:04 +06:00
Sergey Lipskiy
c50b3c8c1d Correct force texture clamp condition in OGLRender::drawTexturedRect.
Fixed issue #506 - Perfect Dark Target Test target not displaying correctly
2015-07-03 13:45:59 +06:00
Gillou68310
40da41d953 Fix framebuffer texture rectangle coordinate in GLES2 2015-07-02 10:45:52 +06:00
Sergey Lipskiy
9a071e4292 MSVS project correction: remove configuration Debug 1964. 2015-07-01 11:04:05 +06:00
Sergey Lipskiy
b675195fbc MSVS project correction:
remove NEWGLNINTENDO64_EXPORTS preprocessor definition, add _CRT_SECURE_NO_WARNINGS one.
2015-06-30 22:47:16 +06:00
Sergey Lipskiy
c13870289d MSVS project correction:
remove Boost from the list of additional library directories.
2015-06-30 22:39:20 +06:00
purplemarshmallow
b0ab13b871 GLideN64 and GLideNHQ are now in one solution
GLideN64 is now dependent on GLideNHQ
2015-06-30 22:33:48 +06:00
purplemarshmallow
aec07a3151 fix build warning: "TargetName(GLideN64) does not match the Linker's OutputFile property value" 2015-06-30 22:33:39 +06:00
Sergey Lipskiy
d0c8750759 Fix tex1 read in mipmap shader.
Fixed mip-mapping in general and issue #158 in particular.
2015-06-30 14:48:16 +06:00
Sergey Lipskiy
4a75d4d357 Add hack to fix both mario 64 and mario kart 64 background (blue sky) with widescreen hack enable.
Author: Gillou68310
2015-06-26 22:06:06 +06:00
Gillou68310
6be5ff6396 Force multisampling to 0 when not supported 2015-06-26 19:29:54 +06:00
Gillou68310
c2b9961cc8 Removed useless GLES headers 2015-06-26 19:29:52 +06:00
Sergey Lipskiy
7936e02066 Enable hack_subscreen for GLES2. 2015-06-26 19:20:44 +06:00
Sergey Lipskiy
619f57bce8 Move .ini files to ini subfolder. 2015-06-25 12:23:13 +06:00
Sergey Lipskiy
88d4bd8c12 Merge remote-tracking branch 'remotes/origin/custom_ini' 2015-06-25 12:20:35 +06:00
Sergey Lipskiy
3f01de5e47 Merge branch 'translations' 2015-06-25 12:18:29 +06:00
Sergey Lipskiy
6d53c3bbd8 Add hack_ignoreVIHeightChange.
Fixed Space Invaders Boss battle gliching #448
2015-06-25 11:14:46 +06:00
Sergey Lipskiy
3dcee1cef3 Revert "Implement special case when 8bit auxiliary I buffer is used as 8bit IA texture."
Fix causes issues in other games with 8bit auxiliary color buffers, e.g. JFG

This reverts commit d5a0f20098.
2015-06-23 23:02:30 +06:00
Gillou68310
b7917ed3c2 Allow building with GLES on windows 2015-06-23 22:28:54 +06:00
Sergey Lipskiy
b897c449a1 Fix shader texture uniforms update for GLES2.
Fixed issue #586.
Thanks Gillou68310 for the hint.
2015-06-23 22:19:11 +06:00
Sergey Lipskiy
12bc0c928d Add blend mode for explosions in Vigilante 8. 2015-06-19 12:08:18 +06:00
Sergey Lipskiy
d5a0f20098 Implement special case when 8bit auxiliary I buffer is used as 8bit IA texture.
Fixed Turok 3 Incorrect Shadows #543
2015-06-19 10:53:30 +06:00
Sergey Lipskiy
3f7d868f9e Fix mipmaping when mip-map emulation disabled in settings.
Most detailed tiles will always be used.
2015-06-18 14:51:43 +06:00
Sergey Lipskiy
a3ddc4ce3e Correct mipmap shader again. 2015-06-18 14:14:11 +06:00
Sergey Lipskiy
db38b2f9ea Fix compilation on Android. 2015-06-18 11:55:34 +06:00
Sergey Lipskiy
74afd9f114 Fix getTextureShiftScale for case of one-level mip-map.
Fixed guard rail in Banjo Kazooie, #158
2015-06-17 22:58:03 +06:00
Sergey Lipskiy
1dc2bd1a56 Fix compilation on Linux. 2015-06-17 18:21:11 +06:00
Sergey Lipskiy
2199dd4290 Correct Lod calculaton and mipmaping.
Fixed issue #571 and probably other mip-map relating issues.
2015-06-17 16:10:03 +06:00
Sergey Lipskiy
5f42da74cd Correct min_lod load. 2015-06-17 16:02:09 +06:00
Sergey Lipskiy
27149064e0 Correct load to TMEM functions: wrap tmem address in case of overflow.
Necessary for issue #571
2015-06-17 16:02:06 +06:00
Sergey Lipskiy
a13e6322d9 Code cleanup: correct class TextDrawer definition. 2015-06-16 20:41:13 +06:00
Sergey Lipskiy
68941f6cbe Optimize frame buffer copy to RDRAM:
read from pixel buffer one time per pixel.
Old code does 4 reads from the pixel buffer per pixel.

The optimization makes color buffer read circa 4 times faster.

Thanks Lars Bishop for finding the sources of the problem and for suggested solution.
2015-06-16 19:43:15 +06:00