S2S
d3720145e3
Add workaround for issue with Mario Tennis Intro
2020-05-10 16:24:29 +07:00
S2S
4834359ec1
Delay texture coordinate normalization. Adapt texture filter to texture engine.
2020-05-10 16:24:28 +07:00
S2S
a405ad8659
Create Texture Engine unit
2020-05-10 16:22:36 +07:00
Sergey Lipskiy
a140f0a989
Disable cull_face in GraphicsDrawer::drawScreenSpaceTriangle
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It was removed by mistake in 0bc6cf7a11
Fixed #2251 Zelda: OnePiece backgrounds broken
2020-05-10 15:56:47 +07:00
zilmar
5f816d2a3d
GLideNUI-wtl: fix read game prilfe setting in init
2020-05-10 15:56:44 +07:00
zilmar
64c7af548a
GLideNUI-wtl: OnFullScreenChanged selects the last refresh rate, manually add refresh rates and select the correct one
2020-05-10 15:56:41 +07:00
Sergey Lipskiy
af906c8419
Use FILTER_NEAREST if enableHybridFilter is disabled
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follow up ee0de5e66ce
2020-05-10 15:56:38 +07:00
oddMLan
4532209d43
Use FILTER_NEAREST if enableHybridFilter is disabled
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Bilinear by itself looks ugly and it's only necessary to use it for the hybrid filter
2020-05-10 15:56:36 +07:00
oddMLan
d62a653e83
Replace if statements in hybridFilter
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if statements are bad for performance in GLSL
2020-05-10 15:56:33 +07:00
oddMLan
2b42e02e69
Fix shader compilation errors in GLSL ES
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-Added missing precisions
-Removed explicit floats
-Explicit cast get_texture_size to vec2
2020-05-10 15:56:30 +07:00
oddMLan
8b5509bb8f
GLideNUI-wtl: Implement hiding MSAA Depth Warning
2020-05-10 15:56:25 +07:00
oddMLan
591d5d586d
GLideNUI-wtl: Fix Fbinfo
2020-05-10 15:56:20 +07:00
oddMLan
c43cee1c03
GLideNUI-wtl: Focus Save and Close button
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This makes it so you can press enter to save
2020-05-10 15:56:17 +07:00
Sergey Lipskiy
1cfdb4787d
Use hybrid filter for upscale buffer copy and plain bilinear filter for downscale one.
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Related to PR #2242
2020-05-10 15:56:09 +07:00
oddMLan
438bcc460f
Update Hybrid Shader
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This version doesn't use texel_fetch, hopefully fixes any slowdowns in mobile devices.
Also it offloads the bilinear filtering to the hardware.
2020-05-05 11:56:02 +07:00
Sergey Lipskiy
03b404bd4e
Use noperspective shade color only for triangles with screen-space coordinates.
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noperspective works incorrect for polygons, which are partially out of view.
Fixed #2240 SM64 strange green textures
2020-05-04 20:20:58 +07:00
Sergey Lipskiy
d494806186
Revert "Rewrite fog coordinate calculation:"
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This reverts commit 7d4d0f282e
.
2020-05-04 19:47:57 +07:00
Sergey Lipskiy
7d4d0f282e
Rewrite fog coordinate calculation:
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move it from vertex shaders to fragment ones.
Fixed #2234 SM64 Weird Shading on sand texture in Joly Roger Bay
2020-05-03 18:41:20 +07:00
Sergey Lipskiy
87274437cb
[Debugger] Fix display of vertex alpha in HLE mode.
2020-05-03 15:14:25 +07:00
Sergey Lipskiy
c8cbafff71
Use the second color section of the Light structure for vertices with odd index (1, 3, ...).
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Both color sections of the Light structure must store the same color,
but it is not so for SM64.
Fixed #2212 SM64 koopa's shorts are not correct in hle
2020-05-03 12:10:09 +07:00
zilmar
f525f8fdc0
GLideNUI-wtl: Return current font if fonts are not selected
2020-04-30 18:06:03 +07:00
zilmar
4750a268ae
GLideNUI-wtl: Set config.font.name to arial if empty on load
2020-04-30 18:06:03 +07:00
zilmar
3acf3b6f75
Make sure config.font.name is not empty
2020-04-30 18:06:03 +07:00
zilmar
e692509f6e
Reset g_face and g_ft
2020-04-30 18:06:03 +07:00
zilmar
47013e2473
Set buffer to nullptr after free
2020-04-28 15:50:37 +07:00
Sergey Lipskiy
a3af1a88e2
Correct LLETriangle ctor
2020-04-27 17:05:43 +07:00
Sergey Lipskiy
415cde8c52
LLETriangle: use m_flushed flag properly.
2020-04-27 17:05:43 +07:00
Sergey Lipskiy
acaa0d9fba
Correct LLETriangle::start - set gSP.texture.tile to tile set for the triangle.
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It is necessary since texture loading code uses gSP.texture.tile.
Fixed textures load in Supercross 2000.
2020-04-27 17:05:43 +07:00
Sergey Lipskiy
5b765ba874
LLETriangle : force flush triangles if tile is changed.
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Fixed wrong textures is C&C intro.
2020-04-27 17:05:43 +07:00
Sergey Lipskiy
e3f0354565
LLETriangle::draw: correct Z for G_ZS_PRIM mode.
2020-04-27 17:05:43 +07:00
Sergey Lipskiy
0d0c47fb84
Replace doubles by 32bit floats in LLETriangle::draw.
2020-04-27 17:05:42 +07:00
Sergey Lipskiy
1d5fdf123e
LLE triangle: set vertex depth to 0 when triangle command does not use depth.
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Fixed depth compare issue with snow in Polaris SnoCross
2020-04-27 17:05:42 +07:00
Sergey Lipskiy
0bc6cf7a11
New LLE render.
2020-04-27 17:05:42 +07:00
oddMLan
84e92d1240
GLideNUI-wtl: Fix MSAA saving and Dithering checkboxes
2020-04-27 17:05:09 +07:00
oddMLan
01a1e05432
GLideNUI-wtl: Fix save to custom ini
2020-04-27 17:05:09 +07:00
zilmar
115399aa4b
GLideNUI-wtl: Do not flush on each change, so turn off auto flush
2020-04-27 11:48:51 +07:00
zilmar
29bd0d10ab
GLideNUI-wtl: Save to custom.ini
2020-04-27 11:41:26 +07:00
zilmar
bc69499b62
GLideNUI-wtl: fix white space
2020-04-27 11:41:15 +07:00
zilmar
bea0403d2c
GLideNUI-wtl: Make sure clearing of selected font on load
2020-04-27 11:41:15 +07:00
zilmar
1934062d65
GLideNUI-wtl: in loading language, replacing new line was only replacing \
2020-04-27 11:27:53 +07:00
oddMLan
0d68c25143
GLideNUI-wtl: Fix a couple oversights
2020-04-27 09:32:31 +07:00
oddMLan
3dc78e8852
GLideN64-wtl: Fix MSAA
2020-04-27 09:32:31 +07:00
oddMLan
93659a2207
GLideNUI-wtl: Fix windowed resolution handling
2020-04-27 09:32:31 +07:00
oddMLan
f326715bf8
Update project files
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-Added N64PluginsDir-wtl and N64PluginsDir-wtl_x64 environment variables for zilmar-spec-wtl
-Updated appveyor.yml to support wtl configurations
-Split artifacts into individual 7z files for each configuration instead of a single archive holding them all together
-Move icons to Resources folder to avoid duplicate assets
-Updated icon.qrc
-Updated GLideNUI.rc
-Update GLideN64.sln
-Fix very serious overlook in x64 builds
This should fix AppVeyor issues
Use variable names from 3fe5f50
2020-04-25 23:26:17 +07:00
oddMLan
a97b387c68
GLideN64-wtl: Add English entry to Language combobox when translation file list is empty
2020-04-25 23:26:17 +07:00
oddMLan
311433749c
GlideNUI-wtl: Increase Tooltip delay
2020-04-22 21:14:17 +07:00
oddMLan
4f5963b2f2
GLideNUI-wtl: Fix mistakes in translation files
2020-04-22 21:14:17 +07:00
oddMLan
29e0da3eb6
GLideNUI-wtl: Lazy load Fonts treeview of OSD tab
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Speeds up dialog creation a little bit.
Fix bug in which creating a new profile would give a font with zeroed parameters
2020-04-22 21:14:17 +07:00
zilmar
b0cf0ede8e
GLideNUI-wtl: Move overscan control to top because it was not being displayed
2020-04-22 21:14:17 +07:00
oddMLan
d153645b11
GLideNUI: Hide Debug tab in Release builds
2020-04-22 21:14:17 +07:00
oddMLan
af1ed549f4
GLideNUI: Add custom windowed resolution by editable combobox
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Also fixed bug in which switching profiles would cause the Windowed resolution list to load more than once.
2020-04-22 21:14:17 +07:00
zilmar
5caa533580
GLideNUI-wtl: Change spaces to tabs
2020-04-22 21:14:16 +07:00
zilmar
5a1569f7bc
GLideNUI-wtl: Add translation to about
2020-04-22 21:14:16 +07:00
zilmar
c7049dad42
GlideNUI-wtl: Add debug tab language
2020-04-22 21:14:16 +07:00
zilmar
d83a06a75e
GlideNUI-wtl: Add On-screen display tab
2020-04-22 21:14:16 +07:00
zilmar
ba7a84c2d1
GLideNUI-wtl: Add language for texture tab
2020-04-22 21:14:16 +07:00
zilmar
e2bb100244
GLideNUI-wtl: Add language for frame buffer
2020-04-22 21:14:16 +07:00
zilmar
dc5ac40007
GLideNUI-wtl: Add language translation for emulation tab
2020-04-22 21:14:16 +07:00
zilmar
c185cecb01
GLideNUI-wtl: Add language translation to config-video
2020-04-22 21:14:16 +07:00
zilmar
6c4b18266e
GLideNUI-wtl: Generate Screen shot
2020-04-22 21:14:16 +07:00
zilmar
02fcbf9b88
GLideNUI-wtl: Handle changing/adding/removing profile
2020-04-22 21:14:15 +07:00
zilmar
512544ca67
GLideNUI-wtl: change resolution to a combo box
2020-04-22 21:14:15 +07:00
zilmar
f802d0fd51
GLideNUI-wtl: Add dithering options
2020-04-22 21:14:15 +07:00
zilmar
f6bc760e28
GLideNUI-wtl: dpi is not a pointer
2020-04-22 21:14:15 +07:00
oddMLan
14edd21541
GLideNUI-wtl: Match Qt GUI 1:1
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Based on commit c168f53d12
With some minor improvements/differences over Qt GUI
- Fully DPI aware
- Dithering is in the Video tab instead of Emulation, some wording differences
Observations:
- "Windowed resolution" is an editable combobox now. Need to parse custom resolution as well suggest some default ones
- "Enable noise" has been removed since it's permanently enabled in latest master
- Need to sync with upstream to connect the Dithering stuff with the config system
- Warning under Antialiasing section needs to hide if N64-depth compare is disabled, but might be difficult to do
Further suggestions:
- "Save" button should be an "Apply" button that applies the settings to current game without pausing. Might be out of the scope of this refactor though.
- Need to test GUI in Windows XP, Windows Vista/7/8.1 to make sure nothing looks out of place
2020-04-22 21:14:15 +07:00
oddMLan
66175d82de
GLideNUI-wtl: Add DPI-aware icon handling code
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Other: Minor layout fixes
2020-04-22 21:14:15 +07:00
zilmar
5cb23ede3a
GLideNUI-wtl: Start to add code for handling profiles
2020-04-22 21:14:15 +07:00
zilmar
5f61dd12a5
GLideNUI: make Gliden64 have rc files
2020-04-22 21:14:15 +07:00
zilmar
f2e32892a3
Add GLideNUI-wtl
2020-04-22 21:13:33 +07:00
Logan
686fa7d108
FlappyBird64 requires CopyFromRDRAM
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Fixed #2197 FlappyBird HUD elements not displayed
2020-04-17 19:11:52 +07:00
Sergey Lipskiy
50dd3ed2e0
Set clip ratio to 1 when render image from DRARM.
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Fixed #2211 Duplicate image in Dr. Mario
2020-04-16 17:28:07 +07:00
Logan McNaughton
7ef3be1cab
Mask VI_ORIGIN address
2020-04-15 11:12:42 +07:00
Sergey Lipskiy
9eddde6e0f
Fix "division by zero" issue in gSPObjSprite.
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Fixed #2192 Unknown memory action on Magical Tetris Challenge
2020-04-11 14:57:50 +07:00
fzurita
fbd1ad1a5a
Fix broken Android compilation with updated xxHash
2020-04-09 15:33:56 +07:00
Sergey Lipskiy
d8f031294a
Use linear equation for LOD calculation,
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as proposed by standard-two-simplex in #2203
2020-04-09 15:06:59 +07:00
Sergey Lipskiy
a73da69e10
Always use clip ratio 1 for rects and screen-space triangles.
2020-04-06 20:01:54 +07:00
Sergey Lipskiy
2ebfabaf8e
Revert "Set clip ratio to 1 in TexrectDrawer."
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This reverts commit cd9b5e1c93f0a01a9648982f8ecffcc08919e6f2.
2020-04-06 20:01:54 +07:00
Sergey Lipskiy
2169384245
Set default clip ratio to
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- 2 for F3DEX2 and .Rej,
- 1 for F3DEX and other fast3d ucodes, except .Rej
2020-04-06 20:01:54 +07:00
Sergey Lipskiy
aeabfd3912
Set clip ratio to 1 in TexrectDrawer.
2020-04-06 20:01:53 +07:00
Sergey Lipskiy
a2d731b4db
Update viewport on clip ratio change.
2020-04-06 20:01:53 +07:00
Sergey Lipskiy
0b8f10f9d6
Set gSP.clipRatio default value to 1 for all ucodes but Rej ones, where it is 2.
2020-04-06 20:01:53 +07:00
S2S
2c51fb096f
Magnify clipping space by ClipRatio.
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Fixed #190 Cruis'n World: wrong logo
2020-04-06 20:01:53 +07:00
Sergey Lipskiy
0cca2fa2fe
Change type for BlueNoiseItem fields from char to signed char.
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It should fix compilation on ARM.
2020-04-06 19:58:57 +07:00
Logan McNaughton
c168f53d12
Fix bug introduced by 85a8635952
2020-04-05 11:06:58 +07:00
gizmo98
a96853d559
Dithering settings: add tooltip text
2020-04-05 10:54:12 +07:00
Sergey Lipskiy
827b69816f
Add support in GUI
2020-04-02 16:10:08 +07:00
Sergey Lipskiy
219019a39b
Enable dithering quantization by default.
2020-04-02 14:53:06 +07:00
Sergey Lipskiy
5ff3ef9649
Dithering shader: correct read threshold value from matrices.
2020-03-31 18:31:44 +07:00
Sergey Lipskiy
a0991dc9cf
Refactor shader dithering code: replace mix by switch..case
2020-03-31 18:31:44 +07:00
Sergey Lipskiy
beee2bc368
Use enableHiresNoiseDithering setting.
2020-03-31 18:31:43 +07:00
Sergey Lipskiy
d7e3b4c84b
Some dithering shaders refactoring.
2020-03-31 18:31:43 +07:00
Sergey Lipskiy
897fc35d51
Remove ditheringMode and bufferDitheringMode settings.
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Add new settings:
- enableHiresNoiseDithering
- enableDitheringPattern
- enableDitheringQuantization
- rdramImageDitheringMode
New settings are not implemented in GUI yet.
2020-03-31 18:31:43 +07:00
Sergey Lipskiy
2600a6bc90
Remove "Enable noise" oprion. Emulation of noise is always enabled.
2020-03-31 18:31:42 +07:00
Sergey Lipskiy
41ecf66e80
Add blue-noise dithering, http://momentsingraphics.de/BlueNoise.html
2020-03-31 18:31:42 +07:00
Sergey Lipskiy
f566c1bc59
Support dithering mode in GUI.
2020-03-31 18:31:41 +07:00
Sergey Lipskiy
d621eb4d34
Add enum DitheringMode for better readability.
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Few fixes.
2020-03-31 18:31:41 +07:00
gizmo98
350d791596
-Remove enableDithering setting and use ditheringMode for everything
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-Dithering Modes:
0 disabled
1 noise dithering
2 noise dithering with 5Bit quantitzation
3 noise and ordered grid dithering
4 noise and ordered grid dithering with 5Bit quantitzation
-Quantize dithered alpha (5Bit). Removes white remnants in SF Lylat
Wars.
2020-03-31 18:31:40 +07:00
gizmo98
1a6f83aa6c
Disable RDRAM dithering if nativeResFactor = 1 and dithering is enabled
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Don’t dither twice.
2020-03-31 18:31:40 +07:00
gizmo98
0597632f8a
Add dithering options and better color noise dithering
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-Add enableDithering option: true - dithering enabled; false -
dithering disabled
-Add ditheringMode option: quantize noise or ordered grid dithered
content like original hardware would do it. true - quantize to 16Bit
colors, false 32Bit colors.
-Add snoiseRGB() and snoiseA() functions. Color dithering needs
different noiese values for r, g and b.
-snoiseRGB() and snoiseA() „double“ noise resolution if uScreenscale is
>= 2.0. So noise not so blocky but still grainy at higher resolutions.
-Increase config version to 28U
2020-03-31 18:31:40 +07:00
gizmo98
6bdcaa0bfa
Add RDRAM dithering: Dither image if RGBA16 is written to RDRAM
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ColorbufferToRDRAM RGBA to RGBA16 conversion produces color banding.
Implement dithering according to n64 documentation to hide color
banding.
2020-03-31 18:31:39 +07:00