Logan McNaughton
1fe9ce3bf9
Fix BAR Fog with N64 Depth Compare
2018-04-19 12:04:39 +07:00
Logan McNaughton
6a10a83d09
Fix RE2 and NFL QB Club 98 on GLES
2018-04-16 21:38:42 +07:00
fzurita
e958eca3ed
Disable usage of *_fragment_shader_interlock with tegra
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It causes lockups with at least Tegra X1.
2018-04-16 20:51:55 +07:00
Logan McNaughton
c9cf91e8da
Add support for ext_shader_framebuffer_fetch
2018-04-16 11:32:35 +07:00
Logan McNaughton
2e227cef53
Rewrite N64 Depth Compare
2018-04-16 11:32:35 +07:00
Logan McNaughton
c01c0d5166
use gl_LastFragDepthARM and glTextureBarrier
2018-04-13 21:24:56 +07:00
Logan McNaughton
18e9a73eba
Cache SpecialFeatures check
2018-04-07 11:30:33 +07:00
Logan McNaughton
b49ee1dd8b
Fix GLESX clipping hack in GraphicsDrawer
2018-04-07 11:30:33 +07:00
Logan McNaughton
9c73fb27b1
Remove Image Texture requirement for some shaders
2018-04-07 11:30:33 +07:00
Logan McNaughton
af6460ff4f
Require GL_NV_shader_noperspective_interpolation for GLES depth clamp emulation
2018-04-05 20:21:19 +07:00
Joe Mattiello
9497a9b868
Add iOS system ifdefs and gles includes
2018-03-31 10:54:20 +07:00
Joe Mattiello
ff904fc51e
Add the iOS framebuffer binder from @braindx
2018-03-31 10:54:20 +07:00
hissingshark
d84e11e10f
Added Vero4k build flags to detect libGLESv2.so path.
2018-03-31 01:18:53 +01:00
Logan McNaughton
ee906a217c
Fix GLES2 shader storage support
2018-03-30 10:15:23 +07:00
Logan McNaughton
07ec815831
Only write to gl_FragDepth once
2018-03-29 12:50:16 +07:00
Sergey Lipskiy
81d79e3938
GLideNHQ refactor: use graphics::InternalColorFormatParam as type for color format variables.
2018-03-28 12:28:05 +07:00
Logan McNaughton
50998f2f33
Use graphics backend in GLideNHQ
2018-03-27 20:52:56 +07:00
Logan McNaughton
bdb0f7ca94
Emulate GL_DEPTH_CLAMP for GLES
2018-03-23 21:52:06 +07:00
Sergey Lipskiy
cbbc83ac96
Fix noise-based effects on texrects in "texrect in native res" mode.
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Fixed GLideN64 3.0 Regression (Noise) #1740
2018-03-21 23:07:40 +07:00
Logan McNaughton
2fc1b5f462
Use glDrawRangeElements
2018-03-09 20:33:15 +07:00
Logan McNaughton
958758b37a
Remove PixelWriteBuffer
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And a few other small fixes
2018-03-09 20:32:56 +07:00
Logan McNaughton
a611105e6d
Cache glTexParameter calls
2018-03-09 20:32:34 +07:00
Logan McNaughton
91ab96d514
Fix FB attachment caching when texture is deleted
2018-03-09 20:32:34 +07:00
Logan McNaughton
b81dd6a673
Keep track of FB attachments
2018-03-09 20:32:34 +07:00
Logan McNaughton
fefc4e63a8
Use short, not byte, for element index
2018-02-28 16:55:29 +07:00
Logan McNaughton
d467327349
Reduce some debug GL calls in production
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Also only check extension support at init()
2018-02-27 20:30:19 +07:00
Francisco Zurita
667b3d28ee
Make some Android checks only apply to PowerVR
2018-02-26 20:15:15 +07:00
Logan McNaughton
d2d0e9aafc
Allow triple buffering in async copy mode
2018-02-23 13:43:30 +07:00
Sergey Lipskiy
8cb25b1fed
Add support for blend modes, which can't be emulated with shader blender.
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Add a hack for blend mode 0x0150 in Tony Hawk 2: Spiderman uses the same blend mode,
but has no problems with it.
2018-02-18 20:44:11 +07:00
Francisco Zurita
05295254b6
Fix slow down on Adreno 540 GPUs.
2017-12-21 00:17:27 -05:00
Francisco Zurita
d841854023
Fix texture filter when using GLSL ES.
2017-12-20 00:29:12 -05:00
Sergey Lipskiy
509ee7ed10
Code refactor: simplify texture fetching shader parts.
2017-12-15 21:14:25 +07:00
Sergey Lipskiy
4d59d3ef28
Texrect drawer tuning: rewrite check for test color
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Text looks better in Quest64 and Paper Mario.
2017-12-15 12:38:25 +07:00
Sergey Lipskiy
fa102a65c9
Do not revert Y for rects.
2017-12-15 12:38:19 +07:00
Sergey Lipskiy
a89486f6bd
Fix issue with plugin freeze when emulation ended while plugin is in full screen mode.
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Fixed PJ64: End emulation in Full-screen mode is broken #1680
2017-12-15 12:38:16 +07:00
Sergey Lipskiy
4cb2e7d7e8
Minor cleanup for YUVCONVERT_TEX shader
2017-12-15 12:38:13 +07:00
Sergey Lipskiy
5604bb94fa
Code refactor: CombinerProgram()::getKey() returns reference instead of object
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to avoid copy of the key to temp object when combiner added to combiners map.
2017-12-15 12:38:10 +07:00
Sergey Lipskiy
6a72b09b1f
Move texture fetching mode logic out of shader.
2017-12-15 12:38:03 +07:00
Gillou68310
cc3e1e6302
Add support for odroid
2017-12-14 17:45:21 +01:00
Sergey Lipskiy
05aaddd600
Fix use of prim depth in shaders.
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Fixed Custom Robo graphic glitch in WIP Builds 3 #1678
2017-12-09 22:48:19 +07:00
Sergey Lipskiy
3241d49ee6
Code cleanup: use the same TEX_OFFSET macro for standard and 3point filtering.
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OpenGL and GLES3+ shaders.
2017-12-02 12:45:43 +07:00
Sergey Lipskiy
6845116856
Fix bilinear filtering shader for GLES2.
2017-12-02 12:45:39 +07:00
Sergey Lipskiy
37cc010e85
Add special hack for monochrome effect in Zelda games.
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Fixed OOT - major graphic glitches in cutscene #1673
2017-11-28 16:32:03 +07:00
Francisco Zurita
55f2c02446
Fix rare crash in opengl_BufferedDrawer.cpp
2017-11-27 10:27:26 +07:00
Francisco Zurita
e2614529c2
Fix check for using the BufferedDrawer
2017-11-21 09:34:54 -05:00
Sergey Lipskiy
38dc7ff25f
Clear fences list in olorBufferReaderWithBufferStorage::_destroyBuffers()
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Fixed memory leak on graphics context destroy.
2017-11-19 19:56:05 +07:00
Sergey Lipskiy
26623cec1f
Code cleanup: fix issues in GLideN64 found by static code analyser.
2017-11-18 22:07:27 +07:00
Sten Appelt
9d735212f0
Rewrite glGetProcAddress for MacOsX
2017-11-18 15:35:38 +07:00
Sergey Lipskiy
5a037474a2
Code cleanup: fix compilation warnings.
2017-11-15 15:07:52 +07:00
Sergey Lipskiy
dcdf66dc0b
Fix hardware lighting. It was broken when lighting method was rewritten in 6af6e2c17f
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Hardware lighting is incompatible with new lighting method.
Model matrix may be different for different vartices, but only latest state of inverted light vectors are loaded to shader.
Thus I reverted calculations of data for hardware lighting.
Minor code cleanup.
Fixed: Zelda OOT, bad lighting with HW per pixel lighting #1652
2017-11-11 21:35:08 +07:00