Sergey Lipskiy
7835cfb180
Fix color image height detection for height = 1.
2015-05-13 10:14:02 +06:00
Sergey Lipskiy
3a27056759
Don't write buffer address to RDRAM for CFB buffers.
2015-05-13 10:14:01 +06:00
Sergey Lipskiy
09eea95270
Add separate define for ImageTextures.
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Set it on for platforms, which support this functionality.
2015-05-13 10:13:55 +06:00
Sergey Lipskiy
94c381f734
Fix code duplication in FrameBuffer.cpp
2015-05-13 10:13:54 +06:00
Sergey Lipskiy
72ce00157b
Code cleanup: Fix class members initialization order in ctors.
2015-05-13 10:13:54 +06:00
Sergey Lipskiy
17479ccbe4
Rewrite FrameBufferList::renderBuffer
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Use new method for destination coordinates calculation.
2015-05-13 10:13:47 +06:00
Sergey Lipskiy
0d35f461df
Fix integer-float mismatch in FrameBuffer.cpp
2015-05-13 10:13:46 +06:00
Sergey Lipskiy
b31b4cc3f6
Correct renderBuffer usage in FrameBuffer_ActivateBufferTexture.
2015-05-13 10:13:34 +06:00
Sergey Lipskiy
f637e91f22
Replace _SHIFTR( *REG.VI_H_START, 0, 10 ) == 0 check by VI.width == 0 one
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Fixed glError in Knockout Kings 2000. The game sets h_start==h_end at start,
thus VI.width is zero but *REG.VI_H_START is not.
2015-05-13 10:13:32 +06:00
Sergey Lipskiy
e21f455686
Don't call glBindImageTexture if it is not supported.
2015-05-13 10:13:28 +06:00
Sergey Lipskiy
768430a234
Implement screen aspect ratio support.
2015-05-13 10:13:26 +06:00
Sergey Lipskiy
6bf0302f19
Fix errors found by code analizer.
2015-05-13 10:13:19 +06:00
Sergey Lipskiy
7548922cfd
Add CombinerInfo::update().
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Call it in FrameBufferList::attachDepthBuffer() before currentCombiner()->updateDepthInfo
to avoid glError caused by wrong shader program set.
Fixed glError with MarioTennis character selection.
2015-05-13 10:13:18 +06:00
Sergey Lipskiy
805cef4225
Correct isLowerField calculation in FrameBufferList::renderBuffer.
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It did not work correct for Donkey Kong (E).
2015-05-13 10:13:14 +06:00
Sergey Lipskiy
2454f70568
Don't call gDPFillRDRAM for frame buffers created in VI_UpdateScreen(),
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because VI_ORIGIN is not correct address of frame buffer start.
2015-05-13 10:13:12 +06:00
Sergey Lipskiy
5eac0797f0
Remove VI emulation code, which can't be tested for now.
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Star Wars Ep. 1 Racer (E) is fixed.
2015-05-13 10:13:11 +06:00
Sergey Lipskiy
8733c2b3e7
Set m_drawBuffer = GL_BACK in FrameBufferList::destroy().
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Fixed crash on rom reset.
2015-05-13 10:13:10 +06:00
Sergey Lipskiy
d121144760
Disable frame buffer activiti when H width is zero.
2015-05-13 10:13:08 +06:00
Sergey Lipskiy
de5c0120ed
Fix FrameBufferList::renderBuffer for interlaced modes.
2015-05-13 10:13:08 +06:00
Sergey Lipskiy
5ac57395e9
Fix FrameBufferList::renderBuffer compilation errors.
2015-05-13 10:13:07 +06:00
Sergey Lipskiy
4499a6f966
Fix *BufferToRDRAM destroy().
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Fixed run 4mb games after 8mb ones.
2015-05-13 10:13:04 +06:00
Sergey Lipskiy
86cde946e9
Refactor: replace C style OGL_* functions by OGLRender and OGLVideo classes.
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OGLRender performs rendering operations.
OGLVideo initializes OpenGL and performes operations with graphics context.
It has platform-dependent implementations.
2015-05-13 10:13:00 +06:00
Sergey Lipskiy
8719d245a4
Fix frame buffer endAddress calculation.
2015-05-13 10:12:58 +06:00
Sergey Lipskiy
604d290fec
Fix FrameBufferList::attachDepthBuffer() :
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fixed GL_INVALID_ENUM error in glDrawBuffers call.
2015-05-13 10:12:54 +06:00
Sergey Lipskiy
f6ebb311a1
Massive refactoring: move API or OS dependent code to separate files.
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Include/enable necessary source files in project files.
2015-05-13 10:12:51 +06:00
Sergey Lipskiy
3352193632
Depth buffer refactor
2015-05-13 10:12:48 +06:00
Sergey Lipskiy
fbf660d4ec
Refactor: Make DepthBufferList singleton.
2015-05-13 10:12:48 +06:00
Sergey Lipskiy
d7f4e44674
Frame buffer refactor.
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Use std::list as container for frame buffers.
2015-05-13 10:12:46 +06:00
Sergey Lipskiy
bd8b73d5b5
Refactor: Make frame buffer singleton
2015-05-13 10:12:45 +06:00
Sergey Lipskiy
7f6d7e2772
Refactor: rewrite TextureCache.
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Store normal textures and frame buffer textures in separate maps.
Replace TextureCache_* functions by methods of TextureCache.
2015-05-13 10:12:44 +06:00
Sergey Lipskiy
23f7f24d35
Refactor: replace CombinerInfo::get().getCurrent() by inline function currentCombiner()
2015-05-13 10:12:39 +06:00
Sergey Lipskiy
0f176dcc4c
Refactor: rename ShaderCombiner methods - name starts from lower case letter.
2015-05-13 10:12:37 +06:00
Sergey Lipskiy
7b3423d7de
Code cleanup: fix idents for FrameBuffer.cpp
2015-05-13 10:12:35 +06:00
Sergey Lipskiy
2e5ad21ddd
Refactor: remove combiner update methods from CombinerInfo and call them
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directly for ShaderCombiner object.
2015-05-13 10:12:34 +06:00
Sergey Lipskiy
709f631cbf
Refactor: Make Combiner_* functions as members of CombinerInfo.
2015-05-13 10:12:32 +06:00
Sergey Lipskiy
92eb61572e
Fix scissor related problems:
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- scissor dissable/enable in FrameBuffer_RenderBuffer()
- scissor height in OGL_UpdateStates()
2015-05-13 10:12:20 +06:00
Sergey Lipskiy
a3f9fe2186
Disable scissor in FrameBuffer_RenderBuffer().
2015-05-13 10:12:09 +06:00
Sergey Lipskiy
e784ea7205
GLES2 fixes in frame/depth buffer initialization.
2015-05-13 10:12:05 +06:00
Sergey Lipskiy
898a189f89
Fixed Combiner_UpdateCombineFBInfo() call.
2015-05-13 10:12:03 +06:00
Sergey Lipskiy
7166d0aacf
Fix hardware lighting.
2015-05-13 10:11:41 +06:00
Sergey Lipskiy
3d9e48230a
Fix FrameBuffer_RenderBuffer for GLES2.
2015-05-13 10:11:39 +06:00
Sergey Lipskiy
caf4353295
Guard GLES2 incompatible code in FrameBuffer.cpp and gSP.cpp
2015-05-13 10:11:39 +06:00
Sergey Lipskiy
889b889847
Replace GL_DRAW_FRAMEBUFFER by GL_FRAMEBUFFER in GLES2 compatible code.
2015-05-13 10:11:38 +06:00
Sergey Lipskiy
90f8e4c2f3
Remove glDisable( GL_FOG ).
2015-05-13 10:11:37 +06:00
Sergey Lipskiy
6219ee02bf
Rewrite RDRAMtoFrameBuffer::CopyFromRDRAM
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Use OGL_DrawTexturedRect to render the texture.
2015-05-13 10:11:37 +06:00
Sergey Lipskiy
2b0d6e8f1d
Make FrameBuffer_AttachDepthBuffer() GLES2 compatible.
2015-05-13 10:11:35 +06:00
Sergey Lipskiy
f00ca5f0a1
Replace glFramebufferTexture by GLES2 compatible glFramebufferTexture2D.
2015-05-13 10:11:35 +06:00
Sergey Lipskiy
ee57f6ef47
Move frame buffer emulation options to Config.
2015-05-13 10:11:30 +06:00
Sergey Lipskiy
8018ba0aea
Move user-defined settings to Config structure.
2015-05-13 10:11:27 +06:00
Sergey Lipskiy
2708b2abeb
Remove FrameBufferExt functions usage.
2015-05-13 10:11:21 +06:00
Sergey Lipskiy
6bac605fe2
Make frame buffer GLES2 compatible.
2015-05-13 10:11:20 +06:00
Sergey Lipskiy
b2a260a055
Set READ_FRAMEBUFFER back to zero after CopyToRDRAM.
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Fixed OGL_ReadScreen with CopyToRDRAM enabled.
2015-05-13 10:11:13 +06:00
Sergey Lipskiy
cc3446c4d6
BindImageTexture fixes
2015-05-13 10:11:09 +06:00
Sergey Lipskiy
344df93374
Rewrite depth texture clear.
2015-05-13 10:11:07 +06:00
Sergey Lipskiy
314b9098f4
Implement N64 depth compare.
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Removed integer-based variant of depth texture.
2015-05-13 10:11:06 +06:00
Sergey Lipskiy
7f49dd39c2
Replace frameBuffer.drawBuffer from GL_DRAW_FRAMEBUFFER
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to gles compatible GL_FRAMEBUFFER
2015-05-13 10:11:03 +06:00
Sergey Lipskiy
73890d4354
(R): Remove unused includes from FrameBuffer.cpp
2015-05-13 10:10:54 +06:00
Sergey Lipskiy
3b06773f43
(R): Rewrite OGL_SwapBuffers() and use it for all platforms.
2015-05-13 10:10:53 +06:00
Sergey Lipskiy
32892a2236
Fix #include dependences.
2015-05-13 10:10:47 +06:00
Sergey Lipskiy
0a1499caed
Fix compilation errors when MUPENPLUSAPI enabled
2015-05-13 10:10:43 +06:00
Sergey Lipskiy
fd3fe0b7b7
Fix DepthBufferToRDRAM::CopyToRDRAM :
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return if depth buffer is null
2015-05-13 10:10:41 +06:00
Sergey Lipskiy
4635e24d62
Add g_bIgnoreCFB option.
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It is necessary for Zelda Pause Screen, otherwise it will be
replaced by blank data from RDRAM.
2015-05-13 10:10:40 +06:00
Sergey Lipskiy
da3d18d7d8
Fix frame buffer textures delete.
2015-05-13 10:10:38 +06:00
Sergey Lipskiy
d4953abb91
Fix depth beffer rendering.
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Corrected bug with Z calculation in depth_compare_shader.
2015-05-13 10:10:37 +06:00
Sergey Lipskiy
9b8b667fab
Implement CopyDepthBuffer to RDRAM.
2015-05-13 10:10:36 +06:00
Sergey Lipskiy
00c12e2d1d
Add FBO for depth buffer.
2015-05-13 10:10:36 +06:00
Sergey Lipskiy
8e3e41356a
FrameBuffer: Replace pointer to depth texture by pointer to DepthBuffer
2015-05-13 10:10:35 +06:00
Sergey Lipskiy
e9b5283339
Correct calls for Combiner_UpdateCombineDepthInfo()
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+ cosmetic formatting.
2015-05-13 10:10:34 +06:00
Sergey Lipskiy
dfb8b0f04b
Remove legacy combiners.
2015-05-13 10:10:32 +06:00
Sergey Lipskiy
14f5a92da3
Switch from glActiveTextureARB to glActiveTexture
2015-05-13 10:10:31 +06:00
Sergey Lipskiy
f151ef36ca
Add shadow map shader
2015-05-13 10:10:28 +06:00
Sergey Lipskiy
898a81ecde
Add possibility to switch between float and int depth texture formats
2015-05-13 10:10:26 +06:00
Sergey Lipskiy
9c508f1a9b
Change to float format of depth texture
2015-05-13 10:10:25 +06:00
Sergey Lipskiy
c47ab51175
Add depth compare shader to the main program.
2015-05-13 10:10:25 +06:00
Sergey Lipskiy
01073f40b0
Add depth texture to depth buffer.
2015-05-13 10:10:20 +06:00
Sergey Lipskiy
55a14d42f0
Fix RDRAMtoFrameBuffer::CopyFromRDRAM - make it working with buffer of any size.
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Mario Tennis scoreboard hack is now uses CopyFromRDRAM, so
FrameBufferToRDRAM::CopyAuxBufferToRDRAM became unused and thus removed.
2015-05-13 10:10:17 +06:00
Sergey Lipskiy
02c1884382
Fix pointer compare in FrameBufferToRDRAM::CopyAuxBufferToRDRAM
2015-05-13 10:10:14 +06:00
Sergey Lipskiy
26ab545b8a
Fix FrameBuffer_RenderBuffer to work on Linux.
2015-05-13 10:10:13 +06:00
Sergey Lipskiy
5cedc0e6e7
Implement VI emulation: treat main frame buffer as TV screen and render
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FBO buffers on it according to VI registers values.
2015-05-13 10:10:11 +06:00
Sergey Lipskiy
62e3f2404e
Copy whole frame buffer to RDRAM, without offset.
2015-05-13 10:10:09 +06:00
Sergey Lipskiy
fb0ba864d1
Force CFB mode if current frame is shown more than 4 times in succession (<15 fps)
2015-05-13 10:10:08 +06:00
Sergey Lipskiy
a7b5127743
FrameBufferToRDRAM cosmetic changes
2015-05-13 10:10:06 +06:00
Sergey Lipskiy
5f57aa5c48
Implement copy RDRAM to frame buffer.
2015-05-13 10:10:05 +06:00
Sergey Lipskiy
35ab89d379
Fix bug in FrameBuffer_SaveBuffer:
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don't use removed buffer
2015-05-13 10:10:05 +06:00
Sergey Lipskiy
31d236f59b
Rewrite FrameBuffer_CopyToRDRAM.
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Use Pixel Buffer Object for async read from video memory.
2015-05-13 10:10:04 +06:00
Sergey Lipskiy
ca99c49bc7
Remove duplicated code from FrameBuffer functions.
2015-05-13 10:10:03 +06:00
Sergey Lipskiy
72e7d41673
Remove unused function FrameBuffer_RestoreBuffer()
2015-05-13 10:10:02 +06:00
Sergey Lipskiy
bd51edec41
Temporal hackish solution for scoreboard problem in Mario Tennis:
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copy aux frame buffer content to RDRAM and delete the buffer.
Need to implement proper solution.
2015-05-13 10:10:01 +06:00
Sergey Lipskiy
efee40c2c7
Implement copy texture frame buffer to RDRAM.
2015-05-13 10:09:59 +06:00
Sergey Lipskiy
971bd9d0ec
Frame buffer fixes for Mario Tennis.
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Implemented various methods for testing buffer validity.
2015-05-13 10:09:58 +06:00
Sergey Lipskiy
1e4870e6b9
Change way of color buffer address range calculation:
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on buffers swap use actual color image height to re-calculate end address.
2015-05-13 10:09:53 +06:00
Sergey Lipskiy
1341f7bf15
Frame buffer emulation fixes:
...
save pointer to the load tile in the frame buffer.
Game: Mario Tennis
2015-05-13 10:09:52 +06:00
Sergey Lipskiy
7418f76968
Frame buffer emulation fixes:
...
clear color buffer when size is changed but address is the same.
2015-05-13 10:09:52 +06:00
Sergey Lipskiy
562612a21a
Texture load status is now set per tile.
2015-05-13 10:09:47 +06:00
Sergey Lipskiy
5092cf5891
Code cleanup: Remove duplicated code in FrameBuffer_ActivateBufferTexture().
2015-05-13 10:09:43 +06:00
Sergey Lipskiy
ad9e3d3bee
Correct texture buffer shift in loadblock mode.
2015-05-13 10:09:42 +06:00
Sergey Lipskiy
aec5094967
Add support for 8bit frame buffers.
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Fixed dynamic shadow in Banjo-Tooie
2015-05-13 10:09:41 +06:00
Sergey Lipskiy
3f98553ad2
Correct background images usage in frame buffer emulation.
2015-05-13 10:09:39 +06:00
Sergey Lipskiy
58728b954c
Optimize FrameBuffer_SaveBuffer code.
2015-05-13 10:09:37 +06:00
Sergey Lipskiy
880238250b
Fix depth buffer initialization and clean.
2015-05-13 10:09:36 +06:00
Sergey Lipskiy
797dfad57e
Frame buffer related fixes. Zelda OOT pause screen works!
2015-05-13 10:09:34 +06:00
Sergey Lipskiy
3d2083d6a4
New implementation of FrameBuffer_RenderBuffer,
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via glBlitFramebuffer.
2015-05-13 10:09:34 +06:00
Sergey Lipskiy
a07555546e
Frame buffer fixes
2015-05-13 10:09:33 +06:00
Sergey Lipskiy
97f07e38c3
Fix some type mismatch errors.
2015-05-13 10:09:25 +06:00
Sergey Lipskiy
69f27a5d8a
Initial project version. Based on glN64-0.4.1-rc2
2015-05-13 10:09:12 +06:00