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

2727 Commits

Author SHA1 Message Date
Aquatakat
f955a181ad UI: New texture path visual adjustment 2017-11-28 16:27:14 +07:00
Francisco Zurita
55f2c02446 Fix rare crash in opengl_BufferedDrawer.cpp 2017-11-27 10:27:26 +07:00
Sergey Lipskiy
d0be5190ba Read "txDumpPath" setting from mupen64plus config. 2017-11-27 09:49:27 +07:00
Aquatakat
d3fbff82f2 UI: Gamma correction moved to emulation tab 2017-11-25 21:01:30 +07:00
Sergey Lipskiy
2da7be29d4 Add 'texture cache path' and 'texture dump path' config option.
Implemented request mult htc support #1383
2017-11-25 21:01:25 +07:00
Sergey Lipskiy
e284f432d1 Do not shutdown TextureFilterHandler on RomClosed() API command.
This avoids hires cache reload on savestates load.

Minor code cleanup (GLideNHQ code is a mess atm).
2017-11-22 14:35:31 +07:00
Logan
a2793ace23 Don't unset DP_STATUS_FREEZE 2017-11-22 11:26:46 +07:00
Francisco Zurita
e2614529c2 Fix check for using the BufferedDrawer 2017-11-21 09:34:54 -05:00
Sergey Lipskiy
adabb40e36 Always detect (RDRAMSize on rom start.
This fixes crash when 8MB game started after 4MB one.
2017-11-20 23:17:14 +07:00
Sergey Lipskiy
942dc78271 Do not run config and about dialogs in separate thread.
I can't find another way to avoid
"QObject::~QObject: Timers cannot be stopped from another thread"
error when emulator closed.
2017-11-20 21:25:22 +07:00
Sergey Lipskiy
426488c88a Disable RSPTHREAD use for zilmar spec build. 2017-11-20 21:11:24 +07:00
Sergey Lipskiy
e068a9dd77 Revert "Change texture coordinates."
This reverts commit 89406223f5.

Commit causes regression in motion blur effect in Zelda MM.
Reverted until further investigation.
2017-11-19 20:41:18 +07:00
Sergey Lipskiy
38dc7ff25f Clear fences list in olorBufferReaderWithBufferStorage::_destroyBuffers()
Fixed memory leak on graphics context destroy.
2017-11-19 19:56:05 +07:00
Sergey Lipskiy
fbd4a9a016 Unbind FBO before clearing frame buffers list.
Fixed memory leak on graphics context destroy.
2017-11-19 19:55:13 +07:00
Sergey Lipskiy
26623cec1f Code cleanup: fix issues in GLideN64 found by static code analyser. 2017-11-18 22:07:27 +07:00
Sergey Lipskiy
67f72e86e5 Code cleanup: fix issues in GLideNHQ found by static code analyser. 2017-11-18 21:43:58 +07:00
Sergey Lipskiy
b6781a420b Fix renderTriangles when polygon culling is disabled.
Fixed Body Harvest Clipping Issue #550
2017-11-18 15:42:16 +07:00
Sergey Lipskiy
737338ca20 Use fixed point calculation for texrect s and t coordinates.
It is impossible to handle integer overflow when coordinates in float format.

Fixed textures in Major League Baseball #146
2017-11-18 15:41:18 +07:00
Sten Appelt
9d735212f0 Rewrite glGetProcAddress for MacOsX 2017-11-18 15:35:38 +07:00
Sergey Lipskiy
e1c7a44593 Force texture wrap/mirror for hires textures when texture size is half of real (load) texture size.
Fixed Majora's Mask - custom textures broken on moon #1662
2017-11-18 15:31:02 +07:00
Sergey Lipskiy
038c74af12 Correct gSPModifyVertex for case when widescreen hack enabled.
Widescreen hack breaks Disney's Tarzan amusingly #1501
(problem with 2D backgrounds in widescreen mode still exists and hardly can be fixed)
2017-11-17 13:45:50 +07:00
Sergey Lipskiy
29c9a778d9 Correct debug output 2017-11-16 18:52:32 +07:00
Sergey Lipskiy
7ad1bae3ee Enable noDepthFrameBuffers hack for Vigilante 8. 2017-11-16 18:51:05 +07:00
Sergey Lipskiy
ddec7aabe6 Revert "Do not use aux depth buffer as hwfbe texture."
This reverts commit bd10c7a788.
2017-11-16 18:32:05 +07:00
Logan McNaughton
a8aa9833e4 Fix chunk copy start address 2017-11-16 09:44:51 +07:00
Sergey Lipskiy
9ab843a9cc Fix copy buffer chunk to RDRAM. 2017-11-16 09:44:48 +07:00
Sergey Lipskiy
4d4a2d18a2 Fix RDRAMtoColorBuffer::copyFromRDRAM with FBInfo 2017-11-16 09:44:44 +07:00
Sergey Lipskiy
60c092ee23 FBInfo fixes 2017-11-16 09:43:08 +07:00
Francisco Zurita
538674da51 Fix Pokemon Snap border flicker
This flicker happens while zooming in to take  a picture while RDRAM to
color buffer and color buffer to RDRAM are both enabled.
2017-11-15 16:17:42 +07:00
Sergey Lipskiy
5a037474a2 Code cleanup: fix compilation warnings. 2017-11-15 15:07:52 +07:00
Logan McNaughton
5f088c70ce Copy 4k block in FBInfo Chunk copies 2017-11-11 13:59:12 -07:00
Sergey Lipskiy
06b995c5f7 Code refactor: use _FIXED2FLOATCOLOR instead of _FIXED2FLOAT for color transformation from int to float. 2017-11-11 21:35:19 +07:00
Sergey Lipskiy
dcdf66dc0b Fix hardware lighting. It was broken when lighting method was rewritten in 6af6e2c17f
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
Sergey Lipskiy
591eda82ba Set PrimDepth to gl_FragDepth when DepthSource set to Primitive.
This makes player's shadow solid in Tony Hawk's Pro Skater 2
2017-11-11 01:30:48 +07:00
Sergey Lipskiy
3c61198043 Hardcode blend mode, which is impossible to emulate with shaders.
Fixed Tony Hawk's Pro Skater 2 Shadow Glitch #1337
2017-11-11 01:01:49 +07:00
Sergey Lipskiy
732c27a07d Do not reset gDP.otherMode.l for Quake.
Fixed Quake 64 depth issues #1169
2017-11-10 18:37:51 +07:00
Sergey Lipskiy
897a100a97 Fix cmake warning "MACOSX_RPATH is not specified for the following targets" 2017-11-09 12:59:26 +07:00
Sergey Lipskiy
706b648991 Fix clang: error: unsupported option '-static-libgcc' 2017-11-09 12:46:13 +07:00
Sergey Lipskiy
76066ecd4c Fix compilation for MSVS 2013 2017-11-09 00:02:49 +07:00
Sergey Lipskiy
a47d9d5840 Save hardware per pixel lighting enabled flag in combiners keys storage.
Use it to set hardware lighting support in GBI.

Fixed New shader cache breaks with hardware per pixel lighting enabled #1650
2017-11-08 17:11:14 +07:00
Sergey Lipskiy
a5bf8458a4 Rename msvc15 project folder to msvc2015 (QT style) 2017-11-08 11:15:43 +07:00
Sergey Lipskiy
7642758873 Fix shader compilation for combiners, wich use only T1.
Fixed main menu in Paper Mario.
2017-11-07 11:22:12 +07:00
Sergey Lipskiy
dd4fac7230 Set tmu when init hires texture.
Fixed: Zelda: OoT Texture Pack flickers before day/night transition #1470
2017-11-05 22:27:13 +07:00
Sergey Lipskiy
f75dd4ea9d Correct project for MSVS 2013 2017-11-05 22:26:06 +07:00
Sergey Lipskiy
ef56e0da7c Clear hires texture cache if there was an error during load. 2017-11-05 11:56:35 +07:00
Sergey Lipskiy
9d149b33ed Correct TxHiResCache::loadHiResTextures: stop texture load if memory allocation failed.
It is done as an attempt to fix plugin's crash when it loads huge texture pack, such as Zelda OOT Community Retexture Project V7
The attempt is not succeded: plugin may crash after texture pack load because texture cache
consumed almost all available memory and the rest is not enough for plugin's work.
The code is useful anyway.

Note: the problem is heavier with Project64. mupen64plus build has better chance to load huge texture packs.
2017-11-04 22:49:37 +07:00
Sergey Lipskiy
28051387e9 Code refactor: rewrite TxUtil::getNumberofProcessors() 2017-11-04 19:26:50 +07:00
Sergey Lipskiy
fb6d945953 Replace #ifdef WIN32 by #ifdef OS_WINDOWS in GLideNHQ 2017-11-04 19:00:50 +07:00
Sergey Lipskiy
4e36fa07a2 Remove 'Video RAM usage limit' config option. 2017-11-04 18:43:29 +07:00
Sergey Lipskiy
a2ac255710 Fix divide by zero crash when hd texture is less than original one. 2017-11-02 23:39:21 +07:00