Logan
3726fe4d7e
Enable FBInfo for Dr Mario and FlappyBird
2020-04-18 11:53:31 +07:00
Logan
686fa7d108
FlappyBird64 requires CopyFromRDRAM
...
Fixed #2197 FlappyBird HUD elements not displayed
2020-04-17 19:11:52 +07:00
Sergey Lipskiy
929ad25439
Correct custom settings for Pokemon Snap:
...
set rdram image dithering to Bayer.
Camera can't properly detects the Pidgeys at the start of the first level
when Blue Noise dithering is used.
Fixed #2213 Pokemon Snap detection broken
2020-04-17 15:52:42 +07:00
Sergey Lipskiy
e1acebd84a
Disable Whole Program Optimization because of #2098 and #2207
2020-04-16 18:18:58 +07:00
Sergey Lipskiy
50dd3ed2e0
Set clip ratio to 1 when render image from DRARM.
...
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.
...
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,
...
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."
...
This reverts commit cd9b5e1c93f0a01a9648982f8ecffcc08919e6f2.
2020-04-06 20:01:54 +07:00
Sergey Lipskiy
2169384245
Set default clip ratio to
...
- 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.
...
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.
...
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.
...
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.
...
Few fixes.
2020-03-31 18:31:41 +07:00
gizmo98
350d791596
-Remove enableDithering setting and use ditheringMode for everything
...
-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
...
Don’t dither twice.
2020-03-31 18:31:40 +07:00
gizmo98
0597632f8a
Add dithering options and better color noise dithering
...
-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
...
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
Logan McNaughton
85a8635952
Update to XXH3 for CRC_OPT
2020-03-30 21:16:59 +07:00
Logan
3f55f30ea2
Mask RDRAM address in ProcessRDPList
...
Avoids a crash in Donkey Kong 64 (U) [f2]
2020-03-29 18:12:16 +07:00
Sergey Lipskiy
225f1414dc
Set NoN (no near clipping) flag for all .Rej ucodes.
...
Fixed wrongly clipped polygons in RE2, Ada's locket cutscene, #2152
2020-03-22 14:00:00 +07:00
Sergey Lipskiy
dff219f26f
Add custom ini settings for RE2.
...
copyFromRDRAM is necessary for end game credits.
2020-03-18 14:51:42 +07:00
Sergey Lipskiy
022b375614
RE2 related fixes:
...
* fixed gSPModifyVertex for case when primitive depth enabled
* fixed GraphicsDrawer::isRejected for case when coordinates of vertex set by gSPModifyVertex
* fixed writeDepth() shader for RE2
Fixed various issues mentioned in #2152
2020-03-18 14:50:45 +07:00
Logan
be78f2d324
Fix IPO build on Linux
2020-03-18 11:53:00 +07:00
Sergey Lipskiy
8a9d52b41b
Fix static noise on screens in Space Station Silicon Valley.
...
Problem: the static on the screens is the result of alpha test with a random threshold.
The screens use 2 cycle combiner. First cycle for alpha uses "combined" input.
A value for this input is not set yet in the first cycle, so the result of alpha test is usually wrong.
Solution: replace "combined" input in the first cycle by special "half" input.
Fixed #1764
2020-03-08 23:28:54 +07:00
Sergey Lipskiy
a2b28fdc74
Enable N64 depth compare for Extreme-G XG2 in custom settings.
...
Fixed Extreme-G XG2 requires depth compare for some effects #655
2020-03-08 12:50:43 +07:00
Sergey Lipskiy
1fdd028bc6
Fix conditions to activate texturedRectDepthBufferCopy.
...
Fixed #2101 Multiplayer camera rotation issue in Conkers Bad Fur Day
2020-03-07 18:27:32 +07:00
Sergey Lipskiy
a28292846c
Remove on_n64DepthCompareCheckBox_toggled
...
Fixed #2185 GLideNUI warning.
2020-03-06 18:51:48 +07:00
fzurita
d053f16bb0
Fix CMake warnings presented by Android Studio
2020-02-26 17:04:05 +07:00
Logan
9274457637
Enabled FBInfo for Rat Attack
2020-02-26 17:03:09 +07:00
Logan
a07c3769d3
Enable FBInfo for a few games
2020-02-20 15:20:45 +07:00
fzurita
0a5216f8e1
Make the hybrid texture filter optional through configuration
2020-02-12 11:51:04 +07:00
Sergey Lipskiy
0692abea4a
Re-implement slower N64 depth compare synchronization method,
...
which requires only core OpenGL 4.2 without shader_interlock extensions.
Fixed N64 depth compare with older AMD GPU.
2020-02-09 19:03:53 +07:00
Logan McNaughton
3d93752b61
Update xxHash
2020-02-06 17:48:13 +07:00