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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-04 10:03:36 +00:00
Commit Graph

3152 Commits

Author SHA1 Message Date
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
Sergey Lipskiy
495d9f959e Simplify aTexScale calculation in UClampWrapMirrorTex::update 2020-01-12 19:52:42 +07:00
Sergey Lipskiy
cfa3ded934 Correct tile size calculation.
Fixed #2156 Tony Hawk's Pro Skater 3- Missing Characters on Copyright Screen
2020-01-02 20:36:35 +07:00
Sergey Lipskiy
b949958874 Disable ThreadedVideo on MacOsX, see #2159 2020-01-02 16:41:18 +07:00
Sergey Lipskiy
24f6a8f469 Add compiled translations.
Correct appveyor.yml to copy compiled translations into builds instead of translation sources.
2020-01-02 15:08:20 +07:00
Sergey Lipskiy
c823047f99 Prevent config dialog from being opened twice.
Fixed #2158 Project 64 Crashes if you open GlideN64 Video Settings when they are already open.
2020-01-02 14:44:01 +07:00
Sergey Lipskiy
e676dafb7a Fix languages names in GUI. 2020-01-02 14:35:24 +07:00
Sergey Lipskiy
dd19f09c0f German translation update. Author: Mustafa Özkurt. 2020-01-02 13:56:42 +07:00
Sergey Lipskiy
68cbcca490 Update translation files: actual GUI texts added.
Translation of these new texts still need to be done for each language.
2019-12-27 13:34:23 +07:00
fzurita
de7547727b Don't generate a new Revision.h file if revision hasn't changed
This prevent CMake from forcing a build of everything that depends on
that file.
2019-12-16 14:21:44 +07:00
fzurita
3daf1c0e49 Use a different library name when building for Android 2019-12-16 14:21:44 +07:00
fzurita
cda2dcf2a3 Remove Android makefile and use CMakeLists for Android instead 2019-12-02 18:41:41 +07:00
Sergey Lipskiy
028133bb5c Correct gDP.loadTile->loadHeight calculation again.
Fixed #2143 Yoshi's Story level backgrounds regression
which was broken by b261f34b0
2019-11-30 22:48:23 +07:00
Tim Wanders
80f1d9d021 Fix Log.h 2019-11-30 22:40:00 +07:00
Sergey Lipskiy
1a1a5ed705 Enable copyAuxToRDRAM for Jet Force Gemini in custom ini.
Fixed #2148 Jet Force Gemini Black line following character
2019-11-30 16:57:06 +07:00
fzurita
44ce554d5f Fix issues with EGL image public API on GLES 2.0 2019-11-30 15:54:59 +07:00
Sergey Lipskiy
d52d402d76 Do not use hybrid filer for GLES 2.0 due to poor performance.
Shader and code simplifications.
2019-11-30 15:54:54 +07:00
Sergey Lipskiy
25b270492e Revert "Don't use glGetTexLevelParameteriv to determine texture size"
This reverts commit b31e510932.
2019-11-30 15:31:43 +07:00
fzurita
49bdffb954 Fix shader compilation errors with Adreno devices 2019-11-30 15:30:50 +07:00
fzurita
6ac44db414 Don't use glFlushMappedBufferRange in debug mode, the performance
penalty is too high
2019-11-29 11:55:57 -05:00
fzurita
b31e510932 Don't use glGetTexLevelParameteriv to determine texture size 2019-11-29 15:56:22 +07:00
fzurita
a2fbea9086 Fix GLSL ES 1.0 compilation error 2019-11-29 15:50:34 +07:00
fzurita
0abaad4aee Fix shader compilation errors in GLSL 3.0 2019-11-29 15:02:35 +07:00
Sergey Lipskiy
2b5e8786d1 Add support for TEXTUREMODE_BGIMAGE in UClampWrapMirrorTex::update()
Fixed #2107 Majora's Mask OnePiece backgrounds broken
Fixed #2141 RE2 corrupt video
2019-11-28 19:13:26 +07:00
Sergey Lipskiy
558c465d02 Debugger fixes. 2019-11-28 19:11:31 +07:00
Francisco Zurita
9c4653a148 Throw an exception if a buffer greater than the ring buffer pool max size is allocated instead of dead locking forever. 2019-11-28 17:33:56 +07:00
Sergey Lipskiy
f918a909c7 Remove opacity check from hybridFilter shader. 2019-11-28 12:31:31 +07:00
Sergey Lipskiy
488d52de16 Use hybrid texture filter to draw frame buffer image on screen.
Related to #2088
2019-11-27 19:25:19 +07:00