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Commit Graph

156 Commits

Author SHA1 Message Date
Sergey Lipskiy
9faeb2bfb9 Force clear depth buffer for aux buffers.
Fixed uncleaned depth buffer problem when depth buffer cleared partially via fillrect.
2016-09-08 22:29:12 +07:00
Sergey Lipskiy
d289d4c65a Correct conditions when render to depth buffer can be enabled. 2016-09-07 21:11:31 +07:00
Sergey Lipskiy
7dca7f8f4d Implement depth buffer copy for Mario Golf.
Fix Mario Golf: Animated effects render in front of course #312
2016-09-06 19:37:11 +07:00
Sergey Lipskiy
4c226bcc95 Do not show rightmost pixels in frame buffer when AA and divots elimination enabled in VI.
Problem: Some games have strange glitch, which looks like vertical line of
pixels outside of right bound of the image. Examples: JFG title screen,
both Zelda games when new game started. Software plugin has the same issue,
but when image passes VI stage, the problem disappears. Most likely
VI filters somehow eat the rightmost pixels. I suspect that it is result of
divots elimination. Thus, the fix works like this:
when divot flag is set the rightmost column of pixels is not shown.
2016-08-29 18:32:16 +07:00
Sergey Lipskiy
d80bd636e2 Emulate crazy way of shifting image horizontally, which bottom of the 9th uses.
Fixed bottom of the 9th: screen not centered #862
2016-08-28 18:22:44 +07:00
Sergey Lipskiy
3bfebd0910 Remove allocated frame buffer if its color depth is less then necessary.
Fixed Majora's Mask screen turns red #790

Problem description:
the game allocates 8bit aux frame buffer when enter to subscreen.
When screen shrink effect started, the game allocates 16bit buffer on the same address.
Since plugin already had buffer allocated, it reused that buffer. Since the buffer's
texture had only red component, whole screen turned red.

Fix: create new buffer if color depth of existing buffer is less than necessary.
2016-08-28 16:00:50 +07:00
Logan McNaughton
e0d8830b2a Another fix for FBE on Raspberry Pi 2016-07-21 10:57:17 +06:00
Logan McNaughton
a20dc97a5a Fixes menu on Castlevania and Rayman 2 with FBE enabled on Raspberry Pi
Probably fixes other FBE issues as well
2016-07-11 10:05:52 +06:00
Logan McNaughton
f2babed36d Fix some more graphical glitches with FBE on the Raspberry Pi
See https://github.com/RetroPie/RetroPie-Setup/pull/1563
2016-07-08 16:42:22 +06:00
Logan McNaughton
1cbbea8183 Enable Framebuffer Emulation on the Raspberry Pi
renderbuffer code was written by gonetz, not me
2016-06-26 17:40:14 +06:00
Sergey Lipskiy
07854d3857 Use OGLRender::copyTexturedRect in ColorBufferToRDRAM::_prepareCopy.
Enable color buffer copy for GLES2.
2016-06-23 16:15:27 +06:00
Sergey Lipskiy
7ad11627d6 Use OGLRender::copyTexturedRect in FrameBuffer::renderBuffer
Remove GLES2-specific code.
2016-06-23 16:14:04 +06:00
Sergey Lipskiy
4cb53d9675 Use OGLRender::copyTexturedRect in FrameBuffer::_getSubTexture
Remove GLES2-specific code.
2016-06-23 16:12:50 +06:00
Sergey Lipskiy
4c4b1bf57d Code refactor: move struct FBOTextureFormats to separate files. 2016-06-20 15:16:15 +06:00
Sergey Lipskiy
86fbea9edc Code refactor: replace NULL by nullptr. 2016-06-10 12:40:18 +06:00
Sergey Lipskiy
2834fa1780 Code refactor: move classes FrameBufferToRDRAM, DepthBufferToRDRAM and RDRAMtoFrameBuffer from FrameBuffer.cpp to separate files. 2016-05-30 11:11:15 +06:00
Francisco Zurita
dca2c29edf When in CopyColorToRDRAM async mode, we will now use the
OES_EGL_image_external OpenGL ES extension to copy the color buffer into
system memory. This provides large performance improvements in many
Android devices.
2016-05-30 11:10:57 +06:00
matto
04e90bee85 Fix multisampling when the VI origin is not 0
This happens with Beetle Adventure Racing when the movie reel
effect is at work. It threw up a whole bunch of errors without
taking into account whether or not the framebuffer is multi-sampled.
2016-05-23 15:26:45 +06:00
Francisco Zurita
5d45a45282 Framebuffer copy performance improvements 2016-05-18 14:24:12 +06:00
Sergey Lipskiy
020144d6fd Disable scissoring when blit internal buffers. 2016-05-14 18:15:54 +06:00
Sergey Lipskiy
88656c9059 Correct multisample texture resolving in FrameBufferList::renderBuffer. 2016-05-14 18:13:18 +06:00
Sergey Lipskiy
d571587531 Fix postprocessor when native resolution factor is used. 2016-05-13 23:29:35 +06:00
Sergey Lipskiy
de388cbc56 Remove FrameBuffer::m_postProcessed field since it became useless after PostProcessor modifications.
Fixed pga european tour: gauge not working properly (fb effect) #325
2016-05-13 00:06:25 +06:00
Sergey Lipskiy
fc0b0df0b6 Fix FrameBuffer::_getSubTexture : disable scissor before glBlitFramebuffer
Fixed rear mirror in Roadsters, #741
2016-05-10 20:29:27 +06:00
Sergey Lipskiy
87f307c3ff FrameBuffer: replace m_pLoadTile by m_loadTileOrigin and m_loadType. 2016-05-10 20:29:21 +06:00
Sergey Lipskiy
f61293fe2b Disable scissor for RDRAMtoFrameBuffer::CopyFromRDRAM
Fixed copy buffer from RDRAM in native resolution.
2016-05-09 18:27:51 +06:00
Sergey Lipskiy
f9a8ff7087 Fix texture scale in FrameBuffer::getTextureBG 2016-05-09 17:37:23 +06:00
Sergey Lipskiy
45d9d63564 Implement frame buffer subimage copy.
When N64 game needs to apply frame buffer texture to a polygon, it
copies part of frame buffer data to texture memory. The plugin
does not copy frame buffer texture, since frame buffer texture already in video memory
and thus can be used directly.
However, sometimes polygons with frame buffer texture use texture coordinates wrap.
Wrap can't be done correct when whole frame buffer texture is used.
Thus, frame buffer subimage copy is implemented. Part of texture copied to
a new texture, which can be correctly wrapped.

Fixed PD cloacking effect, #839
2016-05-08 15:58:19 +06:00
Sergey Lipskiy
ef5af03aaa Code refactor: replace
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBufferList().getCurrent()->m_FBO)
by
  frameBufferList().setCurrentDrawBuffer()
2016-05-08 13:35:17 +06:00
Sergey Lipskiy
8a9ec948d7 Minor code refactor and cleanup in FrameBuffer_ActivateBufferTexture. 2016-05-07 23:23:14 +06:00
Sergey Lipskiy
298b22a9dc Fix frame buffer texture offsetS for LOADTYPE_TILE.
Fixed Banjo-Tooie Framebuffer not working properly #651
2016-05-07 23:21:42 +06:00
Sergey Lipskiy
2054d9d689 Fix FrameBuffer::copyRdram(): fingerprint size must be not less than 4.
Fixed validity check for PD cloacking effect, #839
2016-05-07 23:20:10 +06:00
Sergey Lipskiy
0e24e6d1e8 Fix post-processing with GLES2 2016-05-05 16:40:16 +06:00
Sergey Lipskiy
0ad53ad0e8 Rewrite blending emulation:
- remove hardcoded mapping of N64 blend modes to GL blending
- add blending stage(s) to pixel shaders.
2016-05-05 16:38:59 +06:00
Sergey Lipskiy
f5310c4ba7 OGLRender::drawTexturedRect : call _updateStates only for texrect command. 2016-05-05 16:29:31 +06:00
Sergey Lipskiy
92beef8b35 Correct FrameBufferToRDRAM::_prepareCopy
Fixed banjo kazoiie: puzzle in intro doesn't work anymore (regression) #966
2016-04-23 18:29:29 +06:00
Sergey Lipskiy
bc80ff446a Code refactor: add TexturedRectParams::texrectCmd parameter
to distinguish calls to OGLRender::drawTexturedRect from texrect commands
and from other places.
2016-04-14 13:41:38 +06:00
Francisco Zurita
1611e8dd61 fix zelda subscreen crash 2016-04-12 07:39:00 -04:00
Sergey Lipskiy
b75d661b04 Fix FrameBufferToRDRAM::_prepareCopy: do not copy more than one buffer per frame.
Fixed ogre battle 64: wrong background jpeg (regression) #957
2016-04-10 20:16:49 +06:00
Sergey Lipskiy
4484bb5623 Correct texture coordinates calculation in OGLRender::drawTexturedRect :
add dsdx/dtdy instead of 1.0f

Fixed issues #27, #128, #209
2016-04-09 10:56:15 +06:00
Sergey Lipskiy
427806ac23 Rewrite PostProcessor: do not modify original buffer, use special frame buffer instead.
Fixed dual heroes: incorrect colors in menu #926
2016-04-02 18:56:07 +06:00
Sergey Lipskiy
046493e7d3 Revert "remove Lego racers hack"
This reverts commit ca6d6c720f.

Fixed lego racers: map doesn't appear anymore (regression) #935
2016-04-02 14:16:50 +06:00
Sergey Lipskiy
d69f722539 Fix Mario Tennis scoreboard. 2016-04-02 12:53:06 +06:00
Sergey Lipskiy
a4e5d58459 Fix scissor for post-processor.
Fixed buck bumble: bars on top and bottom of the screen (regression) #919
2016-03-31 17:52:01 +06:00
Sergey Lipskiy
f3677db0a7 Fix copy to RDRAM for native resolution factors above 1.
Fixed Broken monitor in MK64 #929
2016-03-24 17:50:51 +06:00
Sergey Lipskiy
3cfb377155 Fixed scissor in FrameBufferList::renderBuffer when AA enabled.
Fixed cut image in fullscreen mode with AA enabled in some games, e.g Mario Party 3
2016-03-19 20:36:56 +06:00
Sergey Lipskiy
ea62a778fa Force resolve multisampled buffer in FrameBufferList::renderBuffer.
Fixed Mario Party 3 - Missing characters and textbox in intro #901
2016-03-19 20:36:54 +06:00
Sergey Lipskiy
05466632af Correct main bufer height calculation again:
fix regression caused by commit 3215a8ad5d

Fixed regression issue #902
2016-03-19 19:21:05 +06:00
Sergey Lipskiy
444aa8320a Fix depth buffer copy for Perfect Dark. 2016-03-13 17:05:25 +06:00
Sergey Lipskiy
ede0a046c2 Fix DepthBufferToRDRAM::_prepareCopy for Native Resolution mode.
Fixed issue #888.
2016-03-13 17:02:10 +06:00