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

38 Commits

Author SHA1 Message Date
Sergey Lipskiy
4d93ddac4f Use std min and max 2015-05-13 10:12:30 +06:00
Sergey Lipskiy
9fda06ffa4 Fix CheckForFrameBufferTexture: don't test frame buffer content if
copyToRDRAM is on
or copyDepthToRDRAM is on and frame buffer was cleared by depth buffer clear value.
2015-05-13 10:12:23 +06:00
Sergey Lipskiy
4d3df31a56 Fix CheckForFrameBufferTexture(...) for depth buffer:
don't test frame buffer content if frame buffer is depth buffer,
because of DepthCopyToRDRAM
2015-05-13 10:12:22 +06:00
Sergey Lipskiy
4ab3c1e1ed Fix adress correction condition in gDPSetTile. 2015-05-13 10:12:19 +06:00
Sergey Lipskiy
47d322741d Correct condition for calling Combiner_UpdateAlphaTestInfo(). 2015-05-13 10:12:08 +06:00
Sergey Lipskiy
c95bb33216 Correct frame buffer height calculation in FillRect.
It was broken in commit a9064e14f3a40

Mario Tennis works again.
2015-05-13 10:12:03 +06:00
Sergey Lipskiy
28133f2387 Create frameBufferEmulation section in 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
7c0b58cb25 Rewrite gDPTextureRectangle.
Code is the same for texrect and texrectFlip.
Taken from gles2n64.
2015-05-13 10:11:14 +06:00
Sergey Lipskiy
bf99ef2079 Fix colorImage.height calculation in FillRect 2015-05-13 10:11:06 +06:00
Sergey Lipskiy
7f49dd39c2 Replace frameBuffer.drawBuffer from GL_DRAW_FRAMEBUFFER
to gles compatible GL_FRAMEBUFFER
2015-05-13 10:11:03 +06:00
Sergey Lipskiy
c7c36ce54a Correct frame buffer valideness check. 2015-05-13 10:10:41 +06:00
Sergey Lipskiy
5070a1aa82 Correct palette load for shadow map. 2015-05-13 10:10:34 +06:00
Sergey Lipskiy
f151ef36ca Add shadow map shader 2015-05-13 10:10:28 +06:00
Sergey Lipskiy
ae91daa5ca Remove unused gDPUpdateColorImage() function. 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
0c9c9d4e27 Fix bufEndAddress check in CheckForFrameBufferTexture 2015-05-13 10:10:00 +06:00
Sergey Lipskiy
971bd9d0ec Frame buffer fixes for Mario Tennis.
Implemented various methods for testing buffer validity.
2015-05-13 10:09:58 +06:00
Sergey Lipskiy
53d5b994f5 Fix depth buffer clear when it is used as an auxilary color buffer. 2015-05-13 10:09:55 +06:00
Sergey Lipskiy
1e4870e6b9 Change way of color buffer address range calculation:
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
b33f643905 Tuned condition for correctness of found frame buffer. 2015-05-13 10:09:50 +06:00
Sergey Lipskiy
620c809727 Fixed frame buffer height calculation. 2015-05-13 10:09:49 +06:00
Sergey Lipskiy
562612a21a Texture load status is now set per tile. 2015-05-13 10:09:47 +06:00
Sergey Lipskiy
03dfe205f8 Texrect hack for 512 width.
Fixed motion blur in Rally Challenge 2000.

Need to find a proper solution.
2015-05-13 10:09:43 +06:00
Sergey Lipskiy
f5bcc81414 Correct color buffer height calculation. 2015-05-13 10:09:41 +06:00
Sergey Lipskiy
aec5094967 Add support for 8bit frame buffers.
Fixed dynamic shadow in Banjo-Tooie
2015-05-13 10:09:41 +06:00
Sergey Lipskiy
c38958f12c Don't clear gDP.colorImage.changed flag in gDPSetColorImage.
Fixed Zelda MM motion blur.
2015-05-13 10:09:40 +06:00
Sergey Lipskiy
880238250b Fix depth buffer initialization and clean. 2015-05-13 10:09:36 +06:00
Sergey Lipskiy
04d1bc385a Handle depth buffer clear when depth image is not set yet. 2015-05-13 10:09:36 +06:00
Sergey Lipskiy
657a576946 Fix fillcolor processing. Fillcolor has the same bitness as the color image. 2015-05-13 10:09:35 +06:00
Sergey Lipskiy
797dfad57e Frame buffer related fixes. Zelda OOT pause screen works! 2015-05-13 10:09:34 +06:00
Sergey Lipskiy
a07555546e Frame buffer fixes 2015-05-13 10:09:33 +06:00
Sergey Lipskiy
a7968f2ca2 Implement hardware LOD frac calculation.
Two pass rendering, using FBO.
First pass: store pixel's texture coordinates in frame buffer texture.
Second pass: calculate lod using frame buffer texture.
2015-05-13 10:09:27 +06:00
Sergey Lipskiy
97f07e38c3 Fix some type mismatch errors. 2015-05-13 10:09:25 +06:00
Sergey Lipskiy
38d77dc432 Project renamed to GLideN64 2015-05-13 10:09:22 +06:00
Sergey Lipskiy
69f27a5d8a Initial project version. Based on glN64-0.4.1-rc2 2015-05-13 10:09:12 +06:00