Amaro Martínez
d96c679436
Merge branch 'master' of https://github.com/gonetz/GLideN64
2022-03-14 00:45:28 -05:00
Blake Warner
af0bea46f4
Merge pull request #4 from DaMarkov/no-window-mode
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Fixes GLideN64 crashes
2022-02-27 11:08:33 -05:00
Francisco Zurita
5ee1de6ec1
Detect the Angle renderer
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Also, in Android disable EGL image if using the angle renderer and disable fragment based depth.
Neither of the above seem to work in Android with the Angle renderer
2022-02-20 11:22:27 +07:00
Sergey Lipskiy
9e5564dc7c
Make FBInfo working when when "copy to RDRAM" option is disabled.
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By design, FBInfo should control all copies from/to RDRAM.
When it is enabled, other options should be disabled.
IN practice it does not always work yet.
2022-02-20 11:16:49 +07:00
Sergey Lipskiy
7eef2b3684
Code refactor: get rid of Windows macro min and max.
2022-02-20 11:16:49 +07:00
DaMarkov
4bb89a43d0
Removed error message when SetPixelFormat()
fails.
2022-02-19 15:03:03 +01:00
Sergey Lipskiy
f4d83cd9bd
Ensure that mipmap shader will not try to load HD textures from atlas.
2022-02-19 13:39:50 +07:00
DaMarkov
91cfc2b06c
GLideN64 doesn't like it when it is running without an window.
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This PR fixes a few places so GLideN64 doesn't crashes any longer.
These are all mostly null pointer checks.
2022-02-15 22:50:30 +01:00
Sergey Lipskiy
555fbac213
Fix mip-mapped textures not filtered with fast texture path when "emulate mip-map" is disabled.
2022-02-13 21:40:31 +07:00
fzurita
bf7dd027ba
Don't use a vertex offset in the fast shader path
2022-02-13 18:38:28 +07:00
DaMarkov
311608c42d
Used NATIVE compiler flag to make changes for OOT optional.
2022-02-08 14:01:30 +01:00
DaMarkov
e5332785fc
Changed GLideN64 so it works with framebuffer emulation enabled with OOT.
2022-02-08 03:44:17 +01:00
Blake Warner
a054cb622b
stripped unneeded files and changed default config options
2022-01-31 16:41:02 -05:00
Blake Warner
0255e10db6
native port
2022-01-29 17:22:09 -05:00
s2s
0d765008d0
Do not apply shift scale to background textures.
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Fixes issue with Command & Conquer described in #2617
2022-01-21 17:58:58 +07:00
fzurita
df2d4debbb
Workaround for PowerVR issues
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PowerVR needs depth to be cleared every frame, otherwise most geometry
is rendered behind the background.
It also needs fragment based depth to be disabled, otherwise geometry
has various depth glitches.
2022-01-16 18:35:05 +07:00
Sergey Lipskiy
8343fd05c9
Restore logic for uTexOffset uniform.
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fixed #2621 Mario tennis broken shadows in accurate path
2021-12-21 00:54:17 +07:00
Sergey Lipskiy
223a6b757b
"Correct" mipmap shader.
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It was correct, but absence of space between '}' and '\n' makes it working incorrect on Radeons.
Looks like a driver error.
2021-12-18 22:56:10 +07:00
Sergey Lipskiy
f4fce5608f
Correct mip-map shader for the case when texture level is 0 and detailed texture enabled
2021-12-08 20:37:36 +07:00
Sergey Lipskiy
727639c8ba
Fix gDP.m_texCoordBounds validity.
2021-12-05 15:18:51 +07:00
s2s
337e96d3b0
Use texture coordinate bounds for s2dex one-piece backgrounds
2021-12-05 15:18:51 +07:00
s2s
75fd353741
Modify implementation of texture coordinate bounds for non-native resolutions.
2021-12-05 15:18:51 +07:00
Sergey Lipskiy
21fe9d5f92
GraphicsDrawer::drawTexturedRect fixes:
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* remove old hack for clamp/wrap tex coords. It seems that the hack is not necessary anymore.
necessary anymore.
* minor optimization for accurate texture path.
2021-12-05 15:18:00 +07:00
s2s
4e0a4f700c
Remove duplicated uniforms in accurate texture coordinate path.
2021-11-30 11:23:26 +07:00
s2s
ad091be1cf
Fix scale for mip map tiles (GLES2).
2021-11-13 23:17:45 +07:00
Sergey Lipskiy
abf81a5252
Up shaders format version
2021-11-07 13:11:58 +07:00
s2s
8e961b7b39
Fix scale for mip-map tiles.
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Note: it is incomplete solution for problems with mip-mapping.
Fixes Paper Mario Snow #2570
2021-11-06 18:06:59 +07:00
Sergey Lipskiy
46c58576e2
Code refactor. add calcShiftScaleS and calcShiftScaleT
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Remove code duplication.
2021-11-06 17:14:24 +07:00
Sergey Lipskiy
ada73c60ee
Code cleanup
2021-10-24 15:04:34 +07:00
fzurita
3d5a39e647
Add a new "fast" shader path that doesn't use texelFetch in glsl
2021-10-17 10:27:44 -04:00
s2s
aea67fb370
Do not apply the texture coordinate offset to background textures.
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Fixes #2594
2021-10-12 20:27:33 +07:00
s2s
e6d754a5d1
Make the hack for Conker's shadow and Mario Tennis game specific.
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Fixes #2585 Mario Golf: background shifted
2021-10-04 22:00:17 +07:00
fzurita
21eb341b8d
Fix some shader compilation errors
2021-10-02 17:42:06 +07:00
Sergey Lipskiy
8a3939aa70
Rewrite mipmap shader for GLES 2.0
2021-10-02 17:42:04 +07:00
Sergey Lipskiy
6f9b2f95b3
Use sliced texture atlas for mipmap textures to avoid possible texture size limitations.
2021-10-02 17:42:01 +07:00
s2s
c7701d16c3
Force lod=1.0 when the most detailed texture is desired by the user.
2021-10-02 17:41:55 +07:00
s2s
dd64b42081
Remove needReplaceTex1byTex0()
2021-10-02 17:41:53 +07:00
s2s
134aa31e61
LOD: tile selection and lod_frac calculation changes
2021-10-02 17:41:50 +07:00
Sergey Lipskiy
539e3b0ad4
Rewrite mip-maps load:
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* load all but the first mip-map tiles as 1D texture atlas, that is array of texels.
all tiles loaded as rgba32.
first 8 texels contain information about tile's width, height and offset, 1 texel per tile.
* mipmap shader corrected to fetch texels from the atlas.
All hacks, which were necessary to load N64 mip-maps into OpenGL texture are removed.
2021-10-02 17:41:41 +07:00
fzurita
576c82185b
Force software vertex clipping to enabled for GLES
2021-09-26 12:12:07 -04:00
fzurita
f2a69be96f
Remove CLIP control hack for GLES
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It's not longer needed due to software vertex clipping.
2021-09-26 12:12:07 -04:00
Rosalie Wanders
bfe3c36e73
WindowsWGL: use adaptive vsync when supported
2021-09-26 17:47:11 +07:00
Sergey Lipskiy
10b6817613
Correct special shader for fog in Beetle Adventure Racing.
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fixes #2556 Beetle Adventure Racing. Fog is broken.
2021-08-24 23:04:06 +07:00
Rosalie Wanders
70a9213d69
ScreenShot: move to common windows implementation
2021-08-14 19:02:42 +07:00
Sergey Lipskiy
44e809ed13
Revert "Change LOD calculation formula. Use the maximum value of the change of S and T per change in X and Y."
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This reverts commit 73b2d0060b
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2021-07-29 15:29:03 +07:00
s2s
0c30bdf4e2
Increment shader storage version number
2021-07-29 14:06:33 +07:00
s2s
47aaf2fc99
Cleanup uniforms no longer used
2021-07-29 14:06:33 +07:00
s2s
7e8265bf20
Apply texture shift and offset on a per pixel basis. Clean texture engine code.
2021-07-29 14:06:33 +07:00
s2s
73b2d0060b
Change LOD calculation formula. Use the maximum value of the change of S and T per change in X and Y.
2021-07-27 18:14:58 +07:00
Rosalie Wanders
1ad662092d
Fix building zilmar-spec with cmake with mingw
2021-07-23 12:29:36 +07:00