fzurita
3b6aa38b14
Disable "draw_elements_base_vertex" extension if renderer is PowerVR and
...
GLES is < 3.2
2020-12-21 12:02:04 +07:00
fzurita
02e6ccb3ef
Fix missing check for frame buffer fetch in unemulated blending modes
2020-12-20 18:26:58 +07:00
fzurita
895401f981
Cleanup unneeded code
2020-12-17 17:57:37 +07:00
dankcushions
cb76d2f39d
Added check for GL_EXT_draw_elements_base_vertex
2020-11-25 12:49:27 +07:00
dankcushions
0e228e9109
Removed GLES version check for glBufferStorage, allowing for any device that supports it.
2020-11-25 12:47:03 +07:00
Rosalie Wanders
3df9b2c312
DisplayWindowMupen64plus: disable WithRate function on any failure
2020-11-23 14:51:28 +07:00
S2S
bb05409c16
Disable clamping for special textures
2020-11-16 10:40:47 +07:00
fzurita
e89f5fedcc
Fix build error and warning with Android
2020-11-16 10:39:10 +07:00
Sergey Lipskiy
78c89fbbfd
Fix some of PVS-Studio warnings.
2020-11-14 20:00:19 +07:00
Sergey Lipskiy
46c65776a0
Code refactor and cleanup:
...
* type cast fixes
* signed/unsigned fixes
* code formatting fixes
* class members initialization fixes
2020-11-14 16:54:28 +07:00
gizmo98
ec02cc722f
Spread bayer matrix
...
Multiplay matrix values with 2.0f so values are better spread between
1.0 and 0.0.
2020-11-13 10:08:04 +07:00
gizmo98
93ddc890e2
Use angrylion's magic square matrix
...
We use a precalculated matrix for float color values. It’s angrylion’s
matrix divided bei 16.0f * 2.0f.
2020-11-13 10:08:04 +07:00
fzurita
9aec59056f
Fix some shader compilation issues
2020-11-11 13:34:45 +07:00
S2S
ff62e3cf18
Cleanup blending code
...
Abstract extension specific code to fragment shader header
2020-11-11 13:34:45 +07:00
fzurita
f01405bc75
Implement N64 blending using framebuffer fetch extensions
2020-11-11 13:34:45 +07:00
fzurita
d509758b6f
Disable dual source blending for Adreno, it causes GPU driver crashes
2020-11-11 13:34:45 +07:00
fzurita
1b70d5b145
Fix shader compilation errors with Adreno GPUs with hybrid filter
2020-11-11 13:34:45 +07:00
gizmo98
e5d59a6394
Use angrylion's bayer matrix
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https://github.com/gonetz/GLideN64/issues/2359
We use a precalculated matrix for float color values. It’s angrylion’s
matrix divided bei 16.0f.
https://github.com/project64/angrylion-rdp/blob/093754a4a53437925824317a
b22ce6a56748fe14/n64video.cpp#L2509
2020-10-31 13:55:10 +07:00
fzurita
c7144d0775
Fix issues with EGL image with Intel GPUs
2020-10-18 12:23:45 +07:00
S2S
5fa66762b3
Define STVEC in an Intel friendly way.
2020-10-12 12:58:14 +07:00
Rosalie Wanders
b200b33b84
DisplayWindow: introduce _restart()
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DisplayWindowMupen64plus: m_resize{Width,Height} moved from _resizeWindow() to _restart()
2020-10-08 16:13:24 +07:00
Sergey Lipskiy
3dfa0e7622
[Code cleanup] Fix code formatting in mupen64plus_DisplayWindow.cpp in accordance with the rest of the code.
2020-10-01 18:05:24 +07:00
Rosalie Wanders
3179b37e8a
Fix _resizeWindow for M64P_GLIDENUI
2020-10-01 18:00:30 +07:00
Rosalie Wanders
366ff85de3
Allow GLideNUI to work with mupen64plus
...
* Update the mupen64plus API headers
* Add the new video extension functions in the opengl wrappers
* Pull new headers from upsteam mupen64plus-core
* Modify CMakeLists.txt
* Add GLideNUI source files
* Expose new MUPENPLUSAPI_GLIDENUI option
* This allows you to compile GLideN64 for mupen64plus with GLideNUI
* NOTE that this only works with front-ends which call PluginConfig
* Move src/windows/Config_windows.cpp to src/GLideNUI/Config_GLideNUI.cpp
* This makes more sense because it's not windows-exclusive anymore
* Add src/GLideNUI/fullscreenresolutions_mupen64plus.cpp
* This allows GLideNUI to enumerate the fullscreen refresh rates and resolutions
* Modify src/Graphics/OpenGLContext/mupen64plus/mupen64plus_DisplayWindow.cpp
* This modification allows mupen64plus with GLideNUI to use the selected fullscreen resolution and refresh rates
* Expose a new PluginConfig function which calls Config_DoConfig()
* NOTE that this only works with front-ends which call this function
* NOTE that this technically breaks the mupen spec
2020-09-16 19:02:46 +07:00
Sergey Lipskiy
15cbdc6593
[Code refactor] Remove redundant code.
2020-08-31 11:53:50 +07:00
Sergey Lipskiy
0a755614a0
Correct UTextureEngine::update() for background textures.
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Fixed #2251 Zelda: OnePiece backgrounds broken
2020-06-21 18:15:53 +07:00
Sergey Lipskiy
f7b6f158b3
Up shader storage version.
2020-06-16 16:59:43 +07:00
Sergey Lipskiy
ed1648c438
Disable dual blending in Texrect Drawer Mode.
2020-06-14 11:51:33 +07:00
S2S
c48841cfeb
Implement dual source blending.
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Fixes Donkey Kong 64: Gate textures change from a distance. #585
Fixes Pokemon Stadium wrong transparency in warning sign #728
2020-06-14 11:51:33 +07:00
S2S
3df3df9964
Make glBlendFuncSeparate() available
2020-06-14 11:51:33 +07:00
M4xw
4f58d66e96
Fix regressions in GLES 2.0 support introduced by a405ad8
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- IOS compiler also doesn't like the vec2 as return Type, thus it's made a out param
2020-05-31 21:07:48 +07:00
S2S
46d170e5fb
Fix error introduced by c14ae30
2020-05-19 11:51:13 +07:00
S2S
c14ae30c6d
Fix out of bounds texel fetch. Remove Mario Tennis workaround.
2020-05-17 20:39:47 +07:00
Sergey Lipskiy
4974f64a56
Correct precision in shaders. Follow up 1a9d37053
2020-05-13 09:32:20 +07:00
S2S
1a9d370530
fix floating point precision issue
2020-05-13 09:21:53 +07:00
S2S
f5ee3523ef
Fix out of bounds texel fetch issues.
...
Fixes #2257 Dark Rift background issue
2020-05-12 10:44:54 +07:00
Sergey Lipskiy
be2f2244a2
Correct UTextureEngine::Update for special textures.
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Fixed #2258 space silicon valley: first screen does not show
2020-05-11 17:48:18 +07:00
Sergey Lipskiy
b505d29838
[Debugger] Fix textures display.
2020-05-10 19:34:21 +07:00
Sergey Lipskiy
3f9911ab9d
Up shader storage version.
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Fix some compilation warnings.
2020-05-10 16:40:20 +07:00
S2S
bb2221d55f
Preliminary GLES2 implementation
2020-05-10 16:24:29 +07:00
S2S
d3720145e3
Add workaround for issue with Mario Tennis Intro
2020-05-10 16:24:29 +07:00
S2S
4834359ec1
Delay texture coordinate normalization. Adapt texture filter to texture engine.
2020-05-10 16:24:28 +07:00
S2S
a405ad8659
Create Texture Engine unit
2020-05-10 16:22:36 +07:00
oddMLan
d62a653e83
Replace if statements in hybridFilter
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if statements are bad for performance in GLSL
2020-05-10 15:56:33 +07:00
oddMLan
2b42e02e69
Fix shader compilation errors in GLSL ES
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-Added missing precisions
-Removed explicit floats
-Explicit cast get_texture_size to vec2
2020-05-10 15:56:30 +07:00
Sergey Lipskiy
1cfdb4787d
Use hybrid filter for upscale buffer copy and plain bilinear filter for downscale one.
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Related to PR #2242
2020-05-10 15:56:09 +07:00
oddMLan
438bcc460f
Update Hybrid Shader
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This version doesn't use texel_fetch, hopefully fixes any slowdowns in mobile devices.
Also it offloads the bilinear filtering to the hardware.
2020-05-05 11:56:02 +07:00
Sergey Lipskiy
03b404bd4e
Use noperspective shade color only for triangles with screen-space coordinates.
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noperspective works incorrect for polygons, which are partially out of view.
Fixed #2240 SM64 strange green textures
2020-05-04 20:20:58 +07:00
Sergey Lipskiy
d494806186
Revert "Rewrite fog coordinate calculation:"
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This reverts commit 7d4d0f282e
.
2020-05-04 19:47:57 +07:00
Sergey Lipskiy
7d4d0f282e
Rewrite fog coordinate calculation:
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move it from vertex shaders to fragment ones.
Fixed #2234 SM64 Weird Shading on sand texture in Joly Roger Bay
2020-05-03 18:41:20 +07:00
Sergey Lipskiy
0bc6cf7a11
New LLE render.
2020-04-27 17:05:42 +07:00
Logan McNaughton
7ef3be1cab
Mask VI_ORIGIN address
2020-04-15 11:12:42 +07:00
Sergey Lipskiy
d8f031294a
Use linear equation for LOD calculation,
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as proposed by standard-two-simplex in #2203
2020-04-09 15:06:59 +07:00
S2S
2c51fb096f
Magnify clipping space by ClipRatio.
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Fixed #190 Cruis'n World: wrong logo
2020-04-06 20:01:53 +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.
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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
d621eb4d34
Add enum DitheringMode for better readability.
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Few fixes.
2020-03-31 18:31:41 +07:00
gizmo98
350d791596
-Remove enableDithering setting and use ditheringMode for everything
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-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
0597632f8a
Add dithering options and better color noise dithering
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-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
Logan McNaughton
85a8635952
Update to XXH3 for CRC_OPT
2020-03-30 21:16:59 +07:00
Sergey Lipskiy
022b375614
RE2 related fixes:
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* 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
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
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,
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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
Sergey Lipskiy
495d9f959e
Simplify aTexScale calculation in UClampWrapMirrorTex::update
2020-01-12 19:52:42 +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.
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Shader and code simplifications.
2019-11-30 15:54:54 +07:00
Sergey Lipskiy
25b270492e
Revert "Don't use glGetTexLevelParameteriv to determine texture size"
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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
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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()
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Fixed #2107 Majora's Mask OnePiece backgrounds broken
Fixed #2141 RE2 corrupt video
2019-11-28 19:13:26 +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
Sergey Lipskiy
a01718d2cf
Correct needMirror condition in clampWrapMirror shader.
...
Fixed Blast Corps regression #2113
2019-11-21 17:25:57 +07:00
Sergey Lipskiy
27128fe505
Correct error output in DisplayWindowMupen64plus::_getDisplaySize().
2019-11-20 12:40:53 +07:00
Sergey Lipskiy
517723d308
Up shader storage version.
2019-11-14 11:46:51 +07:00
S2S
49604f0c16
Write wrap function. Cleanup of combiner code.
2019-11-14 11:46:46 +07:00
S2S
a42e34f1b8
Write macros for reading a vector or matrix without hurting performance. Cleanup blender code.
2019-11-14 11:46:32 +07:00
Sergey Lipskiy
9dff907f15
Do not shift texture coordinates for frame buffer textures.
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Fixed #2112 Conker black line following your shadow
2019-11-12 10:54:56 +07:00
Sergey Lipskiy
ad85856ee7
Replace printf by LOG.
...
Fixed #2123
2019-11-04 18:27:01 +07:00
fzurita
17b8e34799
Add logging of OpenGL profiling data
2019-11-04 15:03:36 +07:00
fzurita
d7996329c1
Added more GL functions to threaded GL implementation
2019-11-04 14:54:05 +07:00
fzurita
e333dea890
Fix GL errors when using EGL image to read pixel from texture
2019-11-04 14:30:37 +07:00
fzurita
9059bb38d3
Add GL function glDebugMessageCallback and glDebugMessageControl
2019-11-03 23:07:05 +07:00
Sergey Lipskiy
a87f7c4022
Log CoreVideo functions error code.
2019-11-03 23:00:54 +07:00
fzurita
ffaaf1f664
Fix incorrect OpenGL function init in iOS
2019-10-25 11:17:14 +07:00
fzurita
3c875ef3a6
Fix incorrect OpenGL function init in MacOS
2019-10-25 11:17:14 +07:00
Sergey Lipskiy
0338f27225
Do not shift texture coordinates by 0.5 for point-sampled textures.
...
Attempt to fix texture mapping issue from #2097 .
2019-10-14 14:11:24 +07:00
fzurita
1384584af6
Fix threaded OpenGL lockup when trying to remove invalid buffer
2019-10-14 14:10:08 +07:00
fzurita
462dd2a9bc
FIx EGL image compatibility with mali devices
2019-10-05 22:41:33 +07:00
fzurita
4c87af5975
Don't initialize EGL, this is causing issues
2019-10-05 22:41:33 +07:00
fzurita
8cdf5a41d8
Don't crash on failed initialization
2019-10-05 22:41:33 +07:00
fzurita
4a10c0a7fa
Fix incorrect OpenGL function init in Linux
2019-09-30 21:48:36 -04:00
fzurita
d6ad676436
Fix EGL initialization in applications that don't implment VidExt
2019-09-30 21:48:36 -04:00
fzurita
7861d14060
Fix issue with lack of highp floating numbers in GLSL for GLES 2.0.
2019-09-30 21:48:26 -04:00
fzurita
8817e2c549
Fix logging error
2019-09-29 09:25:04 -04:00
fzurita
415e63d6d1
Fix shader compilation error in GLES 2.0
2019-09-29 16:08:44 +07:00
Sergey Lipskiy
86a227308e
Implement copy depth to main depth buffer. It is necessary for correct work of some Reshade shaders.
2019-09-27 19:33:18 +07:00
Sergey Lipskiy
34c6cae364
Fix compile errors in opengl_ColorBufferReaderWithEGLImage.cpp
...
Fixed #2083
2019-09-05 18:53:38 +07:00
Sergey Lipskiy
10ec517fe9
Code refactor in GLInfo::init()
2019-08-31 11:05:44 +07:00
Sergey Lipskiy
c28ea61b8f
Fix for texture issues in Stunt Racer, reported by DonelBueno in #1885
...
Stunt Racer uses combiner with two textures for track polygons, but actually loads only T0.
T1 replaced by T0 because of LOD flags in othermode.
This situation was not checked in the main code and ClampWrapMirror shader got wrong parameters,
which lead to the glitches.
2019-08-16 19:10:09 +07:00
Sergey Lipskiy
2d712f2ae0
Rewrite textures loading and mapping:
...
- use RiceVideo method for texture size calculation.
RiceVideo uses the same method for texture dumping.
- rewrite texture mapping.
Texture Clamp-Wrap-Mirror implemented in shaders.
Problem explanation:
https://github.com/gonetz/GLideN64/issues/1885#issuecomment-485136358
Fixed various glitches with HD textures, #1885
2019-06-19 19:02:52 +07:00
Francisco Zurita
c06c593eba
Improve logging information
2019-04-23 11:15:41 +07:00
Sergey Lipskiy
8debfdb81c
Correct GLES2 version of mip-map shader.
2019-04-22 21:45:11 +07:00
Francisco Zurita
8f26645407
Fix crash with GL_DEBUG enabled with mupen64plus API
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Also, fix compiler warning
2019-04-15 09:09:39 +07:00
Francisco Zurita
92bcbe5981
Fix issues with threaded OpenGL when debug is enabled
2019-04-10 12:55:09 +07:00
fzurita
5df3f9dbac
Threaded GLideN64 calls
2019-04-08 10:51:18 +07:00
Sergey Lipskiy
7f5f6256f3
Apply gamma correction to text drawer textures.
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Fixed #2030 : Font rasteriser doesn't perform gamma correction
Thanks Clownacy for the idea.
2019-04-01 16:30:36 +07:00
Sergey Lipskiy
96ccfc63af
Correct mip-map shader: lod could be larger than actual number of levels in mip-map texture.
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Fixed mip-mapped textures in Automobili Lamborghini with 3point filtering enabled.
2019-03-03 15:17:52 +07:00
Sergey Lipskiy
3704b37c3e
Fix some of PVS-Studio warnings.
2019-03-03 11:47:10 +07:00
Sergey Lipskiy
6022f510f5
Correct getStorageFileName: set user-preferred locale before using string conversion functions.
2019-02-24 12:07:13 +07:00
fzurita
b40e6f44c1
Fix shader storage with Android 4.4
2019-02-24 11:49:15 +07:00
fzurita
164b44e8e5
Fix shader compilation in GLSL
2019-02-23 15:05:06 +07:00
fzurita
9033a4d536
Fix build errors when using CMake with RPi
2019-02-19 15:18:39 +07:00
Sergey Lipskiy
9bf36d390a
Implement 3-point texture filtering for mipmapped textures.
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Fixed #1558 3-point texture filtering doesn't work with mipmapped textures.
2019-02-16 20:45:51 +07:00
Sergey Lipskiy
32901bf5dd
Add option enableHalosRemoval for bilinear filtering.
2019-02-07 17:23:20 +07:00
fzurita
2712e8f509
Cleanup EGL image code
2019-02-05 21:48:26 +07:00
gizmo98
164b1056b3
Add bilinear filtering modes which remove halos around transparent textures
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This workaround is not implemented for gles2 devices.
2019-02-05 21:09:36 +07:00
fzurita
f209304d0b
Add support for Android EGL Image Public API
2019-02-05 17:30:58 +07:00
Sergey Lipskiy
2b7f78c9f8
Fix depth buffer clear when otherMode.depthCompare enabled.
...
Fixed 1080 Snowboarding (JU) FB off breaks games ( regression) #1976
2019-02-03 18:01:01 +07:00
Sergey Lipskiy
f787483dbb
Correct condition for uEnableDepth uniform.
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Fixed depth compare for particles in Indiana Jones when N64 depth compare enabled, #1977
2019-01-12 14:34:00 +07:00
Sergey Lipskiy
cb0cf5bed9
Fix depth_compare shader:
...
always write depth to buffer when otherMode.depthCompare flag is off.
Up shader storage version.
Fixed 2 players mode in Extreme-G XG2 (U) with N64 depth compare enabled, #1963
2018-12-18 16:04:37 +07:00
orbea
a5fc0689ac
Fix performance with radeonsi.
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This takes Donkey Kong 64 from 12 fps to full speed with framebuffer
emulation enabled.
2018-12-11 11:35:56 +07:00
zilmar
459fb32106
Revert OS_WINDOWS changes
2018-11-25 18:34:16 +07:00
zilmar
d50aabaa10
Stop using OS_WINDOWS
2018-11-25 18:34:16 +07:00
Sergey Lipskiy
f72553a524
Fix depth compare for texrects rendered with TexrectDrawer.
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Fixed Duke Nukem 64: 2D Render Issue #1915
2018-10-21 20:19:41 +07:00
Sergey Lipskiy
217ef2557d
Add ability to save content of frame buffer to file for debug purposes.
2018-10-17 15:52:52 +07:00
Sergey Lipskiy
9f1bbeab9f
Rewrite primitive depth calculation.
...
Up shader storage version.
Fixed Star Wars Episode I - Racer: Overlapping #1911
2018-10-01 22:37:03 +07:00
Sergey Lipskiy
9f936be57e
Correct condition for texture filtering: remove (gSP.objRendermode&G_OBJRM_BILERP) != 0 from the condition.
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It seems that flag G_OBJRM_BILERP in objRendermode does not mean that texture will be filtered.
2018-09-30 18:03:46 +07:00
Sergey Lipskiy
5e1c8a6b58
Do not use clearDepthBuffer in FillRect. Use drawRect only.
2018-09-24 22:02:25 +07:00
Sergey Lipskiy
9705f5d520
Implement FXAA
2018-09-09 16:36:09 +07:00
Sergey Lipskiy
22267831e0
Optimize ShaderN64DepthCompare a little bit.
2018-09-06 22:54:07 +07:00
Sergey Lipskiy
9b487453a6
Correct URenderTarget::update()
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Depth buffer not cleared if SetDepthImage called after Fillrect.
Fixed Ocarina of Time Link's portrait missing with N64 deph compare #1850
2018-09-06 22:54:00 +07:00
Sergey Lipskiy
62b8103e46
Support FRONT_AND_BACK culling mode.
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Fixed Super Smash Brother Gfx issue on Dreamland stage #487
2018-08-24 16:16:06 +07:00
Sergey Lipskiy
3e0c635ad2
Correct mipmap shader for case when max tile is 0.
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Up shader storage version.
2018-06-16 18:41:51 +07:00
Sergey Lipskiy
b9bfbf40e8
Indi Particle Optimization hack.
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Add F5INDI_PARTICLE_OPT define to enable.
2018-06-16 18:41:50 +07:00
fzurita
582bfe353f
Improve check for buggy fragment shader interlock
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Nvidia Drivers greater than or equal to 390.00 don't seem to crash with
it.
2018-06-16 00:13:55 +07:00
gizmo98
4750e10076
Use _FIXED2FLOATCOLOR
2018-06-02 21:35:32 +07:00
Logan McNaughton
e80577e105
Allow non-0 default framebuffer
2018-05-22 08:25:24 -06:00
Logan McNaughton
44068412f4
Revert "Add the iOS framebuffer binder from @braindx"
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This reverts commit ff904fc51e
.
2018-05-19 16:08:07 +07:00
Logan McNaughton
6ddaba8ec5
Remove FB Attachment caching
2018-05-08 16:27:37 +07:00
Sergey Lipskiy
67f797240d
Shader noise returns 0.5 when noise emulation disabled.
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Fixed Paper Mario - Text from Stars is invisible #1540
2018-05-06 21:28:31 +07:00