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Commit Graph

182 Commits

Author SHA1 Message Date
Sergey Lipskiy
67cab52909 Fix tile width calculation in LOADTYPE_TILE mode.
Fixed background textures size in Dark Rift.
2016-03-05 20:09:11 +06:00
Sergey Lipskiy
29b0b8c1ae Fix mipmaped texture load when gSP.texture.tile is not 0.
Example: Tetrisphere.
2016-03-05 17:51:17 +06:00
Sergey Lipskiy
8f952921a0 Use 32bit texture formats for G_TT_IA16 mode. 2016-03-01 16:49:43 +06:00
Sergey Lipskiy
e58ce1e758 Code cleanup: make struct TextureLoadParameters more readable. 2016-03-01 16:48:35 +06:00
Sergey Lipskiy
232800a823 Fix TMEM address mask for tlut_en case. Thanks angrylion for the hint.
Fixed texture mapping for 3D objects in Mischief Makers.
2016-02-09 22:00:45 +06:00
purplemarshmallow
c661ace24e Replace RSP.DList by OGLVideo::getBuffersSwapCount()
RSP.DList does not count the dlists, it counts the buffer swaps.
Thus it is replaced by counter in OGLVideo.
2015-10-17 21:20:50 +06:00
matto
0dfbd34b09 Fixing Andriod build (possibly, cannot test)
http://www.cplusplus.com/reference/list/list/erase/
cplusplus.com says that std::list::erase takes arguments
of const_iterator, but from build errors the Andriod
runtime says it takes non const iterators. gcc doesn't mind
removing the constness and it's not so important that they're
const, so I'm removing them.
2015-10-08 21:17:03 +06:00
matto
4e415802fa Changing the texture cache to be a proper LRU cache
I change the currently used 'map' of textures to a queue (implemented as a
list), and then remove from the end of the queue when textures need removing
from the cache, and adding to the beginning of the queue.
The other operation that is needed is moving the texture to the
front of the list whenever it is used, so that frequently used
textures are not deleted.
In order to make that last operation effecient, I created
a map of the locations of these textures, and keep that
properly updated. This makes the accessing of a texture still O(1).
Then, in order to have the iterators remain valid through insertions
and deletions, I needed to implement the queue as a list.

The map and queue implementation is a standard way to implement
an LRU cache, just FYI. Not something I thought of all on my own.

Fixes issue #744
2015-10-08 21:15:09 +06:00
matto
18172a6c0b Fixing multisampling
We were calling glTexStorage2DMultisample with a 'samples' parameter of 0.
Reading the GL 4.4 spec, this is specifically forbidden, but the
documentation pages from Chronos were incorrectly stating that it was
allowed, so many implementations probably accept it. Mesa, the graphics
driver for many Linux cards has recently been corrected so that it emits
a warning and fails when glTexStorage2DMultisample is called with
samples=0. The current release works, but the next one will fail when
multisampling is turned off in this plugin (with multisampling turned
on, it will work the same as before).

The documentation pages from Kronos have since been updated to reflect
the GL spec (I put in a bug to them). You can see the proper
changes at this address
(https://www.opengl.org/wiki/GLAPI/glTexStorage2DMultisample).
2015-09-08 10:58:52 +06:00
matto
3e8ab78258 Code cleanup: Adding newlines to code lines that were too long.
I think this adds to the readability of the code, as my brain
starts reeling when the line has to break off the page.
2015-09-03 21:27:55 +06:00
matto
6c22746619 Code cleanup: removing random semicolon. 2015-09-03 21:25:40 +06:00
matto
4eb27a8795 Adding assert on malloc
We do this in other places and I think it's good behaviour for the
exceptional occasion that we cannot allocate memory.
2015-09-03 21:24:35 +06:00
matto
6156c35617 Code cleanup: moving logic from large loop in TextureCache::_load to
worker function.

This makes this loop tighter and easier to read. The loop was really
difficult to read before, and now it's a tad easier.
2015-09-03 21:22:08 +06:00
matto
fa7e1c8137 Splitting up asserts
If these asserts are to be useful for debugging, they should really
be split up so that we can tell which one is failing.
2015-08-29 11:55:34 -04:00
Sergey Lipskiy
74afd9f114 Fix getTextureShiftScale for case of one-level mip-map.
Fixed guard rail in Banjo Kazooie, #158
2015-06-17 22:58:03 +06:00
Sergey Lipskiy
27149064e0 Correct load to TMEM functions: wrap tmem address in case of overflow.
Necessary for issue #571
2015-06-17 16:02:06 +06:00
Sergey Lipskiy
e3dcba03f6 Minor correction in GetCI16RGBA functions.
Make calculations a bit more optimal and clear.
2015-06-05 00:07:51 +06:00
Sergey Lipskiy
37b5a38486 Enable texture_filter_anisotropic for GLES. 2015-06-01 14:50:04 +06:00
Sergey Lipskiy
9299dc5549 Disable mip-map texture load for GLES2. 2015-05-26 14:03:53 +06:00
Sergey Lipskiy
ae694f98e0 Always use GL_RGBA as internal texture format for GLES2.
Fixed compatibility with Mali400 GPU.
2015-05-26 14:03:47 +06:00
Sergey Lipskiy
0c416070c7 Fix load RGBA16 texture when tlut is enabled.
Solution is taken from Angrylion's software lle plugin.

Fixed Mario Kart- thwomp textures #532
2015-05-22 19:05:21 +06:00
Sergey Lipskiy
47719e3ce3 Don't set GL_TEXTURE_MAX_LEVEL for GLES2. 2015-05-18 13:51:14 +06:00
Sergey Lipskiy
73fcf8d551 Move TextureCache::m_curUnpackAlignment initialization to TextureCache::_addTexture
Mupen64plus set GL_UNPACK_ALIGNMENT to 1 after TextureCache::init().
When TextureCache set GL_UNPACK_ALIGNMENT back to value obtained in init(),
it broke text in mupen64plus messages.
2015-05-13 10:22:34 +06:00
Sergey Lipskiy
2feb8a24dd Use glTexStorage2DMultisample for GLES3_1 2015-05-13 10:22:33 +06:00
Sergey Lipskiy
7f9a3973eb Do not use textureLod for fetching normal textures. It kills anisotropic filtering:
https://www.opengl.org/wiki/Sampler_(GLSL)
Also need to keep in mind issue #232 and not allow mip-mapping for combiners,
which do not use it.

Fixed anisotropic filtering not working #505
2015-05-13 10:22:29 +06:00
Sergey Lipskiy
eabbd252f8 Change CachedTexture::frameBufferTexture type to enum.
Need to separate one-sampled frame buffer textures from multosampled ones.
2015-05-13 10:22:27 +06:00
Sergey Lipskiy
663a0d76f1 Implement multisampled textures fetch in shaders.
Thanks mudlord for the idea.

Fixed Perfect Dark frame buffer effects do not work when FSAA is on. #244
2015-05-13 10:22:26 +06:00
Sergey Lipskiy
6afe5fe30c Disable anisotropy for GL ES 2015-05-13 10:22:08 +06:00
Sergey Lipskiy
ded889350c Remove use of obsolete texture type GL_LUMINANCE8_ALPHA8. 2015-05-13 10:22:07 +06:00
Sergey Lipskiy
d95103d3d1 Correct condition for mip-mapped textures filtering in 3 point filter mode. 2015-05-13 10:21:54 +06:00
Sergey Lipskiy
4b1114a113 Fix texture ShiftScale calculation.
Pokemon Stadium missing ground texture #412 reveals the problem:
the game loads the same texture into tile0 and tile1.
The only difference is ShiftScale values.
Since the checksum is the same, the same CachedTexture is used for both tiles.
Shift scale correction ovrwrites ShiftScale for tile0 when tile1 is loaded.
Thus, texture coordinates for both tiles will be same.
Combiner uses (tile0-tile1)*env_a+shade. Since t0==t1, texture component is missing.

Solution: calculate ShiftScale for each tile right before use.

Fixed #412
2015-05-13 10:21:49 +06:00
Sergey Lipskiy
52d68d1389 Move all sources to src folder. 2015-05-13 10:21:32 +06:00