Sergey Lipskiy
9a2a77982b
Set gDP.colorImage parameters before frameBufferList().saveBuffer call.
2018-10-17 15:52:53 +07:00
Sergey Lipskiy
1df96cebeb
Enable clearDepthBuffer for Pokemon Snap.
...
Fixed Pokemon Snap Oak's check does not work #777 again
Note: this game is a mistery. I don't understand,
why clearing of depth buffer via drawRecs breaks Oak's check.
Actually, the problem causes rendering to color buffer corresponding to that depth buffer.
Need to investigate, why.
2018-10-07 00:15:01 +07:00
Sergey Lipskiy
423fc7ba3e
Code cleanup in gDPFillRectangle
2018-10-06 13:43:14 +07:00
Sergey Lipskiy
4f302cc777
gDPFillRectangle: call frameBufferList().fillRDRAM for color buffers in FILL mode.
...
Fixed Vigilante 8 Menu and In-game issues. #1917
2018-10-02 17:06:07 +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
5e1c8a6b58
Do not use clearDepthBuffer in FillRect. Use drawRect only.
2018-09-24 22:02:25 +07:00
Sergey Lipskiy
6a7c64dd6b
Do not use clearColorBuffer in FillRect. Use drawRect only.
...
Fixed Twisted Edge Extreme Snowboarding P1 broken #1873
2018-09-24 20:33:15 +07:00
Sergey Lipskiy
e65f8bd68d
Weaken condition for invalid frame buffer texture.
...
Fixed text in Mario Tennis scoreboard.
2018-09-16 22:15:28 +07:00
Sergey Lipskiy
fef718b8d2
Do not reject tile loading when tile end address is out of RDRAM bound.
...
Try to load as much as possible instead.
Fixed Bust-A-Move 2 wrong 2D during intro #870
2018-09-07 21:08:37 +07:00
Sergey Lipskiy
83e1ccb72e
Remove hack for Banjo-Tooie Groggy Crash #1250 added in 8fbd1d030b
...
Writes to TMEM protected by masking TMEM write address, so it is not necessary anymore.
Rearrange the code a bit.
Fixed NBA Live 99 messed up textures #1826
2018-09-05 23:20:27 +07:00
Sergey Lipskiy
c53bf689e1
Correct calculation of bytes for 32bit textures in gDPLoadTile
...
Fixed 1080 Snowboarding title logo regression #1824
2018-09-05 17:23:23 +07:00
Sergey Lipskiy
cec0f2fc05
Update end address of the current frame buffer in gDPFullSync().
...
Fixed Ogre Battle 64 Opening Splash Screens Flicker. #1868
Details
Problem: frame buffer end address set to minimal when buffer is allocated.
It is updated on next call of gDPSetColorImage.
In case of Ogre Battle 64 Opening next call of gDPSetColorImage occurs in next frame.
VI can't find the buffer because REG.VI_ORIGIN points on buffer with some offset,
which in this case is larger than diff between start and end address.
VI allocates new buffer, which eventually replaces the current one and flickering happens.
Solution: update current buffer's end address in gDPFullSync()
to ensure that it will be correct at the moment when VI will search for buffer to draw.
2018-08-28 16:07:31 +07:00
Sergey Lipskiy
d4b770b2c1
Correct texrect dsdx calculation in COPY mode.
...
Partially fixes issue with the energy bar in F-Zero multiplayer, #1849
2018-07-02 19:24:18 +07:00
Sergey Lipskiy
2322f5f53f
Implement Overscan feature.
...
Remove Crop feature.
Change settings save-load when "per game settings" enabled:
* When config dialog opens, show custom settings for the running game. If no game run yet, show main settings.
* When user press OK button, save settings to the custom ini file and to the main ini file.
2018-06-17 20:04:45 +07:00
gizmo98
4750e10076
Use _FIXED2FLOATCOLOR
2018-06-02 21:35:32 +07:00
Sergey Lipskiy
6725ad474a
Fix warnings of 64bit compiler.
2018-05-06 15:54:12 +07:00
Sergey Lipskiy
7080034ddb
Fix DebugMsg format string for gDPTextureRectangle.
2018-02-18 12:43:04 +07:00
Sergey Lipskiy
4bdc44ce4e
Code cleanup: fix cast from float to s16.
2017-12-16 13:15:57 +07:00
Sergey Lipskiy
26623cec1f
Code cleanup: fix issues in GLideN64 found by static code analyser.
2017-11-18 22:07:27 +07:00
Sergey Lipskiy
737338ca20
Use fixed point calculation for texrect s and t coordinates.
...
It is impossible to handle integer overflow when coordinates in float format.
Fixed textures in Major League Baseball #146
2017-11-18 15:41:18 +07:00
Sergey Lipskiy
29c9a778d9
Correct debug output
2017-11-16 18:52:32 +07:00
Sergey Lipskiy
ddec7aabe6
Revert "Do not use aux depth buffer as hwfbe texture."
...
This reverts commit bd10c7a788
.
2017-11-16 18:32:05 +07:00
Sergey Lipskiy
5a037474a2
Code cleanup: fix compilation warnings.
2017-11-15 15:07:52 +07:00
Sergey Lipskiy
184debbd43
Fix gDPLoadTLUT when count > 256
...
Fixed crash in Vigilante 8: 2nd Offense Menu #1479
2017-11-01 17:45:24 +07:00
Sergey Lipskiy
adc2b547e8
Implement YUV-to-RGB color space conversion. See 12.5 of programming manual
...
Up shader storage version.
Fixed Killer Instinct Gold: Improper Projectile Effects. #1513
2017-10-31 13:27:34 +07:00
Sergey Lipskiy
77ffe6106e
Split othermode::textureConvert on 3 bits.
2017-10-31 13:27:34 +07:00
Sergey Lipskiy
757c3c4f8f
Calc FPS as number of color buffer origin changes per second.
...
Fixed FPS counter not reporting correctly #1510
2017-10-30 15:33:38 +07:00
Sergey Lipskiy
bd10c7a788
Do not use aux depth buffer as hwfbe texture.
...
Fixed black polygons in vigilante 8, #1639
2017-10-24 20:36:14 +07:00
Sergey Lipskiy
35cc66bad4
Code cleanup:
...
* make RSPInfo::busy and RSPInfo::halt boolean
* remove RSPInfo::close
* rename RSPInfo::bLLE to RSPInfo::LLE
2017-10-24 15:44:37 +07:00
Sergey Lipskiy
70c540b073
Rewrite fix for #1539 : keep in tile descriptor start address of frame buffer, not pointer on it.
...
Should be more safe.
2017-09-29 22:25:56 +07:00
Sergey Lipskiy
a2eefed0a3
Add hack for rect color alpha.
...
Details in commit d506d6134
Fixed Foresaken 64: wrong intro (regression) #1585
2017-09-26 22:58:05 +07:00
Francisco Zurita
8fbd1d030b
Fix memory corruption in Banjo-Tooie
2017-09-11 10:26:49 +07:00
Sergey Lipskiy
84cf648089
Always call frameBufferList().saveBuffer() from gDPSetColorImage, even if buffer data not changed.
...
Fixed fb-related issues with Star Wars - Rogue Squadron
2017-08-11 12:23:39 +07:00
Sergey Lipskiy
c907c3013a
Implement Debugger.
2017-06-25 15:35:48 +07:00
Sergey Lipskiy
08f2b8be31
Improve log quality
2017-06-25 15:06:50 +07:00
Sergey Lipskiy
ee60040a78
Rewrite debug logging
2017-06-25 15:02:36 +07:00
Sergey Lipskiy
952769a671
Always call frameBufferList().setBufferChanged in gDPFillRectangle.
2017-03-16 18:50:14 +07:00
Sergey Lipskiy
dd11326115
Rewrite buffer height calculation.
2017-03-16 18:50:14 +07:00
Sergey Lipskiy
e6811b4d4f
Move gDP.colorImage.height update to FrameBufferList::setBufferChanged.
2017-03-16 18:50:14 +07:00
Sergey Lipskiy
c8e6644bd7
Use software render to calculate frame buffer height.
2017-03-16 18:50:14 +07:00
Sergey Lipskiy
1c72ef16fd
Code refactor: move gDP.rectColor initialization to gDP.cpp
2017-03-01 11:49:58 +07:00
Sergey Lipskiy
873a830d88
Always render to FBO, even when frame buffer emulation is disabled.
2017-02-25 14:08:26 +07:00
Sergey Lipskiy
151fdf5ecc
Remove code to clear depth image textures.
...
Depth image textures cleared by GraphicsDrawer::drawRect, as on N64.
2017-02-17 15:54:16 +07:00
Logan McNaughton
1f74b9c821
Disable N64 Depth Compare if Image Textures are unsupported
...
Also disable fragment depth writing in GLES2
2017-02-09 21:54:44 +07:00
Logan McNaughton
acff19e66c
Force disable fragment depth writing in GLES2
2017-02-08 12:33:31 +07:00
Sergey Lipskiy
80ed169e24
Remove use of OpenGL.h
2017-01-22 20:43:05 +07:00
Sergey Lipskiy
e83c3489a3
Replace OGLVideo by DisplayWindow
...
Replace OGLRender by GraphicsDrawer
2017-01-16 20:56:11 +07:00
Sergey Lipskiy
41d0a9ade5
Replace ShaderCombiner 2
2017-01-08 17:49:39 +07:00
Sergey Lipskiy
1d87a92c72
Do not use frame buffer as texture if the buffer is just allocated.
...
Fixed tripleplay2000: black background in game #346
Problem: The game allocates auxiliary buffer with the same width
as the main one. Plugin detects it as main buffer and set its width
and height as of main buffer. Actual buffer height is half of main
buffer height, but it became known only when game switches to the
main buffer. Wrong buffer height leads to wrong calculation of
buffer address space. Game uses textures with addresses behind
the actual buffer’s address space but within calculated one.
Plugin tries to use buffer texture instead and, as the result,
everything is black.
Solution: The situation is bad. Plugin cannot detect that
allocated buffer is an aux one. I decided to forbid buffer usage
as texture if buffer is new. New buffer is blank, so reading from
it is strange. N64 games do lots of strange stuff, so this solution
is potentially dangerous.
2016-10-29 23:46:39 +07:00
Francisco Zurita
e5f89406b7
Zelda subscreen hack always enables copy color to RDRAM
2016-10-19 00:05:30 -04:00
Sergey Lipskiy
85a5ae8ea1
Implement performance counter.
...
Implement drawing performance info on screen.
2016-10-08 14:53:33 +07:00
Sergey Lipskiy
aab6726117
Implement crop image feature.
2016-10-08 14:53:21 +07:00
Sergey Lipskiy
ce5abcb21b
Correct FrameBuffer::isValid - do not update m_validityChecked when isValid called from VI_UpdateScreen
...
Fixed Broken Pokemon stadium 2 in-game portraits #1149
2016-10-05 15:39:41 +07:00
Sergey Lipskiy
0a52dae80c
Set texture level in LLE mode.
...
Fixed map-mapping in LLE mode. #1135
2016-09-29 20:53:05 +07:00
Sergey Lipskiy
39da91bb93
Move gDPFillRDRAM to FrameBufferList::fillRDRAM
...
Correct FrameBuffer::isValid()
Code cleanup.
Fixed Mickey Speedway USA is broken again. #1132
2016-09-27 21:43:28 +07:00
Sergey Lipskiy
16406bb1b0
Fixed Majora's mask in-game pictures look incorrect with software depth buffer #1131
2016-09-23 12:05:48 +07:00
Sergey Lipskiy
91f03c70bc
Use dmaVertices when draw with drawScreenSpaceTriangle.
2016-09-21 15:24:15 +07:00
Sergey Lipskiy
77d0c9aada
Code refactor: rename drawLLETriangle to drawScreenSpaceTriangle.
2016-09-20 16:21:54 +07:00
Sergey Lipskiy
e28bebd17e
Add validity check for background fb textures.
...
Fixed Nushi Zuri 64: fb background doesn't work anymore #1115
Problem: The game normally uses color and depth buffers.
When it needs to show rectangle with text, CPU copies current color buffer
by depth buffer address. This buffer rendered as background, text rendered over.
Plugin detects buffer usage and tries to use depth buffer as background texture.
That buffer in video memory has no color information, because data copied by CPU and contained in RDRAM.
Solution: check that found frame buffer is valid.
In this case validity check will fail because RDRAM content modified by CPU,
and background will be read from RDRAM.
2016-09-16 17:09:25 +07:00
Sergey Lipskiy
32172d30af
Fix depth buffer clear for aux buffers.
2016-09-11 18:08:03 +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
27cdae1e33
Correct condition for depth buffer clear again.
...
Fixed Body Harvest graphics missing (Regression) #1107
2016-09-05 12:14:51 +07:00
Sergey Lipskiy
669337f5ab
Correct condition for depth buffer rendering:
...
games may draw in depth buffer in fill mode too.
Correct condition for depth buffer clear.
Fixed Mario Tennis 64's Versus Screen Issue #771
2016-09-04 20:26:41 +07:00
Sergey Lipskiy
5efd89ccd2
Fix input texture checksum calculation.
2016-07-03 00:09:26 +06:00
Sergey Lipskiy
42f3643865
Implement software depth buffer render.
2016-06-20 15:12:31 +06:00
Sergey Lipskiy
2fbee3661f
Move TextureFilterHandler class to separate files.
2016-06-10 17:58:47 +06:00
Sergey Lipskiy
86fbea9edc
Code refactor: replace NULL by nullptr.
2016-06-10 12:40:18 +06:00
Sergey Lipskiy
99a075eae7
Add config option enableNativeResTexrects.
...
Support in GUI and mupen64plus settings.
2016-06-03 11:06:33 +06:00
Sergey Lipskiy
baa8b28056
Fix TexrectDrawer work with AA enabled.
2016-06-03 11:05:39 +06:00
Sergey Lipskiy
00b9de68e0
Implement TexrectDrawer.
2016-06-03 10:44:23 +06:00
Sergey Lipskiy
37cb9ef9b8
gDPLoadTile: check for frame buffer texture before check for RDRAM bound crossing.
...
Fixed Banjo-Tooie Framebuffer not working properly #651
2016-05-19 22:50:43 +06:00
Sergey Lipskiy
87f307c3ff
FrameBuffer: replace m_pLoadTile by m_loadTileOrigin and m_loadType.
2016-05-10 20:29:21 +06:00
MaximeMorel
caadac1a7c
Fix Linux compilation
2016-05-10 08:54:19 +01:00
Sergey Lipskiy
773e95382e
gDPLoadTile: skip tile load if tile coordinates are incorrect.
...
Fixed FIFA - Road to World Cup 98: black line in menu #952
2016-05-04 22:41:49 +06:00
Sergey Lipskiy
bb4c572c88
Code cleanup: remove debug code from gDPFillRDRAM.
2016-04-26 15:11:26 +06:00
Sergey Lipskiy
5f7cdb4cb4
gDPFullSync(): add check, that buffer copied to RDRAM is not auxiliary one.
...
Fixed shadows in JFG.
2016-04-17 15:31:59 +06:00
Sergey Lipskiy
269b3c19e9
Add correctTexrectCoords option: make texrect coordinates continuous to avoid black lines between them.
2016-04-16 12:28:39 +06:00
Sergey Lipskiy
dad7fcb687
gDPSetColorImage: use VI.height instead of gDP.scissor.lry as fallback value for buffer height.
...
Fixed nfl quaterback 98 #316 in LLE mode
2016-04-14 16:51:07 +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
Sergey Lipskiy
c095fea58a
Code refactor: replace gDPTextureRectangleFlip by flip parameter in gDPTextureRectangle
2016-04-14 13:21:06 +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
6d29070c57
gDPFillRectangle: set gDP.colorImage.height only when lrx == gDP.colorImage.width
2016-04-02 13:59:04 +06:00
Sergey Lipskiy
1db0c7a75e
Fixed bug in gDPFillRectangle, caused by commit bcde07a978
2016-04-02 13:56:43 +06:00
Sergey Lipskiy
06c99ad30f
Rewrite LoadBlock.
2016-03-26 21:14:42 +06:00
Sergey Lipskiy
85101a5d67
Yet another fix for gDPLoadBlock line calculation.
...
Fixed pilotwings: text issues (regression) #927
2016-03-24 10:33:40 +06:00
Sergey Lipskiy
bcde07a978
Don't skip buffer height calculation in gDPFillRectangle.
...
Fixed regression in Super Robot Spirits: Crash rankings option in HLE. #909
2016-03-20 13:24:26 +06:00
Sergey Lipskiy
04b1f3f9f9
Correct gDPLoadBlock line calculation again:
...
fixed regression caused by commit f6be5fd39
Fixed regression in Racing Simulation 2 #167
2016-03-19 19:20:58 +06:00
Sergey Lipskiy
f6be5fd39f
Fix bug with line calculation in gDPLoadBlock.
...
Fixed South Park Rally (All) - Gfx Issue #391
and probably other similar issues.
2016-03-17 09:29:57 +06:00
Sergey Lipskiy
ff67350c8c
Revert "Increase only y coordinate of rect in COPY or FILL mode."
...
because it causes regression in Mischief Makers.
This reverts commit 143a68bc07
.
2016-03-12 20:09:34 +06:00
Sergey Lipskiy
fbbbe147c6
Correct hack for texrect textures.
...
Fixed texture coordinates for backgrounds in Dark Rift, issue #648
2016-03-05 20:23:00 +06:00
Sergey Lipskiy
143a68bc07
Increase only y coordinate of rect in COPY or FILL mode.
2016-03-05 20:06:41 +06:00
Sergey Lipskiy
024c48218a
Fix frame buffer texture detection when load tile is not 7.
...
Fixed wrong frame buffer detection in Tetrispere intro, issue #681
Terisphere uses tile 2 as load-tile and as base tile.
2016-03-05 17:55:30 +06:00
Sergey Lipskiy
f06b2d823a
Code rafactor to fix compilation errors with mupen64plus build.
2016-02-27 11:58:56 +06:00
Sergey Lipskiy
c4b0e9999e
Fix copy from RDRAM in widescreen mode.
2016-02-27 10:52:12 +06:00
Sergey Lipskiy
8b3d53f4e5
Pass destination frame buffer to OGLRender::drawTexturedRect.
...
Fixed RDRAMtoFrameBuffer::CopyFromRDRAM, when FBWrite writes to a buffer,
which is not current displayed buffer.
Example: JFG crosshair.
2016-02-27 10:52:10 +06:00
Sergey Lipskiy
ac8a9a9d5d
Add FBInfo config options.
2016-02-27 10:52:08 +06:00
Sergey Lipskiy
170a072deb
Remove gamma correction code from gDPFillRectangle.
...
Forgot to remove it when gamma correction was moved to post-processor.
Fixed green background in Superman.
2016-02-06 00:09:00 +06:00
purplemarshmallow
142ad0bc3c
code refactoring to support async buffer reads
...
Copy of color buffers is now always done in gDPFullSync. There are no
known disadvantages only advantages. Quake 2 will run faster
2015-11-09 21:54:07 +06:00
purplemarshmallow
15611a7731
Copy auxiliary buffers at fullsync
...
Do not use fingerprint
2015-11-09 21:33:13 +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