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

1880 Commits

Author SHA1 Message Date
zilmar
5f61dd12a5 GLideNUI: make Gliden64 have rc files 2020-04-22 21:14:15 +07:00
zilmar
f2e32892a3 Add GLideNUI-wtl 2020-04-22 21:13:33 +07:00
Logan
686fa7d108 FlappyBird64 requires CopyFromRDRAM
Fixed #2197 FlappyBird HUD elements not displayed
2020-04-17 19:11:52 +07:00
Sergey Lipskiy
50dd3ed2e0 Set clip ratio to 1 when render image from DRARM.
Fixed #2211 Duplicate image in Dr. Mario
2020-04-16 17:28:07 +07:00
Logan McNaughton
7ef3be1cab Mask VI_ORIGIN address 2020-04-15 11:12:42 +07:00
Sergey Lipskiy
9eddde6e0f Fix "division by zero" issue in gSPObjSprite.
Fixed #2192 Unknown memory action on Magical Tetris Challenge
2020-04-11 14:57:50 +07:00
fzurita
fbd1ad1a5a Fix broken Android compilation with updated xxHash 2020-04-09 15:33:56 +07:00
Sergey Lipskiy
d8f031294a Use linear equation for LOD calculation,
as proposed by standard-two-simplex in #2203
2020-04-09 15:06:59 +07:00
Sergey Lipskiy
a73da69e10 Always use clip ratio 1 for rects and screen-space triangles. 2020-04-06 20:01:54 +07:00
Sergey Lipskiy
2ebfabaf8e Revert "Set clip ratio to 1 in TexrectDrawer."
This reverts commit cd9b5e1c93f0a01a9648982f8ecffcc08919e6f2.
2020-04-06 20:01:54 +07:00
Sergey Lipskiy
2169384245 Set default clip ratio to
- 2 for F3DEX2 and .Rej,
- 1 for F3DEX and other fast3d ucodes, except .Rej
2020-04-06 20:01:54 +07:00
Sergey Lipskiy
aeabfd3912 Set clip ratio to 1 in TexrectDrawer. 2020-04-06 20:01:53 +07:00
Sergey Lipskiy
a2d731b4db Update viewport on clip ratio change. 2020-04-06 20:01:53 +07:00
Sergey Lipskiy
0b8f10f9d6 Set gSP.clipRatio default value to 1 for all ucodes but Rej ones, where it is 2. 2020-04-06 20:01:53 +07:00
S2S
2c51fb096f Magnify clipping space by ClipRatio.
Fixed #190 Cruis'n World: wrong logo
2020-04-06 20:01:53 +07:00
Sergey Lipskiy
0cca2fa2fe Change type for BlueNoiseItem fields from char to signed char.
It should fix compilation on ARM.
2020-04-06 19:58:57 +07:00
Logan McNaughton
c168f53d12 Fix bug introduced by 85a8635952 2020-04-05 11:06:58 +07:00
gizmo98
a96853d559 Dithering settings: add tooltip text 2020-04-05 10:54:12 +07:00
Sergey Lipskiy
827b69816f Add support in GUI 2020-04-02 16:10:08 +07:00
Sergey Lipskiy
219019a39b Enable dithering quantization by default. 2020-04-02 14:53:06 +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.
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
41ecf66e80 Add blue-noise dithering, http://momentsingraphics.de/BlueNoise.html 2020-03-31 18:31:42 +07:00
Sergey Lipskiy
f566c1bc59 Support dithering mode in GUI. 2020-03-31 18:31:41 +07:00
Sergey Lipskiy
d621eb4d34 Add enum DitheringMode for better readability.
Few fixes.
2020-03-31 18:31:41 +07:00
gizmo98
350d791596 -Remove enableDithering setting and use ditheringMode for everything
-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
1a6f83aa6c Disable RDRAM dithering if nativeResFactor = 1 and dithering is enabled
Don’t dither twice.
2020-03-31 18:31:40 +07:00
gizmo98
0597632f8a Add dithering options and better color noise dithering
-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
gizmo98
6bdcaa0bfa Add RDRAM dithering: Dither image if RGBA16 is written to RDRAM
ColorbufferToRDRAM RGBA to RGBA16 conversion produces color banding.
Implement dithering according to n64 documentation to hide color
banding.
2020-03-31 18:31:39 +07:00
Logan McNaughton
85a8635952 Update to XXH3 for CRC_OPT 2020-03-30 21:16:59 +07:00
Logan
3f55f30ea2 Mask RDRAM address in ProcessRDPList
Avoids a crash in Donkey Kong 64 (U) [f2]
2020-03-29 18:12:16 +07:00
Sergey Lipskiy
225f1414dc Set NoN (no near clipping) flag for all .Rej ucodes.
Fixed wrongly clipped polygons in RE2, Ada's locket cutscene, #2152
2020-03-22 14:00:00 +07:00
Sergey Lipskiy
022b375614 RE2 related fixes:
* 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
Logan
be78f2d324 Fix IPO build on Linux 2020-03-18 11:53:00 +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
Sergey Lipskiy
1fdd028bc6 Fix conditions to activate texturedRectDepthBufferCopy.
Fixed #2101 Multiplayer camera rotation issue in Conkers Bad Fur Day
2020-03-07 18:27:32 +07:00
Sergey Lipskiy
a28292846c Remove on_n64DepthCompareCheckBox_toggled
Fixed #2185 GLideNUI warning.
2020-03-06 18:51:48 +07:00
fzurita
d053f16bb0 Fix CMake warnings presented by Android Studio 2020-02-26 17:04:05 +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,
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
Logan McNaughton
3d93752b61 Update xxHash 2020-02-06 17:48:13 +07:00
Sergey Lipskiy
495d9f959e Simplify aTexScale calculation in UClampWrapMirrorTex::update 2020-01-12 19:52:42 +07:00
Sergey Lipskiy
cfa3ded934 Correct tile size calculation.
Fixed #2156 Tony Hawk's Pro Skater 3- Missing Characters on Copyright Screen
2020-01-02 20:36:35 +07:00
Sergey Lipskiy
b949958874 Disable ThreadedVideo on MacOsX, see #2159 2020-01-02 16:41:18 +07:00
Sergey Lipskiy
c823047f99 Prevent config dialog from being opened twice.
Fixed #2158 Project 64 Crashes if you open GlideN64 Video Settings when they are already open.
2020-01-02 14:44:01 +07:00
Sergey Lipskiy
e676dafb7a Fix languages names in GUI. 2020-01-02 14:35:24 +07:00