Sergey Lipskiy
6845116856
Fix bilinear filtering shader for GLES2.
2017-12-02 12:45:39 +07:00
Sergey Lipskiy
37cc010e85
Add special hack for monochrome effect in Zelda games.
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Fixed OOT - major graphic glitches in cutscene #1673
2017-11-28 16:32:03 +07:00
Francisco Zurita
55f2c02446
Fix rare crash in opengl_BufferedDrawer.cpp
2017-11-27 10:27:26 +07:00
Francisco Zurita
e2614529c2
Fix check for using the BufferedDrawer
2017-11-21 09:34:54 -05:00
Sergey Lipskiy
38dc7ff25f
Clear fences list in olorBufferReaderWithBufferStorage::_destroyBuffers()
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Fixed memory leak on graphics context destroy.
2017-11-19 19:56:05 +07:00
Sergey Lipskiy
26623cec1f
Code cleanup: fix issues in GLideN64 found by static code analyser.
2017-11-18 22:07:27 +07:00
Sten Appelt
9d735212f0
Rewrite glGetProcAddress for MacOsX
2017-11-18 15:35:38 +07:00
Sergey Lipskiy
5a037474a2
Code cleanup: fix compilation warnings.
2017-11-15 15:07:52 +07:00
Sergey Lipskiy
dcdf66dc0b
Fix hardware lighting. It was broken when lighting method was rewritten in 6af6e2c17f
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Hardware lighting is incompatible with new lighting method.
Model matrix may be different for different vartices, but only latest state of inverted light vectors are loaded to shader.
Thus I reverted calculations of data for hardware lighting.
Minor code cleanup.
Fixed: Zelda OOT, bad lighting with HW per pixel lighting #1652
2017-11-11 21:35:08 +07:00
Sergey Lipskiy
591eda82ba
Set PrimDepth to gl_FragDepth when DepthSource set to Primitive.
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This makes player's shadow solid in Tony Hawk's Pro Skater 2
2017-11-11 01:30:48 +07:00
Sergey Lipskiy
3c61198043
Hardcode blend mode, which is impossible to emulate with shaders.
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Fixed Tony Hawk's Pro Skater 2 Shadow Glitch #1337
2017-11-11 01:01:49 +07:00
Sergey Lipskiy
a47d9d5840
Save hardware per pixel lighting enabled flag in combiners keys storage.
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Use it to set hardware lighting support in GBI.
Fixed New shader cache breaks with hardware per pixel lighting enabled #1650
2017-11-08 17:11:14 +07:00
Sergey Lipskiy
7642758873
Fix shader compilation for combiners, wich use only T1.
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Fixed main menu in Paper Mario.
2017-11-07 11:22:12 +07:00
Sergey Lipskiy
b4ad1832c4
Write siplified texture read shaders for COPY mode.
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Up shaders storage version.
Fixed wrong use of YUV conversion in COPY mode.
2017-11-02 17:08:33 +07:00
Sergey Lipskiy
dcf8784dca
Disable hardware lighting for ucodes with custom lighting methods.
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Fixed #1542 Turok 2/Turok 3 Per Pixel Lighting Rainbow Weapons.
2017-10-31 17:42:48 +07:00
Sergey Lipskiy
adc2b547e8
Implement YUV-to-RGB color space conversion. See 12.5 of programming manual
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Up shader storage version.
Fixed Killer Instinct Gold: Improper Projectile Effects. #1513
2017-10-31 13:27:34 +07:00
Sergey Lipskiy
365838eddc
Fixed problem with combiners shaders generation:
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Parts of shaders code created on start. Some parts depend on config options.
When config changed with GUI shaders updated but code parts not updated.
Thus new shaders do not correspond to current state of config.
2017-10-29 16:49:05 +07:00
Sergey Lipskiy
7d1d3da114
Put UTextureFilterMode uniform creation to the right place.
2017-10-29 15:10:53 +07:00
Sergey Lipskiy
c5c0fbeb6f
Use combiners keys when ShaderProgramBinary is not supported and shaders storage con not be created.
2017-10-28 21:48:01 +07:00
Sergey Lipskiy
f6b0f3446b
Fix compilation with gcc.
2017-10-27 10:08:22 +07:00
Sergey Lipskiy
7e4271d991
Display save/load progress for combiners shaders
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Display "init noise texture" message. Progress is hard to display because noise textures generated in threads.
2017-10-26 00:37:26 +07:00
Sergey Lipskiy
aba3fefe63
Implement alternative methods of combiners shaders load.
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Combiners muxes saved in separate text file.
When shader cache becames invalid, list of shaders muxes used to re-create combiners.
2017-10-26 00:27:52 +07:00
Sergey Lipskiy
35cc66bad4
Code cleanup:
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* 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
977fddf3ea
Correct condition for Zelda monochrome buffer.
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Fixed Pokemon Puzzle League: missing graphics in game (regression) #1588
2017-10-11 15:06:32 +07:00
Francisco Zurita
762def7dae
Fix issues reported by Valgrind
2017-10-09 23:51:16 -04:00
Conn O'Griofa
d8ac5a761c
Raspberry Pi: fix vendor library names & add override
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* Use new libbrcmEGL/libbrcmGLESv2 names
* Allow RPI autodetection override via -DMESA=On (for VC4 driver)
2017-10-07 08:26:31 +01:00
gizmo98
db18139ca5
Refine fullscreen toggle logic
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-Toggle m_bFullscreen if _changeWindow is executed.
-Don’t allow _resizeWindow if m_bFullscreen is true.
-_resizeWindow returns false if fullscreen is enabled.
2017-10-06 14:07:06 +07:00
clobber
a3807827c0
Simplified and complete workaround for #1601
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This properly worksaround the bug with Intel drivers on the Mac, which initially broke in parts of commits d4dbe7c094
and 231463e368
2017-10-01 14:05:25 +07:00
Sergey Lipskiy
e8b03cd599
Make workaround for #1601 Intel-specific.
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Fixed Blending changes broke PowerVR devices #1608
2017-09-30 18:01:26 +07:00
Sergey Lipskiy
70c540b073
Rewrite fix for #1539 : keep in tile descriptor start address of frame buffer, not pointer on it.
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Should be more safe.
2017-09-29 22:25:56 +07:00
clobber
3c8689d848
ShaderBlender: cast to ivec4 where needed. Fixes #1601
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This works around a bug with Intel GPU's on macOS where colors can appear wrong.
2017-09-29 14:58:40 +07:00
Sergey Lipskiy
d404dbfceb
Correct UBlendMode2Cycle::update()
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Fixed World Driver Championship shadows are.....grey! #1596
2017-09-27 18:21:20 +07:00
Sergey Lipskiy
ee3f4a6962
Partially revert commit 81cc0854
Fix blending when CLR_ON_CVG flag is on.
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It will not work without pixel covarage calculation.
Fixed Mario Tennis (USA) - missing character selection icons (regression) #1599
Fixed Android/potential PC regression too: Conker broken FB render/lighting chunks. #1597
2017-09-27 16:19:28 +07:00
Logan
c925b8dd54
Optimize 3point shader
2017-09-26 15:20:46 -06:00
Sergey Lipskiy
1266ced083
Code cleaup: remove unused MonochromeCombiner.
2017-09-24 18:51:02 +07:00
Sergey Lipskiy
81cc0854dc
Fix blending when CLR_ON_CVG flag is on.
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Remove hack for Pilot Wings.
2017-09-21 23:18:35 +07:00
Sergey Lipskiy
a70bc7411b
Fix glError in screenshot functions.
2017-09-21 23:18:32 +07:00
Sergey Lipskiy
231463e368
Optimize blender shaders. Thanks to Logan McNaughton aka loganmc10 and standard-two-simplex for the new code.
2017-09-21 23:18:11 +07:00
Sergey Lipskiy
da2becd57e
Fix ShaderBlender1::write method. Up ShaderStorage version.
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Fixed #1553 Resetting once breaks rendering via transparency of many textures.
Thanks Logan McNaughton for finding the root of the problem.
2017-09-21 21:33:08 +07:00
Sergey Lipskiy
d4dbe7c094
Correct blending when FORCE_BL flag is off. Up shader storage version.
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Fixed F-Zero X wrong borders #639
2017-09-21 21:33:08 +07:00
Sergey Lipskiy
47d718f287
Add F3DFLX2 ucode for F-Zero. Implement F3DFLX2 lighting method.
2017-09-21 21:33:08 +07:00
Francisco Zurita
16d1aa6761
Fix possible memory corruption when reading pixels for G_IM_SIZ_8b
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buffers.
Also, improve variable naming.
2017-09-11 10:26:49 +07:00
Logan McNaughton
23642624d4
Enable IPO for Release build
2017-09-06 20:48:11 -06:00
Sergey Lipskiy
f95d819a47
Up shader storage version.
2017-08-11 12:23:39 +07:00
Sergey Lipskiy
089dd2df0e
Fix fog for F3DSWRS
2017-08-11 12:23:39 +07:00
Sergey Lipskiy
3b9f16e8dd
Fix regression with blending in A Bug's Life, #1488
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Hack alert:
The problem blender is used in two cycles mode, but both cycles are the same:
c_in*a_in + c_mem * 1ma
I have no access to c_mem from shader. Therefore, I use c_in instead of c_mem in the first cycle.
Result of the second cycle will be blended with c_mem by GL blender, as usual.
This is pretty good approximation, no problems noticed.
2017-07-30 22:50:39 +07:00
Sergey Lipskiy
5691fcbc23
Implement F3DAM ucode.
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Decoded by olivieryuyu
Fixed #97 hey you pikachu:hilarious texture bug
2017-07-17 23:08:26 +07:00
Sergey Lipskiy
d89e48df46
Add TextDrawer::setTextColor method.
2017-06-25 15:07:02 +07:00
Sergey Lipskiy
a6babb418f
Rewrite monochrome effect for Zeldas.
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Fixed #1505 OoT Ending Screen Freeze Effect Color Wrong
2017-06-19 21:44:40 +07:00
Francisco Zurita
ad48345ec0
Changes needed to build with Android NDK 15
2017-06-18 18:33:05 -04:00