Sergey Lipskiy
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fd3fe0b7b7
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Fix DepthBufferToRDRAM::CopyToRDRAM :
return if depth buffer is null
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2015-05-13 10:10:41 +06:00 |
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Sergey Lipskiy
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c7c36ce54a
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Correct frame buffer valideness check.
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2015-05-13 10:10:41 +06:00 |
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Sergey Lipskiy
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4635e24d62
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Add g_bIgnoreCFB option.
It is necessary for Zelda Pause Screen, otherwise it will be
replaced by blank data from RDRAM.
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2015-05-13 10:10:40 +06:00 |
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Sergey Lipskiy
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15e5947503
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Correct condition for depth buffer rendering.
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2015-05-13 10:10:39 +06:00 |
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Sergey Lipskiy
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da3d18d7d8
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Fix frame buffer textures delete.
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2015-05-13 10:10:38 +06:00 |
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Sergey Lipskiy
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bc8eced7bd
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Move FrameBuffer_CopyToRDRAM to RSP_ProcessDList().
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2015-05-13 10:10:38 +06:00 |
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Sergey Lipskiy
|
d4953abb91
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Fix depth beffer rendering.
Corrected bug with Z calculation in depth_compare_shader.
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2015-05-13 10:10:37 +06:00 |
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Sergey Lipskiy
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9b8b667fab
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Implement CopyDepthBuffer to RDRAM.
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2015-05-13 10:10:36 +06:00 |
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Sergey Lipskiy
|
00c12e2d1d
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Add FBO for depth buffer.
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2015-05-13 10:10:36 +06:00 |
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Sergey Lipskiy
|
8e3e41356a
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FrameBuffer: Replace pointer to depth texture by pointer to DepthBuffer
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2015-05-13 10:10:35 +06:00 |
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Sergey Lipskiy
|
5070a1aa82
|
Correct palette load for shadow map.
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2015-05-13 10:10:34 +06:00 |
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Sergey Lipskiy
|
e9b5283339
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Correct calls for Combiner_UpdateCombineDepthInfo()
+ cosmetic formatting.
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2015-05-13 10:10:34 +06:00 |
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Sergey Lipskiy
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f6c2437e18
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Remove PolygonStipple related code and its control from the GUI.
Add GUI control for hardware lighting instead.
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2015-05-13 10:10:33 +06:00 |
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Sergey Lipskiy
|
dfb8b0f04b
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Remove legacy combiners.
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2015-05-13 10:10:32 +06:00 |
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Sergey Lipskiy
|
14f5a92da3
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Switch from glActiveTextureARB to glActiveTexture
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2015-05-13 10:10:31 +06:00 |
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Sergey Lipskiy
|
2c5266eef3
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Switch from ARB GLSL extension to OGL 2.0 functions.
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2015-05-13 10:10:31 +06:00 |
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Sergey Lipskiy
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10123b8895
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Check that hardware supports ImageTextures.
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2015-05-13 10:10:30 +06:00 |
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Sergey Lipskiy
|
10b790b787
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Add VisulStudio 2010 project file.
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2015-05-13 10:10:29 +06:00 |
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Sergey Lipskiy
|
f151ef36ca
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Add shadow map shader
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2015-05-13 10:10:28 +06:00 |
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Sergey Lipskiy
|
83ee675716
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Move shaders to separate .h file
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2015-05-13 10:10:28 +06:00 |
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Sergey Lipskiy
|
179d915c7b
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Add alpha test shader.
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2015-05-13 10:10:27 +06:00 |
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Sergey Lipskiy
|
898a81ecde
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Add possibility to switch between float and int depth texture formats
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2015-05-13 10:10:26 +06:00 |
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Sergey Lipskiy
|
9c508f1a9b
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Change to float format of depth texture
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2015-05-13 10:10:25 +06:00 |
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Sergey Lipskiy
|
c47ab51175
|
Add depth compare shader to the main program.
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2015-05-13 10:10:25 +06:00 |
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Sergey Lipskiy
|
2801d3745c
|
Add glBindImageTexture and glMemoryBarrier declarations.
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2015-05-13 10:10:24 +06:00 |
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Sergey Lipskiy
|
3d801d66de
|
Fix Linux debug compilation.
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2015-05-13 10:10:23 +06:00 |
|
Sergey Lipskiy
|
d68c09c13a
|
Add UpdateDepthInfo.
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2015-05-13 10:10:23 +06:00 |
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Sergey Lipskiy
|
1fc111a5c1
|
Add GLSL_ClearDepthBuffer()
|
2015-05-13 10:10:22 +06:00 |
|
Sergey Lipskiy
|
cd81074c9e
|
Add ZLUT initialization.
|
2015-05-13 10:10:21 +06:00 |
|
Sergey Lipskiy
|
4660e272a0
|
Add depth compare shader.
|
2015-05-13 10:10:20 +06:00 |
|
Sergey Lipskiy
|
01073f40b0
|
Add depth texture to depth buffer.
|
2015-05-13 10:10:20 +06:00 |
|
Sergey Lipskiy
|
d9ed68199b
|
Put noise calculation in separate pre-compiled shader.
|
2015-05-13 10:10:19 +06:00 |
|
Sergey Lipskiy
|
df6bab43f6
|
Put LOD calculation in separate pre-compiled shader.
|
2015-05-13 10:10:18 +06:00 |
|
Sergey Lipskiy
|
2c5e9050a0
|
Put light calculation in separate pre-compiled shader.
Shader compile time should decrease.
|
2015-05-13 10:10:18 +06:00 |
|
Sergey Lipskiy
|
3a0036e81d
|
Update .gitignore
|
2015-05-13 10:10:17 +06:00 |
|
Sergey Lipskiy
|
55a14d42f0
|
Fix RDRAMtoFrameBuffer::CopyFromRDRAM - make it working with buffer of any size.
Mario Tennis scoreboard hack is now uses CopyFromRDRAM, so
FrameBufferToRDRAM::CopyAuxBufferToRDRAM became unused and thus removed.
|
2015-05-13 10:10:17 +06:00 |
|
Sergey Lipskiy
|
9c5b94d1f8
|
Fix frame buffer texture remove.
|
2015-05-13 10:10:16 +06:00 |
|
Sergey Lipskiy
|
deea78132c
|
Fix new CachedTexture initialization.
|
2015-05-13 10:10:15 +06:00 |
|
Sergey Lipskiy
|
3380451e00
|
Fix texture cache verification.
|
2015-05-13 10:10:15 +06:00 |
|
Sergey Lipskiy
|
02c1884382
|
Fix pointer compare in FrameBufferToRDRAM::CopyAuxBufferToRDRAM
|
2015-05-13 10:10:14 +06:00 |
|
Sergey Lipskiy
|
26ab545b8a
|
Fix FrameBuffer_RenderBuffer to work on Linux.
|
2015-05-13 10:10:13 +06:00 |
|
Sergey Lipskiy
|
1b9c04ade5
|
Fix Linux compilation.
|
2015-05-13 10:10:12 +06:00 |
|
Sergey Lipskiy
|
407edd8ea8
|
Rewrite LOD calculation using dFdx and dFdy functions to get texture coordinates diff.
Many code became useless and thus removed.
|
2015-05-13 10:10:12 +06:00 |
|
Sergey Lipskiy
|
5cedc0e6e7
|
Implement VI emulation: treat main frame buffer as TV screen and render
FBO buffers on it according to VI registers values.
|
2015-05-13 10:10:11 +06:00 |
|
Sergey Lipskiy
|
4e39f37a34
|
Increase CFB mode frames limit
|
2015-05-13 10:10:10 +06:00 |
|
Sergey Lipskiy
|
62e3f2404e
|
Copy whole frame buffer to RDRAM, without offset.
|
2015-05-13 10:10:09 +06:00 |
|
Sergey Lipskiy
|
95acb76460
|
Render RDRAM buffer only when it is not blank.
|
2015-05-13 10:10:09 +06:00 |
|
Sergey Lipskiy
|
fb0ba864d1
|
Force CFB mode if current frame is shown more than 4 times in succession (<15 fps)
|
2015-05-13 10:10:08 +06:00 |
|
Sergey Lipskiy
|
d6a3b265a5
|
Cosmetic changes in VI_UpdateScreen().
|
2015-05-13 10:10:08 +06:00 |
|
Sergey Lipskiy
|
e788b638b7
|
Don't copy to RDRAM in CFB mode.
|
2015-05-13 10:10:07 +06:00 |
|