1
0
mirror of https://github.com/blawar/GLideN64.git synced 2024-07-04 10:03:36 +00:00
Commit Graph

53 Commits

Author SHA1 Message Date
Amaro Martínez
d96c679436
Merge branch 'master' of https://github.com/gonetz/GLideN64 2022-03-14 00:45:28 -05:00
Rosalie Wanders
4598939a90 Add inaccurate texture coordinates hotkey 2022-02-13 11:38:27 +07:00
DaMarkov
311608c42d Used NATIVE compiler flag to make changes for OOT optional. 2022-02-08 14:01:30 +01:00
DaMarkov
e5332785fc Changed GLideN64 so it works with framebuffer emulation enabled with OOT. 2022-02-08 03:44:17 +01:00
Blake Warner
0255e10db6 native port 2022-01-29 17:22:09 -05:00
Sergey Lipskiy
71788c320d Rename Ext_TxFilter.h to TxFilterExport.h
Correct #include
2021-10-24 18:44:10 +07:00
Rosalie Wanders
c36ffa97f7 GLideNUI: introduce config.hotkeys.enabledKeys 2021-07-29 15:44:56 +07:00
Sergey Lipskiy
fe869cf5d2 Add hotkey to toggle 2D texrects in native resolution. 2021-04-19 21:55:00 +07:00
Sergey Lipskiy
370e57b131 Add hotkey for "EnableTexCoordBounds" setting. 2021-04-19 21:55:00 +07:00
Sergey Lipskiy
8500bc08e2 Add hotkey for "force gamma correction" setting.
Fixed #2318 Request: Keyboard shortcut to enable Custom Gamma Correction Levels
2020-12-05 17:35:02 +07:00
Rosalie Wanders
1e07bbcbb0 osal_keys_unix: add linux support 2020-12-02 18:14:08 +07:00
Sergey Lipskiy
abb9108f14 Implement configurable hotkeys. 2020-12-02 18:14:08 +07:00
gizmo98
4981503bfc Code refactor: add vi status constants 2020-10-29 16:55:37 +07:00
Logan McNaughton
7ef3be1cab Mask VI_ORIGIN address 2020-04-15 11:12:42 +07:00
Sergey Lipskiy
8cd1605933 Add debug message for VI_UpdateScreen 2018-12-09 14:23:08 +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
Francisco Zurita
0c4a86b8c6 Remove majora hack when interlaced mode changes.
The hack is currently breaking the bomber's notebook.
2017-10-04 12:48:26 +07:00
Sergey Lipskiy
2f88a695a6 Add config option for debug dump. 2017-06-25 15:57:20 +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
0630a76308 Fix negative viewport, #6 2017-04-05 17:08:00 +07:00
Sergey Lipskiy
5e51b386f1 Make Resident Evil 2 playable. 2017-04-02 12:02:38 +07:00
Sergey Lipskiy
5f4d03fe21 Rewrite FrameBufferList::renderBuffer() 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
873a830d88 Always render to FBO, even when frame buffer emulation is disabled. 2017-02-25 14:08:26 +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
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
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
175ab35971 VI_UpdateSize() : correct width/height calculation in interlaced mode.
Still hackish.

Fixed Star Wars Episode One Racer Flicker and Black Screen with Frame Buffer Emulation #1119
Fixed Top Gear Overdrive black screen #1122
2016-09-12 21:27:38 +07:00
Sergey Lipskiy
9d2d8f481e Code cleanup 2016-09-11 18:08:09 +07:00
Sergey Lipskiy
a5d3ff9393 Do not correct VI width and height in CFB mode.
Fixed MAME64 incorrect menu #861
2016-08-28 14:56:10 +07:00
Sergey Lipskiy
86fbea9edc Code refactor: replace NULL by nullptr. 2016-06-10 12:40:18 +06:00
Sergey Lipskiy
8ab1ca7468 Code refactor: replace hack_skipVIChangeCheck and hack_ZeldaCamera by one hack_ZeldaMM 2016-05-08 16:58:21 +06:00
Sergey Lipskiy
f06b2d823a Code rafactor to fix compilation errors with mupen64plus build. 2016-02-27 11:58:56 +06:00
Sergey Lipskiy
dca42610a8 Add FBInfo::isSupported() to know that emulator provides FBInfo support.
Correct frame buffer write detection hack (idea by purplemarshmallow).
2016-02-27 10:52:07 +06:00
Sergey Lipskiy
ce7526eaf5 Rewrite RDRAMtoFrameBuffer::CopyFromRDRAM:
copy from RDRAM only those pixels, which were provided with FBWrite.
2016-02-27 10:52:07 +06:00
purplemarshmallow
ee8399c80d correct cfb mode if screeen update on color buffer change is selected
In cfb mode the screen always needs to be updated
2016-01-03 23:57:12 +01:00
purplemarshmallow
8faa7a7372 improve cfb detection
this fixes flickering in Conker's BFD it's war cutscene
2015-12-14 19:23:49 +01:00
Sergey Lipskiy
2f4abc2bd9 Rename BufferSwapMode::bsOnVIUpdate to bsOnVerticalInterrupt. 2015-12-14 21:39:09 +06:00
Sergey Lipskiy
550999133f Add config option frameBufferEmulation.bufferSwapMode
Remove hack_VIUpdateOnCIChange

Default buffer swap mode is swap buffer on each VI_UpdateScreen() call.
This mode need no hacks for correct buffer update, but it causes gfx overheads.
2015-12-14 21:39:06 +06:00
purplemarshmallow
1466e162f3 remove detectCFB hack
if there is no buffer RDRAM content is displayed. If there's an invalid
buffer the buffer is removed and then RDRAM content is displayed. No
game needs the detectCFB hack anymore. This fixes the transitions in BIO
F.R.E.A.K.S #562 and also #362
2015-12-14 21:39:05 +06:00
purplemarshmallow
af8f9bbe55 remove VI width calculation
I see no reason why this is needed. REG.VI_WIDTH always has the correct
width. This fixes the pole position minigame in namco museum and the gb
tower in Pokemon Stadium 2 #529. This fixes transition effects in Body
Harvest  #650. This fixes problems with the copy auxiliary option in
Body Harvest and Mario Tennis
2015-10-30 23:47:14 +01:00
Sergey Lipskiy
1eaa967553 Add hack_skipVIChangeCheck hack for Zelda MM.
Fix problem with Majora's Mask subscreen after Bomber's Notebook read, #698

The game switches to interlaced mode when it opens Notebook screen and background buffer is removed.
This hack prevents buffers clear on VI change.
2015-09-26 22:36:31 +06:00
Sergey Lipskiy
16e3af616c Add hack hack_VIUpdateOnCIChange for Quake II.
Quake II uses single buffer mode when underwater, so additional check
gDP.colorImage.changed != 0 is necessary to detect frame change.
This check may cause dummy buffers swaps, so now it is used for Quake II only.

Fixed #592
2015-07-03 15:03:01 +06:00
Sergey Lipskiy
6d53c3bbd8 Add hack_ignoreVIHeightChange.
Fixed Space Invaders Boss battle gliching #448
2015-06-25 11:14:46 +06:00
Sergey Lipskiy
b219997c80 Always show cfb until first dlist:
- move flag CHANGED_CPU_FB_WRITE from gSP to gDP (code refactor)
- enable CHANGED_CPU_FB_WRITE on video init.
- disable CHANGED_CPU_FB_WRITE in process display list.

many pd roms and demos use cpu rendering only
now they are supported with default settings
also detectCFB=1 now isn't needed anymore for some games

Commit is based on changes made by purplemarshmallow in #536
2015-05-18 12:55:42 +06:00
Sergey Lipskiy
db9943a7b9 Code refactor: move flag CHANGED_COLORBUFFER from gSP to gDP. 2015-05-18 12:35:48 +06:00