Sergey Lipskiy
7ad1bae3ee
Enable noDepthFrameBuffers hack for Vigilante 8.
2017-11-16 18:51:05 +07:00
Sergey Lipskiy
ddec7aabe6
Revert "Do not use aux depth buffer as hwfbe texture."
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This reverts commit bd10c7a788
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2017-11-16 18:32:05 +07:00
Logan McNaughton
a8aa9833e4
Fix chunk copy start address
2017-11-16 09:44:51 +07:00
Sergey Lipskiy
9ab843a9cc
Fix copy buffer chunk to RDRAM.
2017-11-16 09:44:48 +07:00
Sergey Lipskiy
4d4a2d18a2
Fix RDRAMtoColorBuffer::copyFromRDRAM with FBInfo
2017-11-16 09:44:44 +07:00
Sergey Lipskiy
60c092ee23
FBInfo fixes
2017-11-16 09:43:08 +07:00
Francisco Zurita
538674da51
Fix Pokemon Snap border flicker
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This flicker happens while zooming in to take a picture while RDRAM to
color buffer and color buffer to RDRAM are both enabled.
2017-11-15 16:17:42 +07:00
Sergey Lipskiy
5a037474a2
Code cleanup: fix compilation warnings.
2017-11-15 15:07:52 +07:00
Logan McNaughton
5f088c70ce
Copy 4k block in FBInfo Chunk copies
2017-11-11 13:59:12 -07:00
Sergey Lipskiy
06b995c5f7
Code refactor: use _FIXED2FLOATCOLOR instead of _FIXED2FLOAT for color transformation from int to float.
2017-11-11 21:35:19 +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
732c27a07d
Do not reset gDP.otherMode.l for Quake.
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Fixed Quake 64 depth issues #1169
2017-11-10 18:37:51 +07:00
Sergey Lipskiy
897a100a97
Fix cmake warning "MACOSX_RPATH is not specified for the following targets"
2017-11-09 12:59:26 +07:00
Sergey Lipskiy
706b648991
Fix clang: error: unsupported option '-static-libgcc'
2017-11-09 12:46:13 +07:00
Sergey Lipskiy
76066ecd4c
Fix compilation for MSVS 2013
2017-11-09 00:02:49 +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
a5bf8458a4
Rename msvc15 project folder to msvc2015 (QT style)
2017-11-08 11:15:43 +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
dd4fac7230
Set tmu when init hires texture.
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Fixed: Zelda: OoT Texture Pack flickers before day/night transition #1470
2017-11-05 22:27:13 +07:00
Sergey Lipskiy
f75dd4ea9d
Correct project for MSVS 2013
2017-11-05 22:26:06 +07:00
Sergey Lipskiy
ef56e0da7c
Clear hires texture cache if there was an error during load.
2017-11-05 11:56:35 +07:00
Sergey Lipskiy
9d149b33ed
Correct TxHiResCache::loadHiResTextures: stop texture load if memory allocation failed.
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It is done as an attempt to fix plugin's crash when it loads huge texture pack, such as Zelda OOT Community Retexture Project V7
The attempt is not succeded: plugin may crash after texture pack load because texture cache
consumed almost all available memory and the rest is not enough for plugin's work.
The code is useful anyway.
Note: the problem is heavier with Project64. mupen64plus build has better chance to load huge texture packs.
2017-11-04 22:49:37 +07:00
Sergey Lipskiy
28051387e9
Code refactor: rewrite TxUtil::getNumberofProcessors()
2017-11-04 19:26:50 +07:00
Sergey Lipskiy
fb6d945953
Replace #ifdef WIN32 by #ifdef OS_WINDOWS in GLideNHQ
2017-11-04 19:00:50 +07:00
Sergey Lipskiy
4e36fa07a2
Remove 'Video RAM usage limit' config option.
2017-11-04 18:43:29 +07:00
Sergey Lipskiy
a2ac255710
Fix divide by zero crash when hd texture is less than original one.
2017-11-02 23:39:21 +07:00
Sergey Lipskiy
d1bf2e3979
Fix load hires textures.
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Fixed 2 zelda oot problems #1521
2017-11-02 22:59:18 +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
1d624c4e7e
Correct "Debug" configuration for GLideNUI project: add DEBUG_DUMP to PreprocessorDefinitions
2017-11-02 11:10:18 +07:00
Sergey Lipskiy
f94216cf02
MSVS project for mupen64plus x64
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Result will be copied to folder pointed by "Mupen64PluginsDir_x64" environment variable.
2017-11-02 11:05:55 +07:00
gizmo98
f29468728b
arm neon: Disable hardware lighting for ucodes with custom lighting methods.
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https://github.com/gonetz/GLideN64/commit/dcf8784dca047b347d8ec4fc8a0d88
dd8ab9b081
2017-11-01 13:52:28 +01:00
Sergey Lipskiy
184debbd43
Fix gDPLoadTLUT when count > 256
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Fixed crash in Vigilante 8: 2nd Offense Menu #1479
2017-11-01 17:45:24 +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
77ffe6106e
Split othermode::textureConvert on 3 bits.
2017-10-31 13:27:34 +07:00
Logan McNaughton
5b297d844a
Add some missing items in custom INI reading
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for mupen64plus
2017-10-30 07:42:38 -06:00
Sergey Lipskiy
757c3c4f8f
Calc FPS as number of color buffer origin changes per second.
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Fixed FPS counter not reporting correctly #1510
2017-10-30 15:33:38 +07:00
Sergey Lipskiy
58636fcee6
Do not clear RDRAM after copyFromRDRAM when FBInfo enabled
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Fixed FBInfo not working #1559
2017-10-30 15:01:38 +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
d035c4da56
Fix compilation on Android.
2017-10-27 13:42:02 +07:00
Sergey Lipskiy
1cdb1754a6
Fill noise textures data only once on plugin's start.
2017-10-27 10:43:14 +07:00
Sergey Lipskiy
f6b0f3446b
Fix compilation with gcc.
2017-10-27 10:08:22 +07:00
Francisco Zurita
77a777162c
Fix flickering when copy color to RDRAM and RDRAM to color buffer are
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enabled.
2017-10-26 14:50:30 +07:00
Francisco Zurita
7d5c2a011c
Add more files to .gitignore
2017-10-26 14:50:30 +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