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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00
Commit Graph

96 Commits

Author SHA1 Message Date
Sergey Lipskiy
7228d0d5db Separate "Dump" and "Reload" options. 2020-06-14 15:52:09 +07:00
Sergey Lipskiy
827b69816f Add support in GUI 2020-04-02 16:10:08 +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
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
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
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
Sergey Lipskiy
bc05d5f0d8 Make optimization implemented in e0418c3c34 as optional.
S. F. Rush looks much better without the optimization.

Fixed #2068 S. F. Rush and Rush 2 - Regressions
2019-11-27 17:32:21 +07:00
Sergey Lipskiy
86a227308e Implement copy depth to main depth buffer. It is necessary for correct work of some Reshade shaders. 2019-09-27 19:33:18 +07:00
Sergey Lipskiy
b697393cab File stream implementation of TxCache. 2019-09-27 19:33:16 +07:00
fzurita
5df3f9dbac Threaded GLideN64 calls 2019-04-08 10:51:18 +07:00
Sergey Lipskiy
751fe2b3fa Convert fix for StarCraft 64 from commit 729bf94c5 to StarCraft specific hack,
because that case is actual for StarCraft 64 only.
2019-03-23 12:33:04 +07:00
Sergey Lipskiy
32901bf5dd Add option enableHalosRemoval for bilinear filtering. 2019-02-07 17:23:20 +07:00
gizmo98
164b1056b3 Add bilinear filtering modes which remove halos around transparent textures
This workaround is not implemented for gles2 devices.
2019-02-05 21:09:36 +07:00
Sergey Lipskiy
647f7759c2 Apply fix for GE multiplayer only for GE and PD.
Naboo does not use depth buffer clear with fillrect,
thus it does not allocate frame buffer for depth buffer clear.
GE multiplayer fix breaks depth compare in Naboo.
2019-02-04 20:04:48 +07:00
Sergey Lipskiy
f79f8d406a Add bgMode config setting. 2019-02-02 19:10:50 +07:00
Sergey Lipskiy
0f1b45cfa6 Add hack for Lode Runner 3-D.
The game uses very unique way to allocate frame buffers.
It uses double buffering, but both buffers share the same address space (sic!)
The game uses interlaced display mode, and lines in RDP buffers are interlaced too.
Plugin's fb and VI emulation code can't handle it properly, so I just added a hack.

Fixed Lode Runner 3-D: No video output if framebuffer is enabled #1937
2019-01-13 00:47:52 +07:00
Sergey Lipskiy
6135aa9de1 Activate hack for WCW Nitro backgrounds.
Currently it is impossible to draw them without hack.

Fixed WCW Nitro: the mysterious wrong textures #179
2019-01-13 00:38:10 +07:00
Sergey Lipskiy
13966d7de0 Remove Overscan::init 2018-12-18 16:53:32 +07:00
Sergey Lipskiy
9705f5d520 Implement FXAA 2018-09-09 16:36:09 +07:00
Sergey Lipskiy
9fb63e0460 Validate config after load.
Fixed glitches when 'MSAA' and 'N64 depth compare' both enabled, #1815
2018-06-28 16:18:16 +07:00
Sergey Lipskiy
6a1a4b590d Add profiles support to zilmar-spec build.
Details: #1836
2018-06-17 21:21:51 +07:00
Sergey Lipskiy
2322f5f53f Implement Overscan feature.
Remove Crop feature.
Change settings save-load when "per game settings" enabled:
    * When config dialog opens, show custom settings for the running game. If no game run yet, show main settings.
    * When user press OK button, save settings to the custom ini file and to the main ini file.
2018-06-17 20:04:45 +07:00
Sergey Lipskiy
2e7c0ecee2 Add forceDepthBufferClear config option.
Enable it for Eikou no Saint Andrews (J) in custom settings.

Fixed Eiko St Andrews: wrong 3d #161
2018-05-01 19:21:30 +07:00
Joe Mattiello
9497a9b868 Add iOS system ifdefs and gles includes 2018-03-31 10:54:20 +07:00
Sergey Lipskiy
822b098d6a Implement OSD Display: Internal Resolution and Rendering Resolution
Fixed #1733
2018-03-05 22:56:14 +07:00
Logan McNaughton
d2d0e9aafc Allow triple buffering in async copy mode 2018-02-23 13:43:30 +07:00
Sergey Lipskiy
8cb25b1fed Add support for blend modes, which can't be emulated with shader blender.
Add a hack for blend mode 0x0150 in Tony Hawk 2: Spiderman uses the same blend mode,
but has no problems with it.
2018-02-18 20:44:11 +07:00
Gillou68310
592c732ef3 Implement BOSS ZSort ucode (WDC, Stunt Racer) 2018-02-12 12:28:58 +01:00
Sergey Lipskiy
37cc010e85 Add special hack for monochrome effect in Zelda games.
Fixed OOT - major graphic glitches in cutscene #1673
2017-11-28 16:32:03 +07:00
Sergey Lipskiy
2da7be29d4 Add 'texture cache path' and 'texture dump path' config option.
Implemented request mult htc support #1383
2017-11-25 21:01:25 +07:00
Sergey Lipskiy
732c27a07d Do not reset gDP.otherMode.l for Quake.
Fixed Quake 64 depth issues #1169
2017-11-10 18:37:51 +07:00
Sergey Lipskiy
4e36fa07a2 Remove 'Video RAM usage limit' config option. 2017-11-04 18:43:29 +07:00
Sergey Lipskiy
dcf8784dca Disable hardware lighting for ucodes with custom lighting methods.
Fixed #1542 Turok 2/Turok 3 Per Pixel Lighting Rainbow Weapons.
2017-10-31 17:42:48 +07:00
Sergey Lipskiy
bc1f2d37d4 Code cleanup: remove commented code for blur post filter.
It will not be refactored.
2017-10-24 20:36:08 +07:00
Logan McNaughton
168dccde2a Allow Gauntlet Legends to boot in HLE
Code by LegendOfDragoon
2017-10-24 15:45:37 +07:00
Sergey Lipskiy
a2eefed0a3 Add hack for rect color alpha.
Details in commit d506d6134

Fixed Foresaken 64: wrong intro (regression) #1585
2017-09-26 22:58:05 +07:00
Sergey Lipskiy
81cc0854dc Fix blending when CLR_ON_CVG flag is on.
Remove hack for Pilot Wings.
2017-09-21 23:18:35 +07:00
Sergey Lipskiy
2f88a695a6 Add config option for debug dump. 2017-06-25 15:57:20 +07:00
Sergey Lipskiy
3e4a499a9b Add support for Super3D ucode.
Details: https://github.com/gonetz/GLideN64/issues/6#issuecomment-310126139

Fixed #6 wrong viewport in some games
2017-06-22 13:19:35 +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
5bfac0a664 Fix HD textures load for MK64, #1341 2017-03-23 22:51:34 +07:00
Sergey Lipskiy
8ee43ea611 Support VSync option in GUI.
Up config version.
2017-02-20 15:57:12 +07:00
Francisco Zurita
1319687f86 Replace ANDROID macro definition with OS_ANDROID 2017-02-09 20:38:27 +07:00
Sergey Lipskiy
37b6323281 New GUI layout by Ryan Rosser aka Aquatakat.
Feature: new GUI #1213
2016-12-04 12:37:28 +07:00
purplemarshmallow
d43148bc9e add hack for framebuffer emulation in Pokemon Snap 2016-11-30 22:00:58 +07:00