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

258 Commits

Author SHA1 Message Date
Sergey Lipskiy
81d79e3938 GLideNHQ refactor: use graphics::InternalColorFormatParam as type for color format variables. 2018-03-28 12:28:05 +07:00
Logan McNaughton
50998f2f33 Use graphics backend in GLideNHQ 2018-03-27 20:52:56 +07:00
Logan McNaughton
bdb0f7ca94 Emulate GL_DEPTH_CLAMP for GLES 2018-03-23 21:52:06 +07:00
Sergey Lipskiy
cbbc83ac96 Fix noise-based effects on texrects in "texrect in native res" mode.
Fixed GLideN64 3.0 Regression (Noise) #1740
2018-03-21 23:07:40 +07:00
Logan McNaughton
2fc1b5f462 Use glDrawRangeElements 2018-03-09 20:33:15 +07:00
Logan McNaughton
958758b37a Remove PixelWriteBuffer
And a few other small fixes
2018-03-09 20:32:56 +07:00
Logan McNaughton
a611105e6d Cache glTexParameter calls 2018-03-09 20:32:34 +07:00
Logan McNaughton
91ab96d514 Fix FB attachment caching when texture is deleted 2018-03-09 20:32:34 +07:00
Logan McNaughton
b81dd6a673 Keep track of FB attachments 2018-03-09 20:32:34 +07:00
Logan McNaughton
fefc4e63a8 Use short, not byte, for element index 2018-02-28 16:55:29 +07:00
Logan McNaughton
d467327349 Reduce some debug GL calls in production
Also only check extension support at init()
2018-02-27 20:30:19 +07:00
Francisco Zurita
667b3d28ee Make some Android checks only apply to PowerVR 2018-02-26 20:15:15 +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
Francisco Zurita
05295254b6 Fix slow down on Adreno 540 GPUs. 2017-12-21 00:17:27 -05:00
Francisco Zurita
d841854023 Fix texture filter when using GLSL ES. 2017-12-20 00:29:12 -05:00
Sergey Lipskiy
509ee7ed10 Code refactor: simplify texture fetching shader parts. 2017-12-15 21:14:25 +07:00
Sergey Lipskiy
4d59d3ef28 Texrect drawer tuning: rewrite check for test color
Text looks better in Quest64 and Paper Mario.
2017-12-15 12:38:25 +07:00
Sergey Lipskiy
fa102a65c9 Do not revert Y for rects. 2017-12-15 12:38:19 +07:00
Sergey Lipskiy
a89486f6bd Fix issue with plugin freeze when emulation ended while plugin is in full screen mode.
Fixed PJ64: End emulation in Full-screen mode is broken #1680
2017-12-15 12:38:16 +07:00
Sergey Lipskiy
4cb2e7d7e8 Minor cleanup for YUVCONVERT_TEX shader 2017-12-15 12:38:13 +07:00
Sergey Lipskiy
5604bb94fa Code refactor: CombinerProgram()::getKey() returns reference instead of object
to avoid copy of the key to temp object when combiner added to combiners map.
2017-12-15 12:38:10 +07:00
Sergey Lipskiy
6a72b09b1f Move texture fetching mode logic out of shader. 2017-12-15 12:38:03 +07:00
Gillou68310
cc3e1e6302 Add support for odroid 2017-12-14 17:45:21 +01:00
Sergey Lipskiy
05aaddd600 Fix use of prim depth in shaders.
Fixed Custom Robo graphic glitch in WIP Builds 3 #1678
2017-12-09 22:48:19 +07:00
Sergey Lipskiy
3241d49ee6 Code cleanup: use the same TEX_OFFSET macro for standard and 3point filtering.
OpenGL and GLES3+ shaders.
2017-12-02 12:45:43 +07:00
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.
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()
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
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.
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.
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.
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.
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.
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.
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
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:
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
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.
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:
* 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.
Fixed Pokemon Puzzle League: missing graphics in game (regression) #1588
2017-10-11 15:06:32 +07:00