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

2801 Commits

Author SHA1 Message Date
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
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
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
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
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.
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.
Fixed main menu in Paper Mario.
2017-11-07 11:22:12 +07:00
Sergey Lipskiy
dd4fac7230 Set tmu when init hires texture.
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.
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.
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.
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
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.
https://github.com/gonetz/GLideN64/commit/dcf8784dca047b347d8ec4fc8a0d88
dd8ab9b081
2017-11-01 13:52:28 +01:00
Sergey Lipskiy
184debbd43 Fix gDPLoadTLUT when count > 256
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.
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
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
for mupen64plus
2017-10-30 07:42:38 -06:00
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
Sergey Lipskiy
58636fcee6 Do not clear RDRAM after copyFromRDRAM when FBInfo enabled
Fixed FBInfo not working #1559
2017-10-30 15:01:38 +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
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
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
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
bd10c7a788 Do not use aux depth buffer as hwfbe texture.
Fixed black polygons in vigilante 8,  #1639
2017-10-24 20:36:14 +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
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