Sergey Lipskiy
4756b1eb74
Correct FrameBufferList::renderBuffer
2017-01-29 22:16:01 +07:00
Sergey Lipskiy
df4a81bfea
Add special Parameter classes to make parametrs usage more safe.
2017-01-28 16:52:09 +07:00
Sergey Lipskiy
ea4d174e5c
Correct texture initialization.
2017-01-26 21:36:54 +07:00
Sergey Lipskiy
c9f98d175c
Fix some TODO issues in FrameBuffer.cpp
2017-01-25 21:01:32 +07:00
Sergey Lipskiy
5ba4588752
Rewrite ColorBufferToRDRAM
2017-01-25 20:58:05 +07:00
Sergey Lipskiy
80ed169e24
Remove use of OpenGL.h
2017-01-22 20:43:05 +07:00
Sergey Lipskiy
4e459c7645
Change type of CachedTexture name to graphics::ObjectHandle
2017-01-21 19:48:02 +07:00
Sergey Lipskiy
f64136ff3b
Remove OpenGL from DepthBuffer.
2017-01-21 18:55:14 +07:00
Sergey Lipskiy
f147927af9
Remove OpenGL use from FrameBuffer
2017-01-21 16:35:00 +07:00
Sergey Lipskiy
ba2847fda7
FrameBufferList::renderBuffer : replace glBindFramebuffer by gfxContext.bindFramebuffer
2017-01-18 22:40:01 +07:00
Sergey Lipskiy
c5e2575722
Fixes
2017-01-16 20:56:13 +07:00
Sergey Lipskiy
e83c3489a3
Replace OGLVideo by DisplayWindow
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Replace OGLRender by GraphicsDrawer
2017-01-16 20:56:11 +07:00
Sergey Lipskiy
09a5b414c4
Remove FBOTextureFormats usage
2017-01-16 20:56:01 +07:00
Sergey Lipskiy
43e8aef6ea
Remove old-style code.
2017-01-09 11:21:06 +07:00
Sergey Lipskiy
c39b639d7c
Remove unused shaders related files.
2017-01-08 20:31:38 +07:00
Sergey Lipskiy
dcf1065957
Add textureIndices parameters
2017-01-08 17:49:47 +07:00
Sergey Lipskiy
daf6646b97
BufferManipulationObjects 2: createRenderbuffer, initRenderbuffer
2017-01-02 22:40:41 +07:00
Sergey Lipskiy
cf5e9d8ed2
BufferManipulationObjects WIP
2017-01-02 21:00:49 +07:00
Sergey Lipskiy
7fdf97cf29
Use gfxContext in FrameBuffer
2017-01-02 00:09:19 +07:00
Sergey Lipskiy
3eb11aac82
setTextureParameters WIP
2017-01-01 21:59:54 +07:00
Sergey Lipskiy
737442b1eb
Correct depth buffer clear for aux buffers.
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Fixed regression in NFL Quarterback Club 98
2016-12-08 23:29:08 +07:00
purplemarshmallow
d43148bc9e
add hack for framebuffer emulation in Pokemon Snap
2016-11-30 22:00:58 +07:00
Sergey Lipskiy
807622f7bf
Fix image jitter in interlaced mode.
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Fixed regression caused by commit f2b9883
2016-11-30 20:47:32 +07:00
Sergey Lipskiy
b32d8020bb
Add black column in output as solution for "Last column problem." #1246
2016-11-24 14:38:02 +07:00
Francisco Zurita
20e4f972aa
Use glTexStorage2D for textures being attached to FBOs
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But only for GLES 3.0 and 3.1, with OpenGL it causes issues for older
versions.
2016-11-23 00:23:19 -05:00
Francisco Zurita
b3b8eeb83e
Use configured FBO texture formats in more places.
2016-11-23 00:14:15 -05:00
Logan McNaughton
ad77e3db52
Remove some GLES3_1 ifdefs
2016-11-22 12:59:15 +07:00
Sergey Lipskiy
f2b9883681
Correct only dstY0 for lower field.
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Fixed image jitter in topgear hyperbike
2016-11-20 19:24:34 +07:00
Sergey Lipskiy
1f5bde610a
Another correction for Xoffset
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Fixed topgear hyperbike heavily flickering (regression) #1240
Hyper Bike has *REG.VI_WIDTH == 1152
ColorImage.width == VI.width == 576
addrOffset is multiple of ColorImage.width,
so addrOffset % (*REG.VI_WIDTH) can be equal to ColorImage.width
and image shifted out of screen.
2016-11-20 19:22:31 +07:00
Sergey Lipskiy
be6179cbcc
Revert 263ddf4
because it does not work properly on old PC cards.
2016-11-14 20:45:32 +07:00
Francisco Zurita
16262e52ad
Fix some differences between GLES2 and GLES3 code.
2016-11-14 14:01:43 +07:00
Sergey Lipskiy
263ddf4baa
Use glTexStorage2DMultisample instead of glTexImage2DMultisample for OpenGL.
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The same code with GLES3X.
2016-11-13 11:42:14 +07:00
Francisco Zurita
7ca4d0430b
Workaround for devices where glBlitFrameBuffer produces output upside
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down.
2016-11-04 20:27:55 +07:00
Francisco Zurita
478344ab5f
Fix some issues with multisampling which were causing GL errors
2016-11-04 20:05:23 +07:00
Sergey Lipskiy
1d87a92c72
Do not use frame buffer as texture if the buffer is just allocated.
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Fixed tripleplay2000: black background in game #346
Problem: The game allocates auxiliary buffer with the same width
as the main one. Plugin detects it as main buffer and set its width
and height as of main buffer. Actual buffer height is half of main
buffer height, but it became known only when game switches to the
main buffer. Wrong buffer height leads to wrong calculation of
buffer address space. Game uses textures with addresses behind
the actual buffer’s address space but within calculated one.
Plugin tries to use buffer texture instead and, as the result,
everything is black.
Solution: The situation is bad. Plugin cannot detect that
allocated buffer is an aux one. I decided to forbid buffer usage
as texture if buffer is new. New buffer is blank, so reading from
it is strange. N64 games do lots of strange stuff, so this solution
is potentially dangerous.
2016-10-29 23:46:39 +07:00
Francisco Zurita
df366f0f6b
Fix verious GL errors in GLES 3.1 mode and Mario tennis.
2016-10-29 19:50:44 +07:00
Sergey Lipskiy
57dbfb5145
Revert changes in FrameBuffer::getTexture made by commit 6942083
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These changes are incorrect and cause regression in Paper Mario fortune teller.
2016-10-25 12:27:49 +07:00
Sergey Lipskiy
85a5ae8ea1
Implement performance counter.
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Implement drawing performance info on screen.
2016-10-08 14:53:33 +07:00
Sergey Lipskiy
aab6726117
Implement crop image feature.
2016-10-08 14:53:21 +07:00
Sergey Lipskiy
ce5abcb21b
Correct FrameBuffer::isValid - do not update m_validityChecked when isValid called from VI_UpdateScreen
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Fixed Broken Pokemon stadium 2 in-game portraits #1149
2016-10-05 15:39:41 +07:00
Sergey Lipskiy
ff55e5bea9
Apply scissor to all input coordinates in FrameBufferList::fillRDRAM.
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Fixed Super Smash Bros Intro not playing with Framebuffer Emulation enabled #1154
2016-10-04 21:22:20 +07:00
Sergey Lipskiy
6942083612
Disable FrameBuffer::_getSubTexture for GLES2 because GLES2 implementation of OGLRender::copyTexturedRect can't be safely used here.
2016-09-29 19:58:56 +07:00
Sergey Lipskiy
39da91bb93
Move gDPFillRDRAM to FrameBufferList::fillRDRAM
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Correct FrameBuffer::isValid()
Code cleanup.
Fixed Mickey Speedway USA is broken again. #1132
2016-09-27 21:43:28 +07:00
Sergey Lipskiy
b5163ca048
Drop cfb flag when buffer changed.
2016-09-19 15:32:24 +07:00
Sergey Lipskiy
e28bebd17e
Add validity check for background fb textures.
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Fixed Nushi Zuri 64: fb background doesn't work anymore #1115
Problem: The game normally uses color and depth buffers.
When it needs to show rectangle with text, CPU copies current color buffer
by depth buffer address. This buffer rendered as background, text rendered over.
Plugin detects buffer usage and tries to use depth buffer as background texture.
That buffer in video memory has no color information, because data copied by CPU and contained in RDRAM.
Solution: check that found frame buffer is valid.
In this case validity check will fail because RDRAM content modified by CPU,
and background will be read from RDRAM.
2016-09-16 17:09:25 +07:00
Sergey Lipskiy
5a296525ea
FrameBufferList::renderBuffer : correct condition for Xoffset.
2016-09-12 21:26:37 +07:00
Sergey Lipskiy
32172d30af
Fix depth buffer clear for aux buffers.
2016-09-11 18:08:03 +07:00
Sergey Lipskiy
21ef068f2a
Fix typo in FrameBuffer::getTexture
2016-09-11 15:27:59 +07:00
Sergey Lipskiy
9faeb2bfb9
Force clear depth buffer for aux buffers.
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Fixed uncleaned depth buffer problem when depth buffer cleared partially via fillrect.
2016-09-08 22:29:12 +07:00
Sergey Lipskiy
d289d4c65a
Correct conditions when render to depth buffer can be enabled.
2016-09-07 21:11:31 +07:00