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.
Problem: Some games have strange glitch, which looks like vertical line of
pixels outside of right bound of the image. Examples: JFG title screen,
both Zelda games when new game started. Software plugin has the same issue,
but when image passes VI stage, the problem disappears. Most likely
VI filters somehow eat the rightmost pixels. I suspect that it is result of
divots elimination. Thus, the fix works like this:
when divot flag is set the rightmost column of pixels is not shown.
Fixed Majora's Mask screen turns red #790
Problem description:
the game allocates 8bit aux frame buffer when enter to subscreen.
When screen shrink effect started, the game allocates 16bit buffer on the same address.
Since plugin already had buffer allocated, it reused that buffer. Since the buffer's
texture had only red component, whole screen turned red.
Fix: create new buffer if color depth of existing buffer is less than necessary.
OES_EGL_image_external OpenGL ES extension to copy the color buffer into
system memory. This provides large performance improvements in many
Android devices.
This happens with Beetle Adventure Racing when the movie reel
effect is at work. It threw up a whole bunch of errors without
taking into account whether or not the framebuffer is multi-sampled.
When N64 game needs to apply frame buffer texture to a polygon, it
copies part of frame buffer data to texture memory. The plugin
does not copy frame buffer texture, since frame buffer texture already in video memory
and thus can be used directly.
However, sometimes polygons with frame buffer texture use texture coordinates wrap.
Wrap can't be done correct when whole frame buffer texture is used.
Thus, frame buffer subimage copy is implemented. Part of texture copied to
a new texture, which can be correctly wrapped.
Fixed PD cloacking effect, #839