zilmar
ba7a84c2d1
GLideNUI-wtl: Add language for texture tab
2020-04-22 21:14:16 +07:00
zilmar
e2bb100244
GLideNUI-wtl: Add language for frame buffer
2020-04-22 21:14:16 +07:00
zilmar
dc5ac40007
GLideNUI-wtl: Add language translation for emulation tab
2020-04-22 21:14:16 +07:00
zilmar
c185cecb01
GLideNUI-wtl: Add language translation to config-video
2020-04-22 21:14:16 +07:00
zilmar
6c4b18266e
GLideNUI-wtl: Generate Screen shot
2020-04-22 21:14:16 +07:00
zilmar
02fcbf9b88
GLideNUI-wtl: Handle changing/adding/removing profile
2020-04-22 21:14:15 +07:00
zilmar
512544ca67
GLideNUI-wtl: change resolution to a combo box
2020-04-22 21:14:15 +07:00
zilmar
f802d0fd51
GLideNUI-wtl: Add dithering options
2020-04-22 21:14:15 +07:00
zilmar
f6bc760e28
GLideNUI-wtl: dpi is not a pointer
2020-04-22 21:14:15 +07:00
oddMLan
14edd21541
GLideNUI-wtl: Match Qt GUI 1:1
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Based on commit c168f53d12
With some minor improvements/differences over Qt GUI
- Fully DPI aware
- Dithering is in the Video tab instead of Emulation, some wording differences
Observations:
- "Windowed resolution" is an editable combobox now. Need to parse custom resolution as well suggest some default ones
- "Enable noise" has been removed since it's permanently enabled in latest master
- Need to sync with upstream to connect the Dithering stuff with the config system
- Warning under Antialiasing section needs to hide if N64-depth compare is disabled, but might be difficult to do
Further suggestions:
- "Save" button should be an "Apply" button that applies the settings to current game without pausing. Might be out of the scope of this refactor though.
- Need to test GUI in Windows XP, Windows Vista/7/8.1 to make sure nothing looks out of place
2020-04-22 21:14:15 +07:00
oddMLan
66175d82de
GLideNUI-wtl: Add DPI-aware icon handling code
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Other: Minor layout fixes
2020-04-22 21:14:15 +07:00
zilmar
5cb23ede3a
GLideNUI-wtl: Start to add code for handling profiles
2020-04-22 21:14:15 +07:00
zilmar
2792ae8879
GLideNUI-wtl: Fix up release build
2020-04-22 21:14:15 +07:00
zilmar
5f61dd12a5
GLideNUI: make Gliden64 have rc files
2020-04-22 21:14:15 +07:00
zilmar
f2e32892a3
Add GLideNUI-wtl
2020-04-22 21:13:33 +07:00
Logan
3726fe4d7e
Enable FBInfo for Dr Mario and FlappyBird
2020-04-18 11:53:31 +07:00
Logan
686fa7d108
FlappyBird64 requires CopyFromRDRAM
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Fixed #2197 FlappyBird HUD elements not displayed
2020-04-17 19:11:52 +07:00
Sergey Lipskiy
929ad25439
Correct custom settings for Pokemon Snap:
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set rdram image dithering to Bayer.
Camera can't properly detects the Pidgeys at the start of the first level
when Blue Noise dithering is used.
Fixed #2213 Pokemon Snap detection broken
2020-04-17 15:52:42 +07:00
Sergey Lipskiy
e1acebd84a
Disable Whole Program Optimization because of #2098 and #2207
2020-04-16 18:18:58 +07:00
Sergey Lipskiy
50dd3ed2e0
Set clip ratio to 1 when render image from DRARM.
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Fixed #2211 Duplicate image in Dr. Mario
2020-04-16 17:28:07 +07:00
Logan McNaughton
7ef3be1cab
Mask VI_ORIGIN address
2020-04-15 11:12:42 +07:00
Sergey Lipskiy
9eddde6e0f
Fix "division by zero" issue in gSPObjSprite.
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Fixed #2192 Unknown memory action on Magical Tetris Challenge
2020-04-11 14:57:50 +07:00
fzurita
fbd1ad1a5a
Fix broken Android compilation with updated xxHash
2020-04-09 15:33:56 +07:00
Sergey Lipskiy
d8f031294a
Use linear equation for LOD calculation,
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as proposed by standard-two-simplex in #2203
2020-04-09 15:06:59 +07:00
Sergey Lipskiy
a73da69e10
Always use clip ratio 1 for rects and screen-space triangles.
2020-04-06 20:01:54 +07:00
Sergey Lipskiy
2ebfabaf8e
Revert "Set clip ratio to 1 in TexrectDrawer."
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This reverts commit cd9b5e1c93f0a01a9648982f8ecffcc08919e6f2.
2020-04-06 20:01:54 +07:00
Sergey Lipskiy
2169384245
Set default clip ratio to
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- 2 for F3DEX2 and .Rej,
- 1 for F3DEX and other fast3d ucodes, except .Rej
2020-04-06 20:01:54 +07:00
Sergey Lipskiy
aeabfd3912
Set clip ratio to 1 in TexrectDrawer.
2020-04-06 20:01:53 +07:00
Sergey Lipskiy
a2d731b4db
Update viewport on clip ratio change.
2020-04-06 20:01:53 +07:00
Sergey Lipskiy
0b8f10f9d6
Set gSP.clipRatio default value to 1 for all ucodes but Rej ones, where it is 2.
2020-04-06 20:01:53 +07:00
S2S
2c51fb096f
Magnify clipping space by ClipRatio.
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Fixed #190 Cruis'n World: wrong logo
2020-04-06 20:01:53 +07:00
Sergey Lipskiy
0cca2fa2fe
Change type for BlueNoiseItem fields from char to signed char.
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It should fix compilation on ARM.
2020-04-06 19:58:57 +07:00
Logan McNaughton
c168f53d12
Fix bug introduced by 85a8635952
2020-04-05 11:06:58 +07:00
gizmo98
a96853d559
Dithering settings: add tooltip text
2020-04-05 10:54:12 +07:00
Sergey Lipskiy
827b69816f
Add support in GUI
2020-04-02 16:10:08 +07:00
Sergey Lipskiy
219019a39b
Enable dithering quantization by default.
2020-04-02 14:53:06 +07:00
Sergey Lipskiy
5ff3ef9649
Dithering shader: correct read threshold value from matrices.
2020-03-31 18:31:44 +07:00
Sergey Lipskiy
a0991dc9cf
Refactor shader dithering code: replace mix by switch..case
2020-03-31 18:31:44 +07:00
Sergey Lipskiy
beee2bc368
Use enableHiresNoiseDithering setting.
2020-03-31 18:31:43 +07:00
Sergey Lipskiy
d7e3b4c84b
Some dithering shaders refactoring.
2020-03-31 18:31:43 +07:00
Sergey Lipskiy
897fc35d51
Remove ditheringMode and bufferDitheringMode settings.
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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
f566c1bc59
Support dithering mode in GUI.
2020-03-31 18:31:41 +07:00
Sergey Lipskiy
d621eb4d34
Add enum DitheringMode for better readability.
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Few fixes.
2020-03-31 18:31:41 +07:00
gizmo98
350d791596
-Remove enableDithering setting and use ditheringMode for everything
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-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
1a6f83aa6c
Disable RDRAM dithering if nativeResFactor = 1 and dithering is enabled
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Don’t dither twice.
2020-03-31 18:31:40 +07:00
gizmo98
0597632f8a
Add dithering options and better color noise dithering
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-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
gizmo98
6bdcaa0bfa
Add RDRAM dithering: Dither image if RGBA16 is written to RDRAM
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ColorbufferToRDRAM RGBA to RGBA16 conversion produces color banding.
Implement dithering according to n64 documentation to hide color
banding.
2020-03-31 18:31:39 +07:00
Logan McNaughton
85a8635952
Update to XXH3 for CRC_OPT
2020-03-30 21:16:59 +07:00