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Commit Graph

1764 Commits

Author SHA1 Message Date
Sergey Lipskiy
c816f7deeb Code refactor: rename CLIP_Z to CLIP_W 2016-06-20 15:12:31 +06:00
Sergey Lipskiy
1a114dd560 Fix compilation on Android. 2016-06-20 13:00:03 +06:00
Logan McNaughton
d2332fb546 Allow OpenGL.h to use libretro GL State Machine 2016-06-19 21:34:32 -06:00
Sergey Lipskiy
706e35dd10 Fix GL error when open Zelda OOT pause screen. 2016-06-18 18:47:32 +06:00
Sergey Lipskiy
2fbee3661f Move TextureFilterHandler class to separate files. 2016-06-10 17:58:47 +06:00
Sergey Lipskiy
86fbea9edc Code refactor: replace NULL by nullptr. 2016-06-10 12:40:18 +06:00
Sergey Lipskiy
0060d3ea80 Fix fb texture size for ColorBufferToRDRAM.
Fixed crash in ColorBufferToRDRAM::_initFBTexture on Perfect Dark start.
2016-06-10 12:40:12 +06:00
Logan McNaughton
287eb6ac08 Allowing building GLideNHQ using GLES2 2016-06-09 09:22:08 -06:00
Sergey Lipskiy
e7be11f62e Rename filter() shader function to texFilter() since "filter" can be a reserved keyword #1020 2016-06-09 12:40:58 +06:00
Logan McNaughton
3c1495de80 Update ColorBufferToRDRAMStub.cpp to match recent commits 2016-06-09 12:25:40 +06:00
Sergey Lipskiy
ffe0b61e76 Rename ColorBufferToRDRAMDesktop to ColorBufferToRDRAM_GL
and ColorBufferToRDRAMAndroid to ColorBufferToRDRAM_GLES
2016-06-08 22:06:02 +06:00
Sergey Lipskiy
2ed1dc17ad ColorBufferToRDRAM: use inner buffer for pixel data to avoid memory allocation/deallocation. 2016-06-08 21:57:50 +06:00
Francisco Zurita
87c93d9491 Fix PBOs in Android 2016-06-08 21:26:22 +06:00
Logan McNaughton
8c632ca0ad Fix Texture Cache on Raspberry Pi
The Raspberry Pi only supports 32768 GPU memory allocations
see https://github.com/raspberrypi/firmware/issues/611

Each texture takes 2 allocs, so the max is around 16000, I've set it to 15000 to be safe
2016-06-08 20:10:14 +06:00
Sergey Lipskiy
c9615e9164 Remove unused uniform uDepthScale from GLES2 shaders. 2016-06-08 14:14:14 +06:00
Logan McNaughton
c796dcd5d9 Disable uDepthScale check on GLES2
It is not used for GLES2
2016-06-08 14:05:22 +06:00
Logan McNaughton
c74d0419b6 Make uTestColor non-uniform
GLSL ES 1.0 doesn't like when you initialize a uniform
2016-06-08 14:05:22 +06:00
Logan McNaughton
fee2736cc0 This makes gliden64.log a little easier to read 2016-06-06 10:37:44 -06:00
Sergey Lipskiy
c5e70d6b24 Change depthInternalFormat to GL_DEPTH_COMPONENT16 for GLES2 2016-06-03 11:29:35 +06:00
Sergey Lipskiy
99a075eae7 Add config option enableNativeResTexrects.
Support in GUI and mupen64plus settings.
2016-06-03 11:06:33 +06:00
Sergey Lipskiy
5df6498405 Move glDisable(GL_CULL_FACE) to the right place.
Fixed Earthworm Jim 3D.
2016-06-03 11:06:21 +06:00
Sergey Lipskiy
cce66dfdd0 Fix glitch in Mario Tennis. More optimizations. 2016-06-03 11:06:15 +06:00
Sergey Lipskiy
baa8b28056 Fix TexrectDrawer work with AA enabled. 2016-06-03 11:05:39 +06:00
Sergey Lipskiy
cfdecc71b9 Correct check for adjacent rects. 2016-06-03 11:05:15 +06:00
Sergey Lipskiy
2171e40346 Reduce GL state updates. 2016-06-03 11:05:01 +06:00
Sergey Lipskiy
132a643984 Fill TexrectDrawer buffer with test color. 2016-06-03 11:04:49 +06:00
Sergey Lipskiy
7d0388f466 Simplify TexrectDrawer shaders. 2016-06-03 11:04:23 +06:00
Sergey Lipskiy
cefffa7c24 Fix depth compare for TexrectDrawer. 2016-06-03 11:03:26 +06:00
Sergey Lipskiy
2f28e0e3db Move depth compare update to separate function. 2016-06-03 11:03:06 +06:00
Sergey Lipskiy
22e95a81ad Fix TexrectDrawer drawing rectangle size when area is not rectangular. 2016-06-03 10:44:23 +06:00
Sergey Lipskiy
638e8791fc Correct scissor for TexrectDrawer. 2016-06-03 10:44:23 +06:00
Sergey Lipskiy
00b9de68e0 Implement TexrectDrawer. 2016-06-03 10:44:23 +06:00
Sergey Lipskiy
27a7540130 Add bHDTexture flag to CachedTexture structure. 2016-06-03 10:44:23 +06:00
Logan McNaughton
30abd96f5b Fix 3point filtering on the Raspberry Pi 2016-06-03 10:14:56 +06:00
Francisco Zurita
356d1e291b One less copy when copying GPU Frame Buffer to RDRAM 2016-06-02 23:02:03 -04:00
Sergey Lipskiy
db8d8bee30 Fix DepthBufferToRDRAM.cpp needs to explicitly include C-style <math.h> #1007 2016-06-02 15:29:54 +06:00
Sergey Lipskiy
5337af720f Correct CMakeLists.txt 2016-05-30 20:50:20 +06:00
Sergey Lipskiy
70a476bb2a Make GLFunctions.cpp for EGL common for EGL and Windows. 2016-05-30 13:57:10 +06:00
Francisco Zurita
f92c5f1c05 Add support for Full OpenGL in Android through EGL 2016-05-30 01:28:48 -04:00
Sergey Lipskiy
26f6b545e1 ColorBufferToRDRAM: move platform specfic code to separate classes. 2016-05-30 11:11:22 +06:00
Sergey Lipskiy
2834fa1780 Code refactor: move classes FrameBufferToRDRAM, DepthBufferToRDRAM and RDRAMtoFrameBuffer from FrameBuffer.cpp to separate files. 2016-05-30 11:11:15 +06:00
Francisco Zurita
dca2c29edf When in CopyColorToRDRAM async mode, we will now use the
OES_EGL_image_external OpenGL ES extension to copy the color buffer into
system memory. This provides large performance improvements in many
Android devices.
2016-05-30 11:10:57 +06:00
Francisco Zurita
a8a0b0bcc6 Fix ReadScreen2 on Android 2016-05-29 16:22:55 +06:00
Francisco Zurita
9ebbcfc4a3 Fix issue where the PostProcessor class would sometimes be reconstructed. 2016-05-28 18:27:50 -04:00
Logan McNaughton
171b8c35fe glEnable(GL_TEXTURE_2D) is not valid for Open GL ES 2 (probably not valid for 3+ either, but it doesn't throw an error in those versions)
Fixes https://github.com/gonetz/GLideN64/issues/999

See:
https://www.khronos.org/opengles/sdk/docs/man/xhtml/glEnable.xml
2016-05-25 13:59:04 -06:00
Sergey Lipskiy
5b6b33f80b Correct "EnableBloom" parameter type in mupen64plus config. 2016-05-23 15:26:48 +06:00
matto
04e90bee85 Fix multisampling when the VI origin is not 0
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.
2016-05-23 15:26:45 +06:00
Logan McNaughton
7a4ef394b1 Add support for building without GLideNHQ 2016-05-21 22:07:40 +06:00
Logan McNaughton
13cb7285a8 Fix shaders on the Raspberry Pi 2016-05-21 21:52:37 +06:00
Sergey Lipskiy
37cb9ef9b8 gDPLoadTile: check for frame buffer texture before check for RDRAM bound crossing.
Fixed Banjo-Tooie Framebuffer not working properly #651
2016-05-19 22:50:43 +06:00