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
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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)
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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
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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.
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Fixed Banjo-Tooie Framebuffer not working properly #651
2016-05-19 22:50:43 +06:00
Francisco Zurita
5d45a45282
Framebuffer copy performance improvements
2016-05-18 14:24:12 +06:00
Sergey Lipskiy
020144d6fd
Disable scissoring when blit internal buffers.
2016-05-14 18:15:54 +06:00
Sergey Lipskiy
88656c9059
Correct multisample texture resolving in FrameBufferList::renderBuffer.
2016-05-14 18:13:18 +06:00
Sergey Lipskiy
70ede8237e
Fix postprocessor when native resolution factor and AA enabled.
2016-05-14 18:11:45 +06:00
Sergey Lipskiy
d571587531
Fix postprocessor when native resolution factor is used.
2016-05-13 23:29:35 +06:00
Sergey Lipskiy
71caf75b7a
Don't add blending to shaders for COPY and FILL cycle modes.
2016-05-13 18:09:24 +06:00
Sergey Lipskiy
de388cbc56
Remove FrameBuffer::m_postProcessed field since it became useless after PostProcessor modifications.
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Fixed pga european tour: gauge not working properly (fb effect) #325
2016-05-13 00:06:25 +06:00
Sergey Lipskiy
6ea36941d5
Correct ZMODE_OPA
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Fixed:
A Bug's Life (U) depth compare problem #743
Tigger's Honey Hunt : 2d missing in menu #52
2016-05-11 14:59:38 +06:00
Sergey Lipskiy
d337f0a316
Correct texture select when texture LOD is enabled but combiner does not use LOD.
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Fixed tunel lamps in Top Gear Rally, #981
2016-05-10 21:44:03 +06:00
Sergey Lipskiy
b0a01b26b7
Correct 2cycle combiners when 1st and 2nd stages are the same.
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Fixed cars windows in Top Gear Rally, #981
2016-05-10 21:39:51 +06:00
Sergey Lipskiy
fc0b0df0b6
Fix FrameBuffer::_getSubTexture : disable scissor before glBlitFramebuffer
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Fixed rear mirror in Roadsters, #741
2016-05-10 20:29:27 +06:00
Sergey Lipskiy
87f307c3ff
FrameBuffer: replace m_pLoadTile by m_loadTileOrigin and m_loadType.
2016-05-10 20:29:21 +06:00
MaximeMorel
caadac1a7c
Fix Linux compilation
2016-05-10 08:54:19 +01:00
Sergey Lipskiy
f61293fe2b
Disable scissor for RDRAMtoFrameBuffer::CopyFromRDRAM
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Fixed copy buffer from RDRAM in native resolution.
2016-05-09 18:27:51 +06:00
Sergey Lipskiy
a08af7003f
Fix DepthBuffer::copyDepthBufferTexture when AA is enabled.
2016-05-09 18:11:30 +06:00
Sergey Lipskiy
67e75ad997
Fix depth texture sizes.
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Fixed depth compare when internal resolution set by native resolution factor
is greater then screen/window resolution.
2016-05-09 17:58:21 +06:00
Sergey Lipskiy
f9a8ff7087
Fix texture scale in FrameBuffer::getTextureBG
2016-05-09 17:37:23 +06:00
Sergey Lipskiy
ccff245f85
Implement render to depth buffer.
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Fixed shadows in Pilot Wings.
Removed special texrect for NFL Quaterback 98 monitor: it is now supported by general code
2016-05-08 17:25:22 +06:00
Sergey Lipskiy
8ab1ca7468
Code refactor: replace hack_skipVIChangeCheck and hack_ZeldaCamera by one hack_ZeldaMM
2016-05-08 16:58:21 +06:00
Sergey Lipskiy
45d9d63564
Implement frame buffer subimage copy.
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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
2016-05-08 15:58:19 +06:00
Sergey Lipskiy
ef5af03aaa
Code refactor: replace
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBufferList().getCurrent()->m_FBO)
by
frameBufferList().setCurrentDrawBuffer()
2016-05-08 13:35:17 +06:00
Sergey Lipskiy
8a9ec948d7
Minor code refactor and cleanup in FrameBuffer_ActivateBufferTexture.
2016-05-07 23:23:14 +06:00
Sergey Lipskiy
298b22a9dc
Fix frame buffer texture offsetS for LOADTYPE_TILE.
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Fixed Banjo-Tooie Framebuffer not working properly #651
2016-05-07 23:21:42 +06:00