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Commit Graph

53 Commits

Author SHA1 Message Date
Sergey Lipskiy
5b8986874a Make VI height zero if vStart >= vEnd. 2015-05-13 10:17:07 +06:00
Sergey Lipskiy
13366a9c02 Set init value for VIInfo::lastOrigin to -1.
0 is valid origin value, so wrong buffer clear may occur.
2015-05-13 10:17:03 +06:00
Sergey Lipskiy
97c43d07c7 Correct VI_UpdateScreen(): avoid multiple calls of VI_UpdateSize(). 2015-05-13 10:17:02 +06:00
Sergey Lipskiy
949508d652 Correct VI_UpdateSize() cast float to u32. 2015-05-13 10:17:02 +06:00
Sergey Lipskiy
1c232c6a4e Correct VI_UpdateScreen(). 2015-05-13 10:17:00 +06:00
Sergey Lipskiy
e0d71c78c0 Fix VI.width for non-interlaced mode.
Fixed vertical black bar in Mario Tennis.
2015-05-13 10:16:48 +06:00
Sergey Lipskiy
4a349c09d7 Fix VI height calculation again. 2015-05-13 10:16:00 +06:00
Sergey Lipskiy
e2e75a81be Move call to VI_UpdateSize() from RSP_ProcessDList() to VI_UpdateScreen(). 2015-05-13 10:15:59 +06:00
Sergey Lipskiy
698f49ed40 Move VI_UpdateSize() from RDP_ProcessRDPList() to VI_UpdateScreen()
in order to avoid too often calls of that function.
2015-05-13 10:15:23 +06:00
Sergey Lipskiy
01fc74b3c9 Workaround for Mupen64Plus issue with initialization. 2015-05-13 10:15:23 +06:00
Sergey Lipskiy
3e65749241 Don't fix zero VI.width and VI.height
If these values are zero, it is for purpose.

Fixed depth buffer write in PD intro.
2015-05-13 10:14:12 +06:00
Sergey Lipskiy
92c3283ff7 Fix min and max usage. 2015-05-13 10:13:38 +06:00
Sergey Lipskiy
f637e91f22 Replace _SHIFTR( *REG.VI_H_START, 0, 10 ) == 0 check by VI.width == 0 one
Fixed glError in Knockout Kings 2000. The game sets h_start==h_end at start,
thus VI.width is zero but *REG.VI_H_START is not.
2015-05-13 10:13:32 +06:00
Sergey Lipskiy
75bf4004cb Correct VI width calculation.
Fixed VI width in Cyber Tiger.
2015-05-13 10:13:32 +06:00
Sergey Lipskiy
ebedf49240 Correct VI height calculation. 2015-05-13 10:13:30 +06:00
Sergey Lipskiy
3b97ca2d7c Fix float/int mismatch in VI_UpdateSize(). 2015-05-13 10:13:28 +06:00
Sergey Lipskiy
c96b62adaf Implement window resize for MupenPlus. 2015-05-13 10:13:24 +06:00
Sergey Lipskiy
5ac66b83fe Clear frame and depth buffers lists when VI width, height or interlaced mode is changed. 2015-05-13 10:13:17 +06:00
Sergey Lipskiy
9305d46c94 Roundup calculated VI.width and VI.height.
Fixed Charlie Blast.
2015-05-13 10:13:16 +06:00
Sergey Lipskiy
fb1a28c6db Clear frame and depth buffers lists when interlace mode is changed,
because new mode makes old buffers invalid.
2015-05-13 10:13:13 +06:00
Sergey Lipskiy
2454f70568 Don't call gDPFillRDRAM for frame buffers created in VI_UpdateScreen(),
because VI_ORIGIN is not correct address of frame buffer start.
2015-05-13 10:13:12 +06:00
Sergey Lipskiy
4a568c984d Change VI height correction constant for PAL games.
Fixed Armorines (E).
2015-05-13 10:13:12 +06:00
Sergey Lipskiy
5eac0797f0 Remove VI emulation code, which can't be tested for now.
Star Wars Ep. 1 Racer (E) is fixed.
2015-05-13 10:13:11 +06:00
Sergey Lipskiy
c0e0df2551 Fix allocation of new frame buffer in VI_UpdateScreen().
Need to compare buffer width with calculated VI.width, not with *REG.VI_WIDTH.

This fixes wrong allocations in Star Wars Ep.1 Racer.
2015-05-13 10:13:10 +06:00
Sergey Lipskiy
c551230a8e Double VI.height in interlaced mode when yScale = 1.
This fixes frame buffer height for Star Wars Ep.1 Racer.
Not sure that this solution is correct!
2015-05-13 10:13:09 +06:00
Sergey Lipskiy
400f674409 Revert VI.height calculation. Add flag VI.interlaced for interlaced mode. 2015-05-13 10:13:05 +06:00
Sergey Lipskiy
86cde946e9 Refactor: replace C style OGL_* functions by OGLRender and OGLVideo classes.
OGLRender performs rendering operations.

OGLVideo initializes OpenGL and performes operations with graphics context.
It has platform-dependent implementations.
2015-05-13 10:13:00 +06:00
Sergey Lipskiy
54ef6f2d0c Don't save frame buffer with zero width. 2015-05-13 10:12:55 +06:00
Sergey Lipskiy
d7f4e44674 Frame buffer refactor.
Use std::list as container for frame buffers.
2015-05-13 10:12:46 +06:00
Sergey Lipskiy
ee57f6ef47 Move frame buffer emulation options to Config. 2015-05-13 10:11:30 +06:00
Sergey Lipskiy
28133f2387 Create frameBufferEmulation section in Config. 2015-05-13 10:11:30 +06:00
Sergey Lipskiy
8018ba0aea Move user-defined settings to Config structure. 2015-05-13 10:11:27 +06:00
Sergey Lipskiy
3f72a7aefc Add reverse width and height to VIInfo. 2015-05-13 10:11:15 +06:00
Sergey Lipskiy
1711da98ae Correct VI.height calculation.
In case of interlaced mode both half-fields are used and thus all half-lines
must be taken into account.
2015-05-13 10:11:12 +06:00
Sergey Lipskiy
3b06773f43 (R): Rewrite OGL_SwapBuffers() and use it for all platforms. 2015-05-13 10:10:53 +06:00
Sergey Lipskiy
4635e24d62 Add g_bIgnoreCFB option.
It is necessary for Zelda Pause Screen, otherwise it will be
replaced by blank data from RDRAM.
2015-05-13 10:10:40 +06:00
Sergey Lipskiy
d4953abb91 Fix depth beffer rendering.
Corrected bug with Z calculation in depth_compare_shader.
2015-05-13 10:10:37 +06:00
Sergey Lipskiy
9b8b667fab Implement CopyDepthBuffer to RDRAM. 2015-05-13 10:10:36 +06:00
Sergey Lipskiy
f151ef36ca Add shadow map shader 2015-05-13 10:10:28 +06:00
Sergey Lipskiy
c47ab51175 Add depth compare shader to the main program. 2015-05-13 10:10:25 +06:00
Sergey Lipskiy
5cedc0e6e7 Implement VI emulation: treat main frame buffer as TV screen and render
FBO buffers on it according to VI registers values.
2015-05-13 10:10:11 +06:00
Sergey Lipskiy
4e39f37a34 Increase CFB mode frames limit 2015-05-13 10:10:10 +06:00
Sergey Lipskiy
95acb76460 Render RDRAM buffer only when it is not blank. 2015-05-13 10:10:09 +06:00
Sergey Lipskiy
fb0ba864d1 Force CFB mode if current frame is shown more than 4 times in succession (<15 fps) 2015-05-13 10:10:08 +06:00
Sergey Lipskiy
d6a3b265a5 Cosmetic changes in VI_UpdateScreen(). 2015-05-13 10:10:08 +06:00
Sergey Lipskiy
e788b638b7 Don't copy to RDRAM in CFB mode. 2015-05-13 10:10:07 +06:00
Sergey Lipskiy
5f57aa5c48 Implement copy RDRAM to frame buffer. 2015-05-13 10:10:05 +06:00
Sergey Lipskiy
31d236f59b Rewrite FrameBuffer_CopyToRDRAM.
Use Pixel Buffer Object for async read from video memory.
2015-05-13 10:10:04 +06:00
Sergey Lipskiy
efee40c2c7 Implement copy texture frame buffer to RDRAM. 2015-05-13 10:09:59 +06:00
Sergey Lipskiy
7056d29c0f Fix screen shot capture. 2015-05-13 10:09:57 +06:00