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Commit Graph

70 Commits

Author SHA1 Message Date
purplemarshmallow
dc3da06a68 as suggested by gonetz buffers are now also copied after the buffer changed in SetColorImage command
now the copy auxiliary option also works if a buffer is used in the
current frame
2015-11-09 21:35:11 +06:00
purplemarshmallow
15611a7731 Copy auxiliary buffers at fullsync
Do not use fingerprint
2015-11-09 21:33:13 +06:00
purplemarshmallow
a8aebe4936 auxiliary buffers are rendered in native resulution if copyAuxiliary option is enabled
This improves quality. No more need to scale down
2015-11-09 21:24:22 +06:00
purplemarshmallow
d8bc38e26d make CopyToRDRAM compatible with auxiliary buffers 2015-11-09 21:14:24 +06:00
purplemarshmallow
c661ace24e Replace RSP.DList by OGLVideo::getBuffersSwapCount()
RSP.DList does not count the dlists, it counts the buffer swaps.
Thus it is replaced by counter in OGLVideo.
2015-10-17 21:20:50 +06:00
Sergey Lipskiy
0afa5c4c57 Merge pull request #755 from lioncash/framebuffer
Framebuffer/DepthBuffer: Minor initializer list changes
2015-10-11 22:25:25 +06:00
Lioncash
b6c18d2565 FrameBuffer/DepthBuffer: Add missing class members to constructor initializer lists 2015-10-10 14:05:18 -04:00
Lioncash
41a9969087 FrameBuffer: Correct initialization list order 2015-10-10 12:34:23 -04:00
Sergey Lipskiy
2483f03159 Add CopyToRDRAM modes to Config: disable, sync, async.
copyToRDRAM option can take 'async' value.
copyDepthToRDRAM is still sync mode only.
2015-10-09 23:08:21 +06:00
Sergey Lipskiy
23de60b500 Re-implement async color buffer read.
Color buffer read in async mode is 7 times faster than sync read on my video card.
2015-10-09 23:06:06 +06:00
Sergey Lipskiy
3bd24d34a1 Disable FBO draw when current buffer set to NULL. 2015-09-27 10:54:11 +06:00
Sergey Lipskiy
24885907d8 Add hack_ZeldaCamera to fix camera in Zelda MM, #577
The game copies current frame buffer to the area, which initially allocated for depth buffer.
Game read camera data from that area, not from normal frame buffer.
That's why 'copy color buffer to RDRAM' option does not help there.
Special code needed to process that. Looks ugly, but works.
2015-09-27 10:10:05 +06:00
Sergey Lipskiy
1fb78594c8 Fix buffer end address calculation in FrameBuffer::reinit.
Fixed regression in Pokemon Stadium 2: the bottom of the portraits is cut off, see #415
2015-09-25 12:21:20 +06:00
Sergey Lipskiy
a73b8dddbd Fix bug in FrameBufferList::saveBuffer :
corrent end address for auxiliary buffer only if it was not corrected by correctHeight().
2015-09-20 20:28:05 +06:00
Sergey Lipskiy
702a0d8203 Correct FrameBufferList::saveBuffer :
disable draw to FBO if new buffer can't be saved because of wrong buffer size
2015-09-20 20:12:52 +06:00
Sergey Lipskiy
6ad1d1d3a5 Correct FrameBufferList::correctHeight() :
do not change buffer if new buffer height is the same as the current one.
2015-09-20 20:09:59 +06:00
Sergey Lipskiy
22a1e6a39f Revert "Correct frame buffer end address calculation in FrameBufferList::saveBuffer."
Seems to be not needed anymore.

This reverts commit bb6a9b3549.
2015-09-20 20:02:22 +06:00
Sergey Lipskiy
3d6a897c97 Fix GL error when CopyToRDRAM a buffer with zero width or height. 2015-09-20 15:31:39 +06:00
purplemarshmallow
f487225b48 Optimize Perfect Dark framebuffer effects
We only check once per frame. ~100% performance boost in deep sea with
infrared vision.
2015-09-19 18:45:32 +06:00
purplemarshmallow
1fcb64ca79 Revert "Don't discard frame buffers creation when _height == 0"
This reverts commit de32176303.

This commit causes regressions:
In Pokemon Stadium when starting a battle one portrait can be missing
failed assertion in framebuffer.cpp Line:580 Expression checkFBO()
2015-09-04 10:09:00 +06:00
purplemarshmallow
2847606877 Always reinit buffer after its height correction.
This fixes pokemons library in Pokemon Stadium 2.
2015-09-03 20:52:12 +06:00
purplemarshmallow
8e096a8db9 remove fill RDRAM functionality
fix m_fingerprint usage
fix code formatting
2015-08-27 19:43:00 +06:00
Sergey Lipskiy
5eddea5baf Add workaround for Adreno issue with glBlitFramebuffer.
Thanks fzurita for problem investigation and found solution.
2015-08-27 19:20:26 +06:00
purplemarshmallow
de32176303 Don't discard frame buffers creation when _height == 0 2015-08-26 20:43:09 +06:00
purplemarshmallow
97468d8e2a enable validity checking if copyFromRDRAM option is on 2015-08-26 19:42:43 +06:00
Sergey Lipskiy
57e88cb800 Remove unused code. Fix code formatting. 2015-08-17 21:57:01 +06:00
purplemarshmallow
8463c0347f fix regression in Mario Tennis 2015-08-17 21:57:00 +06:00
purplemarshmallow
0735bd0372 modify fingerprint validity checking method
In Zelda OOT the CPU applies a filter on the framebuffer texture. If we
write a small amount of data at the beginning the CPU won't change our
specific values
2015-08-17 21:56:59 +06:00
purplemarshmallow
e0face5f86 use unique values as fingerprint
this works much better
But sometimes Zelda writes values not only under but also over the
fingerprint, Link's model is lost again
2015-08-17 21:56:58 +06:00
purplemarshmallow
e617177958 fix problem with validity ckecking in Zelda OOT
problem: the game writes data below our fingerprint
solution: just check if the fingerprint is still there and ignore the
data below
2015-08-17 21:56:58 +06:00
Sergey Lipskiy
cbbd5d17de Fix crash when fb emulation enabled/disabled during gameplay, issue #601 2015-07-23 21:55:30 +06:00
Gillou68310
40da41d953 Fix framebuffer texture rectangle coordinate in GLES2 2015-07-02 10:45:52 +06:00
Sergey Lipskiy
7936e02066 Enable hack_subscreen for GLES2. 2015-06-26 19:20:44 +06:00
Sergey Lipskiy
b897c449a1 Fix shader texture uniforms update for GLES2.
Fixed issue #586.
Thanks Gillou68310 for the hint.
2015-06-23 22:19:11 +06:00
Sergey Lipskiy
68941f6cbe Optimize frame buffer copy to RDRAM:
read from pixel buffer one time per pixel.
Old code does 4 reads from the pixel buffer per pixel.

The optimization makes color buffer read circa 4 times faster.

Thanks Lars Bishop for finding the sources of the problem and for suggested solution.
2015-06-16 19:43:15 +06:00
Sergey Lipskiy
7ee974f213 Remove debug calls of isGLError() from FrameBufferToRDRAM::CopyToRDRAM. 2015-06-16 19:40:56 +06:00
Sergey Lipskiy
eb23f38934 New fix for issue #563. It does not break CBFD work. 2015-06-14 23:29:33 +06:00
Sergey Lipskiy
48959f0702 Revert "Correct coronas emulation in Perfect Dark."
This reverts commit 36fbcd5eac.

Reverted commits causes issues in CBFD. Need another approach.
2015-06-14 22:57:53 +06:00
Sergey Lipskiy
36fbcd5eac Correct coronas emulation in Perfect Dark.
Fixed issue #563.
2015-06-04 22:17:04 +06:00
Sergey Lipskiy
a25c85b3f2 Hack depth buffer attachment for GLES2. Need proper fix. 2015-06-02 18:57:54 +06:00
Sergey Lipskiy
1653069329 Correct FBO texture formats for different GL versions. 2015-06-02 18:57:24 +06:00
Sergey Lipskiy
9a991ba550 Correct FrameBufferList::renderBuffer for GLES2 2015-06-01 23:58:57 +06:00
Sergey Lipskiy
6b67ba3a57 Fix 3point texture filtering for GLES2. 2015-05-31 14:13:27 +06:00
Sergey Lipskiy
910c5de1bf Enable post-processor for GLES2. 2015-05-30 22:40:14 +06:00
Sergey Lipskiy
19c9e80b70 Correct frame buffer texture format for GLES2. 2015-05-18 13:51:16 +06:00
Sergey Lipskiy
b16dedd3f9 Fix compilation error in FrameBufferList::renderBuffer. 2015-05-18 13:51:10 +06:00
Sergey Lipskiy
7cbca30197 Disable resolveMultisampledTexture() for system without GL_MULTISAMPLING_SUPPORT 2015-05-18 13:51:10 +06:00
Sergey Lipskiy
b219997c80 Always show cfb until first dlist:
- move flag CHANGED_CPU_FB_WRITE from gSP to gDP (code refactor)
- enable CHANGED_CPU_FB_WRITE on video init.
- disable CHANGED_CPU_FB_WRITE in process display list.

many pd roms and demos use cpu rendering only
now they are supported with default settings
also detectCFB=1 now isn't needed anymore for some games

Commit is based on changes made by purplemarshmallow in #536
2015-05-18 12:55:42 +06:00
Sergey Lipskiy
d46ed98804 Fix wrong set of CHANGED_TEXTURE flag. 2015-05-13 10:22:32 +06:00
Sergey Lipskiy
49efba0ce6 Correct RDRAMtoFrameBuffer::CopyFromRDRAM -
need to update combiner's FBInfo before use.
2015-05-13 10:22:28 +06:00