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Commit Graph

82 Commits

Author SHA1 Message Date
Sergey Lipskiy
dd11326115 Rewrite buffer height calculation. 2017-03-16 18:50:14 +07:00
Sergey Lipskiy
e6811b4d4f Move gDP.colorImage.height update to FrameBufferList::setBufferChanged. 2017-03-16 18:50:14 +07:00
Sergey Lipskiy
c8e6644bd7 Use software render to calculate frame buffer height. 2017-03-16 18:50:14 +07:00
Sergey Lipskiy
1c72ef16fd Code refactor: move gDP.rectColor initialization to gDP.cpp 2017-03-01 11:49:58 +07:00
Sergey Lipskiy
873a830d88 Always render to FBO, even when frame buffer emulation is disabled. 2017-02-25 14:08:26 +07:00
Sergey Lipskiy
151fdf5ecc Remove code to clear depth image textures.
Depth image textures cleared by GraphicsDrawer::drawRect, as on N64.
2017-02-17 15:54:16 +07:00
Logan McNaughton
1f74b9c821 Disable N64 Depth Compare if Image Textures are unsupported
Also disable fragment depth writing in GLES2
2017-02-09 21:54:44 +07:00
Logan McNaughton
acff19e66c Force disable fragment depth writing in GLES2 2017-02-08 12:33:31 +07:00
Sergey Lipskiy
80ed169e24 Remove use of OpenGL.h 2017-01-22 20:43:05 +07:00
Sergey Lipskiy
e83c3489a3 Replace OGLVideo by DisplayWindow
Replace OGLRender by GraphicsDrawer
2017-01-16 20:56:11 +07:00
Sergey Lipskiy
41d0a9ade5 Replace ShaderCombiner 2 2017-01-08 17:49:39 +07:00
Sergey Lipskiy
1d87a92c72 Do not use frame buffer as texture if the buffer is just allocated.
Fixed tripleplay2000: black background in game #346

Problem: The game allocates auxiliary buffer with the same width
as the main one. Plugin detects it as main buffer and set its width
and height as of main buffer. Actual buffer height is half of main
buffer height, but it became known only when game switches to the
main buffer. Wrong buffer height leads to wrong calculation of
buffer address space. Game uses textures with addresses behind
the actual buffer’s address space but within calculated one.
Plugin tries to use buffer texture instead and, as the result,
everything is black.

Solution: The situation is bad. Plugin cannot detect that
allocated buffer is an aux one. I decided to forbid buffer usage
as texture if buffer is new. New buffer is blank, so reading from
it is strange. N64 games do lots of strange stuff, so this solution
is potentially dangerous.
2016-10-29 23:46:39 +07:00
Francisco Zurita
e5f89406b7 Zelda subscreen hack always enables copy color to RDRAM 2016-10-19 00:05:30 -04:00
Sergey Lipskiy
85a5ae8ea1 Implement performance counter.
Implement drawing performance info on screen.
2016-10-08 14:53:33 +07:00
Sergey Lipskiy
aab6726117 Implement crop image feature. 2016-10-08 14:53:21 +07:00
Sergey Lipskiy
ce5abcb21b Correct FrameBuffer::isValid - do not update m_validityChecked when isValid called from VI_UpdateScreen
Fixed Broken Pokemon stadium 2 in-game portraits #1149
2016-10-05 15:39:41 +07:00
Sergey Lipskiy
0a52dae80c Set texture level in LLE mode.
Fixed map-mapping in LLE mode. #1135
2016-09-29 20:53:05 +07:00
Sergey Lipskiy
39da91bb93 Move gDPFillRDRAM to FrameBufferList::fillRDRAM
Correct FrameBuffer::isValid()
Code cleanup.

Fixed Mickey Speedway USA is broken again. #1132
2016-09-27 21:43:28 +07:00
Sergey Lipskiy
16406bb1b0 Fixed Majora's mask in-game pictures look incorrect with software depth buffer #1131 2016-09-23 12:05:48 +07:00
Sergey Lipskiy
91f03c70bc Use dmaVertices when draw with drawScreenSpaceTriangle. 2016-09-21 15:24:15 +07:00
Sergey Lipskiy
77d0c9aada Code refactor: rename drawLLETriangle to drawScreenSpaceTriangle. 2016-09-20 16:21:54 +07:00
Sergey Lipskiy
e28bebd17e Add validity check for background fb textures.
Fixed Nushi Zuri 64: fb background doesn't work anymore #1115

Problem: The game normally uses color and depth buffers.
When it needs to show rectangle with text, CPU copies current color buffer
by depth buffer address. This buffer rendered as background, text rendered over.
Plugin detects buffer usage and tries to use depth buffer as background texture.
That buffer in video memory has no color information, because data copied by CPU and contained in RDRAM.

Solution: check that found frame buffer is valid.
In this case validity check will fail because RDRAM content modified by CPU,
and background will be read from RDRAM.
2016-09-16 17:09:25 +07:00
Sergey Lipskiy
32172d30af Fix depth buffer clear for aux buffers. 2016-09-11 18:08:03 +07:00
Sergey Lipskiy
d289d4c65a Correct conditions when render to depth buffer can be enabled. 2016-09-07 21:11:31 +07:00
Sergey Lipskiy
27cdae1e33 Correct condition for depth buffer clear again.
Fixed Body Harvest graphics missing (Regression) #1107
2016-09-05 12:14:51 +07:00
Sergey Lipskiy
669337f5ab Correct condition for depth buffer rendering:
games may draw in depth buffer in fill mode too.

Correct condition for depth buffer clear.

Fixed Mario Tennis 64's Versus Screen Issue #771
2016-09-04 20:26:41 +07:00
Sergey Lipskiy
5efd89ccd2 Fix input texture checksum calculation. 2016-07-03 00:09:26 +06:00
Sergey Lipskiy
42f3643865 Implement software depth buffer render. 2016-06-20 15:12:31 +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
99a075eae7 Add config option enableNativeResTexrects.
Support in GUI and mupen64plus settings.
2016-06-03 11:06:33 +06:00
Sergey Lipskiy
baa8b28056 Fix TexrectDrawer work with AA enabled. 2016-06-03 11:05:39 +06:00
Sergey Lipskiy
00b9de68e0 Implement TexrectDrawer. 2016-06-03 10:44:23 +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
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
773e95382e gDPLoadTile: skip tile load if tile coordinates are incorrect.
Fixed FIFA - Road to World Cup 98: black line in menu #952
2016-05-04 22:41:49 +06:00
Sergey Lipskiy
bb4c572c88 Code cleanup: remove debug code from gDPFillRDRAM. 2016-04-26 15:11:26 +06:00
Sergey Lipskiy
5f7cdb4cb4 gDPFullSync(): add check, that buffer copied to RDRAM is not auxiliary one.
Fixed shadows in JFG.
2016-04-17 15:31:59 +06:00
Sergey Lipskiy
269b3c19e9 Add correctTexrectCoords option: make texrect coordinates continuous to avoid black lines between them. 2016-04-16 12:28:39 +06:00
Sergey Lipskiy
dad7fcb687 gDPSetColorImage: use VI.height instead of gDP.scissor.lry as fallback value for buffer height.
Fixed nfl quaterback 98 #316 in LLE mode
2016-04-14 16:51:07 +06:00
Sergey Lipskiy
bc80ff446a Code refactor: add TexturedRectParams::texrectCmd parameter
to distinguish calls to OGLRender::drawTexturedRect from texrect commands
and from other places.
2016-04-14 13:41:38 +06:00
Sergey Lipskiy
c095fea58a Code refactor: replace gDPTextureRectangleFlip by flip parameter in gDPTextureRectangle 2016-04-14 13:21:06 +06:00
Sergey Lipskiy
4484bb5623 Correct texture coordinates calculation in OGLRender::drawTexturedRect :
add dsdx/dtdy instead of 1.0f

Fixed issues #27, #128, #209
2016-04-09 10:56:15 +06:00
Sergey Lipskiy
6d29070c57 gDPFillRectangle: set gDP.colorImage.height only when lrx == gDP.colorImage.width 2016-04-02 13:59:04 +06:00
Sergey Lipskiy
1db0c7a75e Fixed bug in gDPFillRectangle, caused by commit bcde07a978 2016-04-02 13:56:43 +06:00
Sergey Lipskiy
06c99ad30f Rewrite LoadBlock. 2016-03-26 21:14:42 +06:00
Sergey Lipskiy
85101a5d67 Yet another fix for gDPLoadBlock line calculation.
Fixed  pilotwings: text issues (regression) #927
2016-03-24 10:33:40 +06:00
Sergey Lipskiy
bcde07a978 Don't skip buffer height calculation in gDPFillRectangle.
Fixed regression in Super Robot Spirits: Crash rankings option in HLE. #909
2016-03-20 13:24:26 +06:00
Sergey Lipskiy
04b1f3f9f9 Correct gDPLoadBlock line calculation again:
fixed regression caused by commit f6be5fd39

Fixed regression in Racing Simulation 2 #167
2016-03-19 19:20:58 +06:00