Sergey Lipskiy
dfabb7d105
Replace FrameBufferList::isFboMode() check by FrameBufferList::getCurrent() != NULL
2015-05-13 10:19:19 +06:00
Sergey Lipskiy
ea4d320809
Remove obsolete validity check for found frame buffer in loadBGImage.
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Fixed pause screen in Zelda MM.
2015-05-13 10:19:18 +06:00
Sergey Lipskiy
f4e1afa30c
Split hack_noDepthFrameBuffers on two options:
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hack_noDepthFrameBuffers and hack_blurPauseScreen.
hack_blurPauseScreen is for games, which copy color buffer into depth buffer area,
blur it and use as background image. Examples: Conker BFD, Mickey USA
hack_noDepthFrameBuffers is for games, which never use depth buffer area as texture
Example: F-1 Pole Position, Mario Golf.
2015-05-13 10:19:18 +06:00
Sergey Lipskiy
e9b406d134
Add special frame buffer flag for Ogre Battle backgrounds.
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It should protect such buffers from being overwritten by FrameBufferToRDRAM::CopyToRDRAM.
2015-05-13 10:19:17 +06:00
Sergey Lipskiy
2f83ab8963
Correct code for 'noDepthBuffers' situation.
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Enable 'noDepthBuffers' for "MICKEY USA".
Fixed pause screen in "MICKEY USA"
2015-05-13 10:19:16 +06:00
Sergey Lipskiy
f41bd934ef
Disable RDRAM clear for depth frame buffers.
2015-05-13 10:19:16 +06:00
Sergey Lipskiy
f9f3dc6ede
Fix m_isDepthBuffer flag set.
2015-05-13 10:19:15 +06:00
Sergey Lipskiy
189b594118
Reset buffer's m_RdramCrc and m_validityChecked on buffer change.
2015-05-13 10:19:14 +06:00
Sergey Lipskiy
4a9e7cdc1f
New FB validity check based on checksum of RDRAM content.
2015-05-13 10:19:14 +06:00
Sergey Lipskiy
0b0adb2f5e
Add Jeremy McGrath Supercross 2000 to setDepthClearColor()
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Fixed depth issue in #152
2015-05-13 10:19:13 +06:00
Sergey Lipskiy
4be1a379e4
Load 16bit CI as IA88.
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Fixed Clay Fighter Sculptor's Cut: no 3d at boot screen #205
2015-05-13 10:19:12 +06:00
Sergey Lipskiy
43c4a72a46
Fix depth_compare_shader
2015-05-13 10:19:11 +06:00
Sergey Lipskiy
0d8b4e89fa
Limit calculated VI.height by maximal value.
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Fixed screen size in Lode Runner, #186
2015-05-13 10:19:11 +06:00
Sergey Lipskiy
a63e42a7be
Fix (hack!) blending in Paper Mario intro.
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Fixed issue #269
2015-05-13 10:19:10 +06:00
Sergey Lipskiy
d9f3785b1d
Move Config::resetToDefaults() to Config.cpp
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Set default value for textureFilter.txPath as %plugin path%/hires_texture
2015-05-13 10:19:09 +06:00
Sergey Lipskiy
7368949d30
Correct tooltip for Texture Pack Path option.
2015-05-13 10:19:09 +06:00
Sergey Lipskiy
d08ed3d287
Disable texture dumping for now.
2015-05-13 10:19:08 +06:00
Sergey Lipskiy
a0ce2f93a4
Separate plugin path and texture pack path.
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Texture pack searched by texture pack path.
Texture cache saved in %plugin path%/cache
2015-05-13 10:19:07 +06:00
Sergey Lipskiy
7ade71eb55
Replace backslash by forward slash in plugin's path.
2015-05-13 10:19:07 +06:00
Sergey Lipskiy
ae8eef93a0
Disable language selection controls for now.
2015-05-13 10:19:06 +06:00
Sergey Lipskiy
91e6d2beb1
Fix texture pack path init:
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always set texture pack path no matter is it empty or not.
2015-05-13 10:19:05 +06:00
Sergey Lipskiy
78d8ea6506
Mupen64Plus: Save config file after section removal.
2015-05-13 10:19:05 +06:00
Sergey Lipskiy
4bea76d962
Remove texture.forceBilinear option.
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Add texture.bilinearMode option:
- standard hardware bilinear filter
- N64 3 point filter
2015-05-13 10:19:04 +06:00
Sergey Lipskiy
cd3a1b3d4d
Fix depth scale uniforms for LLE mode.
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Fixed issue #272
2015-05-13 10:19:03 +06:00
Sergey Lipskiy
61b079c53e
Rewrite VI width and height calculation.
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Fixed NFL Quarterback Club 2000. More testing needed.
2015-05-13 10:19:02 +06:00
Sergey Lipskiy
1e5b7def3d
Replace DEPTH_CLEAR_COLOR constant by game dependant variable.
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Several games use non-standart value for depth buffer clear.
This value must be known beforehand for correct emulation.
Fixed NFL Quarterback Club 2000: gfx screwed up #148
2015-05-13 10:19:02 +06:00
Sergey Lipskiy
cf11996d0e
Implement 3 point filtering.
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Code ported from mupen64plus-libretro.
2015-05-13 10:19:01 +06:00
Sergey Lipskiy
b0e86e2cbc
Limit frame buffer height by VI.height if buffer width == VI.width
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Fixed flicker in Bomberman 2 map screen. The game sets scissor.lry = 250 here,
while VI.height is 240. Actual frame buffer height is 240. Making it 250
causes wrong selection of that buffer on VI update.
2015-05-13 10:19:00 +06:00
Sergey Lipskiy
be0eab5ea7
Add support for Bomberman 2 special blend mode,
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which is used to highlight current location on the map.
Fixed issue #122
2015-05-13 10:19:00 +06:00
Sergey Lipskiy
9f7963b770
Correct comments to blend modes.
2015-05-13 10:18:59 +06:00
Sergey Lipskiy
503612b99e
Fix tile load when it is out of TMEM.
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Fixed texture load in Bomberman 64 - The Second Attack, #122
2015-05-13 10:18:58 +06:00
Sergey Lipskiy
33806e7170
Fix depth calculation.
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Problem:
N64 formula for screen z is screenZ = z/w*viewport.vscale[2]+viewport.vtrans[2]
OpenGL uses z/w, vscale and vtrans are set in glViewport and they always equal.
viewport.vscale[2] can be not equal to viewport.vtrans[2] and in that case
standard OpenGL z compare does not work correct.
Solution:
use N64 formula for screenZ in fragment shader.
Fixed Twine: wrong depth for the arm #115
2015-05-13 10:18:58 +06:00
Sergey Lipskiy
c22de119e5
Revert "Correct VI.real_height calculation in interlaced mode."
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This change cause crash in Top Gear Overdrive menu, because hEnd == hStart
at some point.
This reverts commit 61f9389656bd26b49c43394b701a3a7e31737b3c.
2015-05-13 10:18:57 +06:00
Sergey Lipskiy
97c9fecd8c
Correct VI.width calculation when hEnd is zero.
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Corrected commit 42fe2ddf09 since it brokes background in F1 Pole Position, #263
2015-05-13 10:18:56 +06:00
Sergey Lipskiy
686690f919
Remove redundant shader update calls.
2015-05-13 10:18:56 +06:00
Sergey Lipskiy
8a4db59a29
Correct RDRAMtoFrameBuffer::CopyFromRDRAM.
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Need to set FBO of found buffer as current draw buffer, otherwise rendering can go
into wrong buffer.
2015-05-13 10:18:55 +06:00
Sergey Lipskiy
88e751b13b
Implement FBO height correction. Fixed replays in 1080.
2015-05-13 10:18:54 +06:00
Sergey Lipskiy
1b2b9f9865
Replace gDP.colorImage.changed by FrameBuffer::m_changed
2015-05-13 10:18:53 +06:00
Sergey Lipskiy
ef7ad9a549
Correct force clamp condition in OGLRender::drawTexturedRect
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Fixed sun in Perfect Dark, which was broken after commit ba89dce8512:
Remove textures coordinates swap in case of lower coordinate is larger than higher one.
2015-05-13 10:18:53 +06:00
Sergey Lipskiy
d9e9955668
Implement texture packs path selection.
2015-05-13 10:18:52 +06:00
Sergey Lipskiy
7178145462
Fix mipmap when mipmap_lvl == 0.
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Fixed AeroFighters Assault: texture issue on the plane (in game and menu) #118
2015-05-13 10:18:51 +06:00
Sergey Lipskiy
eb42f8fe46
Code cleanup: remove unused gDP.texRect struct and related code.
2015-05-13 10:18:50 +06:00
Sergey Lipskiy
fa1ef45101
Fix texture coordinates for texrect flip.
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Fixed text in SM64 (E), issue #259
2015-05-13 10:18:50 +06:00
Sergey Lipskiy
f266e91981
Remove textures coordinates swap in case of lower coordinate is larger than higher one.
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It is legacy code. Not sure which issue it intended to fix.
2015-05-13 10:18:49 +06:00
Sergey Lipskiy
b7d5819ec6
Implement video restart on settings change.
2015-05-13 10:18:48 +06:00
Sergey Lipskiy
9d422acae3
Enable NoN for Perfect Dark ucode.
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That fixed menu screen in Perfect Dark, #260 . Otherwise background polygons are z-clipped.
2015-05-13 10:18:48 +06:00
Sergey Lipskiy
12658040f6
Fix int to bool conversion.
2015-05-13 10:18:47 +06:00
Sergey Lipskiy
1e6684014e
Add GL_DEPTH_CLAMP state caching.
2015-05-13 10:18:46 +06:00
Sergey Lipskiy
08f4278892
Correct F3D_Tri4.
2015-05-13 10:18:46 +06:00
Sergey Lipskiy
bc34838db6
Fix pause screen in Conker BFD.
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How it work:
- content of previous main frame buffer is copied into depth buffer area.
- CPU applies blur to th eimage in depth buffer area.
- Depth buffer is used as background texture for pause screen.
Solution:
1. Do not use depth buffer FBO as texture. Image must be load from RDRAM.
2. If current color image is depth image and previous color buffer is used as
texture for it, copy content of color image in RDRAM to depth image area.
2015-05-13 10:18:45 +06:00