Sergey Lipskiy
e27d235544
Don't reset m_cleared flag for selected frame buffer.
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Fixed fb issues in ISS 2000, #214
2015-05-13 10:19:39 +06:00
Sergey Lipskiy
d4f0407b1f
Code cleanup: remove unused variables in DepthBufferToRDRAM::CopyToRDRAM.
2015-05-13 10:19:38 +06:00
Sergey Lipskiy
0ea5ae34e0
Correct scissor for blit operation.
2015-05-13 10:19:38 +06:00
Sergey Lipskiy
7f5cbe9e91
Replace depricated texture2DLod by textureLod.
2015-05-13 10:19:37 +06:00
Sergey Lipskiy
395eb362f1
Don't save depth buffer when found buffer's width is less than VI.width.
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Otherwise out of memory writes are possible.
That may happen when switching from interlaced to non-interlaced mode.
Fixed crash/freeze in Perfect Dark, issue #285
2015-05-13 10:19:36 +06:00
Sergey Lipskiy
10239fe610
Fix out of RDRAM check in gDPLoadTile.
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Fixed crash in BIO Freaks, issue #278
2015-05-13 10:19:36 +06:00
Sergey Lipskiy
9935dab147
Correct dirty hack for Mario Tennis scoreboard:
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- do not clear RDRAM area for screboard buffers
- reload scoreboard texture to the buffer when buffer is selected or its height is corrected.
2015-05-13 10:19:35 +06:00
Sergey Lipskiy
ff085b0cbf
Correct RDRAMtoFrameBuffer::CopyFromRDRAM
2015-05-13 10:19:34 +06:00
Sergey Lipskiy
a84006ce5f
Force load texture level 0 when mip-mapping is not used.
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This solves problem with court texture in Mario Tennis:
the game set mipmap level, texture loaded with mip-maps but color combiner does not use LOD factor.
Fetch with texture2D loads texel from best suiting level, but we need only level 0.
2015-05-13 10:19:34 +06:00
Sergey Lipskiy
35ea6f28fb
Load mip-mapped texture only when LOD emulation is enabled.
2015-05-13 10:19:33 +06:00
Sergey Lipskiy
2edc1bb8e0
Always use mask size first when calculate texture size.
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Fixed court texture in Mario Tennis.
2015-05-13 10:19:32 +06:00
Sergey Lipskiy
f5ca94b1ef
Remove frame buffer validity check by buffer address written at the origin
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of the buffer in RDRAM. This is unreliable method.
2015-05-13 10:19:32 +06:00
Sergey Lipskiy
c6083851fc
Add special texrect function for Conker BFD shadow.
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Problem:
shadow is rendered into an auxilary buffer. At the end of rendering the buffer is
renders to itself as texture, using texrect command. FBO work in undefined
when it's color attachment is used as input and output. As result the
shadow is incorrect.
Thus, it's better to skip that texrect. Hack!
2015-05-13 10:19:31 +06:00
Sergey Lipskiy
fce5639a85
Add special blend mode for Conker BFD dynamic shadows
2015-05-13 10:19:30 +06:00
Sergey Lipskiy
4fd545225b
Remove hack from gDPSetTile
2015-05-13 10:19:29 +06:00
Sergey Lipskiy
0b6cf6d107
Fix typo in Combiner_Init()
2015-05-13 10:19:29 +06:00
Sergey Lipskiy
b5e2413a49
Update fb isues list
2015-05-13 10:19:28 +06:00
Sergey Lipskiy
8945e13e76
Correct VI.width calculation.
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Fixed screen distortion in Excite Bike 64
2015-05-13 10:19:28 +06:00
Sergey Lipskiy
d65cdbdefe
Correct validity check for 8bit frame buffers.
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Buffer is valid if number of wrong pixels is less than 1%
That is made for Jet Force Gemini, which writes to the area of auxilary buffers,
so strict check does not work.
2015-05-13 10:19:27 +06:00
Sergey Lipskiy
4bc815c6ec
Reset config.generalEmulation.hacks on new rom load.
2015-05-13 10:19:26 +06:00
Sergey Lipskiy
cbdacb58d8
Don't call FrameBufferList::_findBuffer until buffer's actual height is not detected.
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Otherwise wrong buffers can be removed.
Fixed auxilary buffers creation in Pokemon Stadium menu.
2015-05-13 10:19:25 +06:00
Sergey Lipskiy
5384e189c4
Don't discard frame buffers creation when VI.height == 0
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Fixed auxilary color buffers creation in Pokemon Stadium.
2015-05-13 10:19:25 +06:00
Sergey Lipskiy
66f7af5a59
Always correct height for auxilary buffers.
2015-05-13 10:19:24 +06:00
Sergey Lipskiy
51ea2868d5
Correct condition for buffers removal in VI_UpdateSize() :
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remove buffers only when interlace mode changed.
Fixed wrong buffers removal in Pokemon Stadium.
2015-05-13 10:19:23 +06:00
Sergey Lipskiy
4ff13a30e6
Correct FrameBufferList::removeBuffers : remove all buffers with given width.
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Fixed issue with Pokemon Stadium, which set zero VI height before
interlace mode switch.
2015-05-13 10:19:23 +06:00
Sergey Lipskiy
3ac4f2ddb1
Fix crash in FrameBufferList::renderBuffer when m_pCurrent is NULL
2015-05-13 10:19:22 +06:00
Sergey Lipskiy
4e7a5a6b9e
Do not remove auxilary color buffers on interlaced mode switch.
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Fixed removal of color buffers with pokemon portraits in Pokemon Stadium 2.
2015-05-13 10:19:21 +06:00
Sergey Lipskiy
ea3e81540b
Correct FrameBuffer_ActivateBufferTexture:
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use buffer's scale instead of scale currently set in video.
Fixed pokemon portraits size in Pokemon Stadium 2.
2015-05-13 10:19:21 +06:00
Sergey Lipskiy
3da54c5616
Re-init frame buffer if its new height is larger than its current one.
2015-05-13 10:19:20 +06:00
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