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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00
Commit Graph

1414 Commits

Author SHA1 Message Date
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
60c8003dc9 Remove GL ES extensions enablings from fragment shaders,
because they cause crash on PowerVR GPUs.

No regression found on Adreno and Tegra GPU. Need to be tested on other GPUs.
2015-08-26 19:27:02 +06:00
Sergey Lipskiy
444545baea Enable hack_VIUpdateOnCIChange for Perfect Dark.
Fixed: Perfect Dark flickering lights #609
2015-08-23 20:38:44 +06:00
purplemarshmallow
01ffde2aa9 update scale when resizing window 2015-08-23 12:40:56 +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
d30d813b18 Fix texture filter init/shutdown:
- texture filter updated when config.textureFilter options changed.
2015-08-17 15:42:40 +06:00
Sergey Lipskiy
5bf7a4e4de Add support of 6xBRZ to user interface. 2015-08-17 15:37:15 +06:00
Sergey Lipskiy
daf18efabb Update xBRZ texture filter to version 1.4
xBRZ: "Scale by rules" - high quality image upscaling filter by Zenju

Adopted sources from
http://sourceforge.net/projects/xbrz/files/xBRZ/
2015-08-17 15:37:15 +06:00
Sergey Lipskiy
2f34089850 Fix uniform initialization for zelda_monochrome_fragment_shader.
Fixed GL error in Zelda OOT subscreen after savestate load.
2015-08-16 18:21:55 +06:00
AmbientMalice
b8d9d30ecc Apply Quake II hack to Quake 64.
I have no idea whether I got the syntax right thanks to not being able to build GLideN64. Assuming this works, this should fix underwater rendering in Quake 64.
2015-08-16 13:18:29 +06:00
purplemarshmallow
6e6fec1d94 Put Goldeneye microcode to the list of special microcodes
and disable near-plane clipping for it.

.Non = true
2015-08-15 19:51:54 +06:00
Sergey Lipskiy
c9c8b3a63e Relax condition to enable alpha dither.
Fixed noise in Tonic Trouble #582 and Mission Impossible #616
2015-07-26 14:50:14 +06:00
purplemarshmallow
fc3a4c8085 enable subscreen delay fix for Doubutsu no Mori 2015-07-26 09:21:55 +06:00
purplemarshmallow
77f342fc63 fix depth buffer copy in LLE
in LLE it works well for Star Wars Episode I - Racer but for most games
it does not work correctly
2015-07-25 17:32:21 +06:00
purplemarshmallow
dbfbeb1b13 fix copy color to RDRAM in LLE
fixes #554
2015-07-25 17:32:20 +06:00
Gillou68310
ef46331c39 Add config option to change polygon offset values 2015-07-24 13:20:04 +06:00
Sergey Lipskiy
cbbd5d17de Fix crash when fb emulation enabled/disabled during gameplay, issue #601 2015-07-23 21:55:30 +06:00
Sergey Lipskiy
70c4941fb9 Correct texture force clamp t condition in texrect.
Fixed regression in MK64, caused by commit c50b3c8, issue #607
2015-07-23 16:31:09 +06:00
Sergey Lipskiy
57efca4692 Fix RomOpen for Mupen64Plus API.
RomOpen for Mupen64Plus API returns int, while Zilmar specs RomOpen returns void.

Thanks fzurita for pointing on this mistake.

Fixed issue #604
2015-07-23 16:07:33 +06:00
Sergey Lipskiy
16e3af616c Add hack hack_VIUpdateOnCIChange for Quake II.
Quake II uses single buffer mode when underwater, so additional check
gDP.colorImage.changed != 0 is necessary to detect frame change.
This check may cause dummy buffers swaps, so now it is used for Quake II only.

Fixed #592
2015-07-03 15:03:01 +06:00
Sergey Lipskiy
d8817013cd Fix geometry clipping problem for GL ES.
NoN - no near clipping.
GL ES does not support z-clipping disabling, so harmless hack used here.
Harmlessness condition: z value is not used by pixel pipeline.
gDP.otherMode.depthCompare == 0 && gDP.otherMode.depthUpdate == 0 - z not used for depth compare/update.
Thus we can set vertex z to any value, which will ensure that z/w is in range [-1, 1], e.g. to zero.

Fixed issue #588
2015-07-03 15:02:04 +06:00
Sergey Lipskiy
c50b3c8c1d Correct force texture clamp condition in OGLRender::drawTexturedRect.
Fixed issue #506 - Perfect Dark Target Test target not displaying correctly
2015-07-03 13:45:59 +06:00
Gillou68310
40da41d953 Fix framebuffer texture rectangle coordinate in GLES2 2015-07-02 10:45:52 +06:00
Sergey Lipskiy
9a071e4292 MSVS project correction: remove configuration Debug 1964. 2015-07-01 11:04:05 +06:00
Sergey Lipskiy
b675195fbc MSVS project correction:
remove NEWGLNINTENDO64_EXPORTS preprocessor definition, add _CRT_SECURE_NO_WARNINGS one.
2015-06-30 22:47:16 +06:00
Sergey Lipskiy
c13870289d MSVS project correction:
remove Boost from the list of additional library directories.
2015-06-30 22:39:20 +06:00
purplemarshmallow
b0ab13b871 GLideN64 and GLideNHQ are now in one solution
GLideN64 is now dependent on GLideNHQ
2015-06-30 22:33:48 +06:00
purplemarshmallow
aec07a3151 fix build warning: "TargetName(GLideN64) does not match the Linker's OutputFile property value" 2015-06-30 22:33:39 +06:00
Sergey Lipskiy
d0c8750759 Fix tex1 read in mipmap shader.
Fixed mip-mapping in general and issue #158 in particular.
2015-06-30 14:48:16 +06:00
Sergey Lipskiy
4a75d4d357 Add hack to fix both mario 64 and mario kart 64 background (blue sky) with widescreen hack enable.
Author: Gillou68310
2015-06-26 22:06:06 +06:00
Gillou68310
6be5ff6396 Force multisampling to 0 when not supported 2015-06-26 19:29:54 +06:00
Gillou68310
c2b9961cc8 Removed useless GLES headers 2015-06-26 19:29:52 +06:00
Sergey Lipskiy
7936e02066 Enable hack_subscreen for GLES2. 2015-06-26 19:20:44 +06:00
Sergey Lipskiy
619f57bce8 Move .ini files to ini subfolder. 2015-06-25 12:23:13 +06:00
Sergey Lipskiy
88d4bd8c12 Merge remote-tracking branch 'remotes/origin/custom_ini' 2015-06-25 12:20:35 +06:00
Sergey Lipskiy
3f01de5e47 Merge branch 'translations' 2015-06-25 12:18:29 +06:00
Sergey Lipskiy
6d53c3bbd8 Add hack_ignoreVIHeightChange.
Fixed Space Invaders Boss battle gliching #448
2015-06-25 11:14:46 +06:00
Sergey Lipskiy
3dcee1cef3 Revert "Implement special case when 8bit auxiliary I buffer is used as 8bit IA texture."
Fix causes issues in other games with 8bit auxiliary color buffers, e.g. JFG

This reverts commit d5a0f20098.
2015-06-23 23:02:30 +06:00
Gillou68310
b7917ed3c2 Allow building with GLES on windows 2015-06-23 22:28:54 +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
12bc0c928d Add blend mode for explosions in Vigilante 8. 2015-06-19 12:08:18 +06:00
Sergey Lipskiy
d5a0f20098 Implement special case when 8bit auxiliary I buffer is used as 8bit IA texture.
Fixed Turok 3 Incorrect Shadows #543
2015-06-19 10:53:30 +06:00
Sergey Lipskiy
3f7d868f9e Fix mipmaping when mip-map emulation disabled in settings.
Most detailed tiles will always be used.
2015-06-18 14:51:43 +06:00
Sergey Lipskiy
a3ddc4ce3e Correct mipmap shader again. 2015-06-18 14:14:11 +06:00
Sergey Lipskiy
db38b2f9ea Fix compilation on Android. 2015-06-18 11:55:34 +06:00