oddMLan
f326715bf8
Update project files
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-Added N64PluginsDir-wtl and N64PluginsDir-wtl_x64 environment variables for zilmar-spec-wtl
-Updated appveyor.yml to support wtl configurations
-Split artifacts into individual 7z files for each configuration instead of a single archive holding them all together
-Move icons to Resources folder to avoid duplicate assets
-Updated icon.qrc
-Updated GLideNUI.rc
-Update GLideN64.sln
-Fix very serious overlook in x64 builds
This should fix AppVeyor issues
Use variable names from 3fe5f50
2020-04-25 23:26:17 +07:00
oddMLan
a97b387c68
GLideN64-wtl: Add English entry to Language combobox when translation file list is empty
2020-04-25 23:26:17 +07:00
oddMLan
311433749c
GlideNUI-wtl: Increase Tooltip delay
2020-04-22 21:14:17 +07:00
oddMLan
4f5963b2f2
GLideNUI-wtl: Fix mistakes in translation files
2020-04-22 21:14:17 +07:00
oddMLan
29e0da3eb6
GLideNUI-wtl: Lazy load Fonts treeview of OSD tab
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Speeds up dialog creation a little bit.
Fix bug in which creating a new profile would give a font with zeroed parameters
2020-04-22 21:14:17 +07:00
zilmar
b0cf0ede8e
GLideNUI-wtl: Move overscan control to top because it was not being displayed
2020-04-22 21:14:17 +07:00
oddMLan
d153645b11
GLideNUI: Hide Debug tab in Release builds
2020-04-22 21:14:17 +07:00
oddMLan
af1ed549f4
GLideNUI: Add custom windowed resolution by editable combobox
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Also fixed bug in which switching profiles would cause the Windowed resolution list to load more than once.
2020-04-22 21:14:17 +07:00
zilmar
5caa533580
GLideNUI-wtl: Change spaces to tabs
2020-04-22 21:14:16 +07:00
zilmar
5a1569f7bc
GLideNUI-wtl: Add translation to about
2020-04-22 21:14:16 +07:00
zilmar
c7049dad42
GlideNUI-wtl: Add debug tab language
2020-04-22 21:14:16 +07:00
zilmar
d83a06a75e
GlideNUI-wtl: Add On-screen display tab
2020-04-22 21:14:16 +07:00
zilmar
ba7a84c2d1
GLideNUI-wtl: Add language for texture tab
2020-04-22 21:14:16 +07:00
zilmar
e2bb100244
GLideNUI-wtl: Add language for frame buffer
2020-04-22 21:14:16 +07:00
zilmar
dc5ac40007
GLideNUI-wtl: Add language translation for emulation tab
2020-04-22 21:14:16 +07:00
zilmar
c185cecb01
GLideNUI-wtl: Add language translation to config-video
2020-04-22 21:14:16 +07:00
zilmar
6c4b18266e
GLideNUI-wtl: Generate Screen shot
2020-04-22 21:14:16 +07:00
zilmar
02fcbf9b88
GLideNUI-wtl: Handle changing/adding/removing profile
2020-04-22 21:14:15 +07:00
zilmar
512544ca67
GLideNUI-wtl: change resolution to a combo box
2020-04-22 21:14:15 +07:00
zilmar
f802d0fd51
GLideNUI-wtl: Add dithering options
2020-04-22 21:14:15 +07:00
zilmar
f6bc760e28
GLideNUI-wtl: dpi is not a pointer
2020-04-22 21:14:15 +07:00
oddMLan
14edd21541
GLideNUI-wtl: Match Qt GUI 1:1
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Based on commit c168f53d12
With some minor improvements/differences over Qt GUI
- Fully DPI aware
- Dithering is in the Video tab instead of Emulation, some wording differences
Observations:
- "Windowed resolution" is an editable combobox now. Need to parse custom resolution as well suggest some default ones
- "Enable noise" has been removed since it's permanently enabled in latest master
- Need to sync with upstream to connect the Dithering stuff with the config system
- Warning under Antialiasing section needs to hide if N64-depth compare is disabled, but might be difficult to do
Further suggestions:
- "Save" button should be an "Apply" button that applies the settings to current game without pausing. Might be out of the scope of this refactor though.
- Need to test GUI in Windows XP, Windows Vista/7/8.1 to make sure nothing looks out of place
2020-04-22 21:14:15 +07:00
oddMLan
66175d82de
GLideNUI-wtl: Add DPI-aware icon handling code
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Other: Minor layout fixes
2020-04-22 21:14:15 +07:00
zilmar
5cb23ede3a
GLideNUI-wtl: Start to add code for handling profiles
2020-04-22 21:14:15 +07:00
zilmar
5f61dd12a5
GLideNUI: make Gliden64 have rc files
2020-04-22 21:14:15 +07:00
zilmar
f2e32892a3
Add GLideNUI-wtl
2020-04-22 21:13:33 +07:00
Logan
686fa7d108
FlappyBird64 requires CopyFromRDRAM
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Fixed #2197 FlappyBird HUD elements not displayed
2020-04-17 19:11:52 +07:00
Sergey Lipskiy
50dd3ed2e0
Set clip ratio to 1 when render image from DRARM.
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Fixed #2211 Duplicate image in Dr. Mario
2020-04-16 17:28:07 +07:00
Logan McNaughton
7ef3be1cab
Mask VI_ORIGIN address
2020-04-15 11:12:42 +07:00
Sergey Lipskiy
9eddde6e0f
Fix "division by zero" issue in gSPObjSprite.
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Fixed #2192 Unknown memory action on Magical Tetris Challenge
2020-04-11 14:57:50 +07:00
fzurita
fbd1ad1a5a
Fix broken Android compilation with updated xxHash
2020-04-09 15:33:56 +07:00
Sergey Lipskiy
d8f031294a
Use linear equation for LOD calculation,
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as proposed by standard-two-simplex in #2203
2020-04-09 15:06:59 +07:00
Sergey Lipskiy
a73da69e10
Always use clip ratio 1 for rects and screen-space triangles.
2020-04-06 20:01:54 +07:00
Sergey Lipskiy
2ebfabaf8e
Revert "Set clip ratio to 1 in TexrectDrawer."
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This reverts commit cd9b5e1c93f0a01a9648982f8ecffcc08919e6f2.
2020-04-06 20:01:54 +07:00
Sergey Lipskiy
2169384245
Set default clip ratio to
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- 2 for F3DEX2 and .Rej,
- 1 for F3DEX and other fast3d ucodes, except .Rej
2020-04-06 20:01:54 +07:00
Sergey Lipskiy
aeabfd3912
Set clip ratio to 1 in TexrectDrawer.
2020-04-06 20:01:53 +07:00
Sergey Lipskiy
a2d731b4db
Update viewport on clip ratio change.
2020-04-06 20:01:53 +07:00
Sergey Lipskiy
0b8f10f9d6
Set gSP.clipRatio default value to 1 for all ucodes but Rej ones, where it is 2.
2020-04-06 20:01:53 +07:00
S2S
2c51fb096f
Magnify clipping space by ClipRatio.
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Fixed #190 Cruis'n World: wrong logo
2020-04-06 20:01:53 +07:00
Sergey Lipskiy
0cca2fa2fe
Change type for BlueNoiseItem fields from char to signed char.
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It should fix compilation on ARM.
2020-04-06 19:58:57 +07:00
Logan McNaughton
c168f53d12
Fix bug introduced by 85a8635952
2020-04-05 11:06:58 +07:00
gizmo98
a96853d559
Dithering settings: add tooltip text
2020-04-05 10:54:12 +07:00
Sergey Lipskiy
827b69816f
Add support in GUI
2020-04-02 16:10:08 +07:00
Sergey Lipskiy
219019a39b
Enable dithering quantization by default.
2020-04-02 14:53:06 +07:00
Sergey Lipskiy
5ff3ef9649
Dithering shader: correct read threshold value from matrices.
2020-03-31 18:31:44 +07:00
Sergey Lipskiy
a0991dc9cf
Refactor shader dithering code: replace mix by switch..case
2020-03-31 18:31:44 +07:00
Sergey Lipskiy
beee2bc368
Use enableHiresNoiseDithering setting.
2020-03-31 18:31:43 +07:00
Sergey Lipskiy
d7e3b4c84b
Some dithering shaders refactoring.
2020-03-31 18:31:43 +07:00
Sergey Lipskiy
897fc35d51
Remove ditheringMode and bufferDitheringMode settings.
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Add new settings:
- enableHiresNoiseDithering
- enableDitheringPattern
- enableDitheringQuantization
- rdramImageDitheringMode
New settings are not implemented in GUI yet.
2020-03-31 18:31:43 +07:00
Sergey Lipskiy
2600a6bc90
Remove "Enable noise" oprion. Emulation of noise is always enabled.
2020-03-31 18:31:42 +07:00
Sergey Lipskiy
41ecf66e80
Add blue-noise dithering, http://momentsingraphics.de/BlueNoise.html
2020-03-31 18:31:42 +07:00
Sergey Lipskiy
f566c1bc59
Support dithering mode in GUI.
2020-03-31 18:31:41 +07:00
Sergey Lipskiy
d621eb4d34
Add enum DitheringMode for better readability.
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Few fixes.
2020-03-31 18:31:41 +07:00
gizmo98
350d791596
-Remove enableDithering setting and use ditheringMode for everything
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-Dithering Modes:
0 disabled
1 noise dithering
2 noise dithering with 5Bit quantitzation
3 noise and ordered grid dithering
4 noise and ordered grid dithering with 5Bit quantitzation
-Quantize dithered alpha (5Bit). Removes white remnants in SF Lylat
Wars.
2020-03-31 18:31:40 +07:00
gizmo98
1a6f83aa6c
Disable RDRAM dithering if nativeResFactor = 1 and dithering is enabled
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Don’t dither twice.
2020-03-31 18:31:40 +07:00
gizmo98
0597632f8a
Add dithering options and better color noise dithering
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-Add enableDithering option: true - dithering enabled; false -
dithering disabled
-Add ditheringMode option: quantize noise or ordered grid dithered
content like original hardware would do it. true - quantize to 16Bit
colors, false 32Bit colors.
-Add snoiseRGB() and snoiseA() functions. Color dithering needs
different noiese values for r, g and b.
-snoiseRGB() and snoiseA() „double“ noise resolution if uScreenscale is
>= 2.0. So noise not so blocky but still grainy at higher resolutions.
-Increase config version to 28U
2020-03-31 18:31:40 +07:00
gizmo98
6bdcaa0bfa
Add RDRAM dithering: Dither image if RGBA16 is written to RDRAM
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ColorbufferToRDRAM RGBA to RGBA16 conversion produces color banding.
Implement dithering according to n64 documentation to hide color
banding.
2020-03-31 18:31:39 +07:00
Logan McNaughton
85a8635952
Update to XXH3 for CRC_OPT
2020-03-30 21:16:59 +07:00
Logan
3f55f30ea2
Mask RDRAM address in ProcessRDPList
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Avoids a crash in Donkey Kong 64 (U) [f2]
2020-03-29 18:12:16 +07:00
Sergey Lipskiy
225f1414dc
Set NoN (no near clipping) flag for all .Rej ucodes.
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Fixed wrongly clipped polygons in RE2, Ada's locket cutscene, #2152
2020-03-22 14:00:00 +07:00
Sergey Lipskiy
022b375614
RE2 related fixes:
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* fixed gSPModifyVertex for case when primitive depth enabled
* fixed GraphicsDrawer::isRejected for case when coordinates of vertex set by gSPModifyVertex
* fixed writeDepth() shader for RE2
Fixed various issues mentioned in #2152
2020-03-18 14:50:45 +07:00
Logan
be78f2d324
Fix IPO build on Linux
2020-03-18 11:53:00 +07:00
Sergey Lipskiy
8a9d52b41b
Fix static noise on screens in Space Station Silicon Valley.
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Problem: the static on the screens is the result of alpha test with a random threshold.
The screens use 2 cycle combiner. First cycle for alpha uses "combined" input.
A value for this input is not set yet in the first cycle, so the result of alpha test is usually wrong.
Solution: replace "combined" input in the first cycle by special "half" input.
Fixed #1764
2020-03-08 23:28:54 +07:00
Sergey Lipskiy
1fdd028bc6
Fix conditions to activate texturedRectDepthBufferCopy.
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Fixed #2101 Multiplayer camera rotation issue in Conkers Bad Fur Day
2020-03-07 18:27:32 +07:00
Sergey Lipskiy
a28292846c
Remove on_n64DepthCompareCheckBox_toggled
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Fixed #2185 GLideNUI warning.
2020-03-06 18:51:48 +07:00
fzurita
d053f16bb0
Fix CMake warnings presented by Android Studio
2020-02-26 17:04:05 +07:00
fzurita
0a5216f8e1
Make the hybrid texture filter optional through configuration
2020-02-12 11:51:04 +07:00
Sergey Lipskiy
0692abea4a
Re-implement slower N64 depth compare synchronization method,
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which requires only core OpenGL 4.2 without shader_interlock extensions.
Fixed N64 depth compare with older AMD GPU.
2020-02-09 19:03:53 +07:00
Logan McNaughton
3d93752b61
Update xxHash
2020-02-06 17:48:13 +07:00
Sergey Lipskiy
495d9f959e
Simplify aTexScale calculation in UClampWrapMirrorTex::update
2020-01-12 19:52:42 +07:00
Sergey Lipskiy
cfa3ded934
Correct tile size calculation.
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Fixed #2156 Tony Hawk's Pro Skater 3- Missing Characters on Copyright Screen
2020-01-02 20:36:35 +07:00
Sergey Lipskiy
b949958874
Disable ThreadedVideo on MacOsX, see #2159
2020-01-02 16:41:18 +07:00
Sergey Lipskiy
c823047f99
Prevent config dialog from being opened twice.
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Fixed #2158 Project 64 Crashes if you open GlideN64 Video Settings when they are already open.
2020-01-02 14:44:01 +07:00
Sergey Lipskiy
e676dafb7a
Fix languages names in GUI.
2020-01-02 14:35:24 +07:00
fzurita
de7547727b
Don't generate a new Revision.h file if revision hasn't changed
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This prevent CMake from forcing a build of everything that depends on
that file.
2019-12-16 14:21:44 +07:00
fzurita
3daf1c0e49
Use a different library name when building for Android
2019-12-16 14:21:44 +07:00
fzurita
cda2dcf2a3
Remove Android makefile and use CMakeLists for Android instead
2019-12-02 18:41:41 +07:00
Sergey Lipskiy
028133bb5c
Correct gDP.loadTile->loadHeight calculation again.
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Fixed #2143 Yoshi's Story level backgrounds regression
which was broken by b261f34b0
2019-11-30 22:48:23 +07:00
Tim Wanders
80f1d9d021
Fix Log.h
2019-11-30 22:40:00 +07:00
fzurita
44ce554d5f
Fix issues with EGL image public API on GLES 2.0
2019-11-30 15:54:59 +07:00
Sergey Lipskiy
d52d402d76
Do not use hybrid filer for GLES 2.0 due to poor performance.
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Shader and code simplifications.
2019-11-30 15:54:54 +07:00
Sergey Lipskiy
25b270492e
Revert "Don't use glGetTexLevelParameteriv to determine texture size"
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This reverts commit b31e510932
.
2019-11-30 15:31:43 +07:00
fzurita
49bdffb954
Fix shader compilation errors with Adreno devices
2019-11-30 15:30:50 +07:00
fzurita
6ac44db414
Don't use glFlushMappedBufferRange in debug mode, the performance
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penalty is too high
2019-11-29 11:55:57 -05:00
fzurita
b31e510932
Don't use glGetTexLevelParameteriv to determine texture size
2019-11-29 15:56:22 +07:00
fzurita
a2fbea9086
Fix GLSL ES 1.0 compilation error
2019-11-29 15:50:34 +07:00
fzurita
0abaad4aee
Fix shader compilation errors in GLSL 3.0
2019-11-29 15:02:35 +07:00
Sergey Lipskiy
2b5e8786d1
Add support for TEXTUREMODE_BGIMAGE in UClampWrapMirrorTex::update()
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Fixed #2107 Majora's Mask OnePiece backgrounds broken
Fixed #2141 RE2 corrupt video
2019-11-28 19:13:26 +07:00
Sergey Lipskiy
558c465d02
Debugger fixes.
2019-11-28 19:11:31 +07:00
Francisco Zurita
9c4653a148
Throw an exception if a buffer greater than the ring buffer pool max size is allocated instead of dead locking forever.
2019-11-28 17:33:56 +07:00
Sergey Lipskiy
f918a909c7
Remove opacity check from hybridFilter shader.
2019-11-28 12:31:31 +07:00
Sergey Lipskiy
488d52de16
Use hybrid texture filter to draw frame buffer image on screen.
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Related to #2088
2019-11-27 19:25:19 +07:00
Sergey Lipskiy
bc05d5f0d8
Make optimization implemented in e0418c3c34
as optional.
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S. F. Rush looks much better without the optimization.
Fixed #2068 S. F. Rush and Rush 2 - Regressions
2019-11-27 17:32:21 +07:00
Sergey Lipskiy
a8f23045fd
Enable threadedVideo option by default.
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Fixed #2126 Problem with Project64 1.6.1 when close emulator
2019-11-23 12:55:22 +07:00
Sergey Lipskiy
89bcb61c02
Correct frame buffer usage check.
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Fixed Pokémon Stadium 2 - Cut off pokémon portraits #2110
2019-11-22 16:23:25 +07:00
Sergey Lipskiy
a01718d2cf
Correct needMirror condition in clampWrapMirror shader.
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Fixed Blast Corps regression #2113
2019-11-21 17:25:57 +07:00
Sergey Lipskiy
27128fe505
Correct error output in DisplayWindowMupen64plus::_getDisplaySize().
2019-11-20 12:40:53 +07:00
Sergey Lipskiy
517723d308
Up shader storage version.
2019-11-14 11:46:51 +07:00
S2S
49604f0c16
Write wrap function. Cleanup of combiner code.
2019-11-14 11:46:46 +07:00
S2S
a42e34f1b8
Write macros for reading a vector or matrix without hurting performance. Cleanup blender code.
2019-11-14 11:46:32 +07:00