Sergey Lipskiy
9dff907f15
Do not shift texture coordinates for frame buffer textures.
...
Fixed #2112 Conker black line following your shadow
2019-11-12 10:54:56 +07:00
Sergey Lipskiy
09764fead7
Fix TxFileStorage initialization when cache compression disabled.
...
Fixed Textures do not load from uncompressed HTS files #2120
2019-11-04 21:49:48 +07:00
Sergey Lipskiy
f3b83d2c8b
Fix formatting in TxCache.cpp
2019-11-04 19:49:09 +07:00
Sergey Lipskiy
ad85856ee7
Replace printf by LOG.
...
Fixed #2123
2019-11-04 18:27:01 +07:00
fzurita
17b8e34799
Add logging of OpenGL profiling data
2019-11-04 15:03:36 +07:00
fzurita
d7996329c1
Added more GL functions to threaded GL implementation
2019-11-04 14:54:05 +07:00
fzurita
e333dea890
Fix GL errors when using EGL image to read pixel from texture
2019-11-04 14:30:37 +07:00
fzurita
9059bb38d3
Add GL function glDebugMessageCallback and glDebugMessageControl
2019-11-03 23:07:05 +07:00
fzurita
686c7799db
Fix some incorrectly set android makefile options
2019-11-03 23:07:05 +07:00
Sergey Lipskiy
a87f7c4022
Log CoreVideo functions error code.
2019-11-03 23:00:54 +07:00
Sergey Lipskiy
5484972b37
Correct tile size calculation.
...
Fixed regression in Paper Mario caused by commit 5c5c218e4
.
2019-10-28 20:16:24 +07:00
Sergey Lipskiy
2b0e1e64c2
Temporal workaround for crashes in TextureCache::_loadHiresTexture when mip-mapped textures loaded.
...
See #1711 for details.
2019-10-26 18:57:28 +07:00
fzurita
ffaaf1f664
Fix incorrect OpenGL function init in iOS
2019-10-25 11:17:14 +07:00
fzurita
3c875ef3a6
Fix incorrect OpenGL function init in MacOS
2019-10-25 11:17:14 +07:00
Sergey Lipskiy
98d906d4e0
Correct tile height calculation.
...
Fixed Neon Genesis Evangelion glitches #2102
2019-10-16 13:43:50 +07:00
Sergey Lipskiy
0338f27225
Do not shift texture coordinates by 0.5 for point-sampled textures.
...
Attempt to fix texture mapping issue from #2097 .
2019-10-14 14:11:24 +07:00
fzurita
1384584af6
Fix threaded OpenGL lockup when trying to remove invalid buffer
2019-10-14 14:10:08 +07:00
Sergey Lipskiy
b261f34b0d
Fix gDP.loadTile->loadHeight calculation.
...
Fixed Zelda 64 Skybox duplicates #2094 .
2019-10-13 13:03:28 +07:00
Sergey Lipskiy
cffeab2f0f
Fixed backgrounds load in Bakuretsu Muteki Bangaioh (J).
2019-10-12 23:57:10 +07:00
Sergey Lipskiy
5bab3c155f
Fix crashes in Bakuretsu Muteki Bangaioh (J)
2019-10-12 01:03:14 +07:00
fzurita
462dd2a9bc
FIx EGL image compatibility with mali devices
2019-10-05 22:41:33 +07:00
fzurita
4c87af5975
Don't initialize EGL, this is causing issues
2019-10-05 22:41:33 +07:00
fzurita
8cdf5a41d8
Don't crash on failed initialization
2019-10-05 22:41:33 +07:00
Sergey Lipskiy
427004a703
Fix Debugger::_addTriangles
2019-10-03 18:51:26 +07:00
fzurita
4a10c0a7fa
Fix incorrect OpenGL function init in Linux
2019-09-30 21:48:36 -04:00
fzurita
d6ad676436
Fix EGL initialization in applications that don't implment VidExt
2019-09-30 21:48:36 -04:00
fzurita
7861d14060
Fix issue with lack of highp floating numbers in GLSL for GLES 2.0.
2019-09-30 21:48:26 -04:00
fzurita
8817e2c549
Fix logging error
2019-09-29 09:25:04 -04:00
Sergey Lipskiy
62b4389d16
Use TexrectCopyProgram if TexrectColorAndDepthCopyProgram is not awailable.
2019-09-29 16:13:03 +07:00
fzurita
415e63d6d1
Fix shader compilation error in GLES 2.0
2019-09-29 16:08:44 +07:00
fzurita
a42c66e305
Fix android logging
2019-09-29 16:08:44 +07:00
Sergey Lipskiy
9409abd671
Support "Copy depth to main depth buffer" option in GUI.
2019-09-27 19:33:18 +07:00
Sergey Lipskiy
751ddc36a7
Support "EnableCopyDepthToMainDepthBuffer" option in mupen64plus config.
2019-09-27 19:33:18 +07:00
Sergey Lipskiy
86a227308e
Implement copy depth to main depth buffer. It is necessary for correct work of some Reshade shaders.
2019-09-27 19:33:18 +07:00
Sergey Lipskiy
a1faafcc1b
Code refactor: rename TxFileCache to TxFileStorage.
2019-09-27 19:33:18 +07:00
Sergey Lipskiy
0272bb626b
Fix warning.
2019-09-27 19:33:18 +07:00
Aquatakat
7785e305d4
New aliasing tooltip
2019-09-27 19:33:17 +07:00
Aquatakat
6946f730b4
UI refresh: _init() behaviour fixes
...
Changing profiles/toggling the use game settings checkbox works a bit better.
2019-09-27 19:33:17 +07:00
Aquatakat
c18037b92d
Support for file_tex_storage branch
2019-09-27 19:33:17 +07:00
Aquatakat
43bec023e4
UI refresh: option to save settings to profile while per-game settings enabled
...
Also letting Qt decide how tall the window should be.
2019-09-27 19:33:17 +07:00
Aquatakat
c77214f0a7
UI refresh: AA radio button behaviour changes
2019-09-27 19:33:17 +07:00
Aquatakat
95cee96d15
UI refresh: emulation tab condensed vertically
2019-09-27 19:33:17 +07:00
Aquatakat
54b825d957
UI refresh fixes
...
Whoops, it looks like I was working with an old UI and missed some options. I've added them all to the emulation tab.
I think I should find a way to tidy the emulation tab a little in the future.
2019-09-27 19:33:17 +07:00
Aquatakat
03f0fe78c9
UI refresh
2019-09-27 19:33:16 +07:00
Sergey Lipskiy
2fa076c1df
Support new settings in Mupen64plus config
2019-09-27 19:33:16 +07:00
Sergey Lipskiy
b697393cab
File stream implementation of TxCache.
2019-09-27 19:33:16 +07:00
Sergey Lipskiy
dee7065982
Memory cache implementation of TxCache
2019-09-27 19:33:16 +07:00
Sergey Lipskiy
a1a443ca47
TxCache refactor
2019-09-27 19:33:16 +07:00
Sergey Lipskiy
0068a0066b
Fix Debugger::_addTriangles for TRIANGLE_STRIP mode
2019-09-18 15:38:25 +07:00
Sergey Lipskiy
fea37ab6d5
Fix elements cast in Debugger::_addTrianglesByElements
2019-09-18 15:38:22 +07:00
Sergey Lipskiy
34c6cae364
Fix compile errors in opengl_ColorBufferReaderWithEGLImage.cpp
...
Fixed #2083
2019-09-05 18:53:38 +07:00
Sergey Lipskiy
4808179691
Fixed crash in case of wrong FrameBuffer::m_scale initialization.
2019-09-05 18:47:45 +07:00
Sergey Lipskiy
10ec517fe9
Code refactor in GLInfo::init()
2019-08-31 11:05:44 +07:00
Sergey Lipskiy
5c5c218e41
Correct tile size calculation.
...
Fixed text in Zelda debug rom. See bug reported by AriaHiro64 in #1885
2019-08-21 12:39:53 +07:00
Sergey Lipskiy
c28ea61b8f
Fix for texture issues in Stunt Racer, reported by DonelBueno in #1885
...
Stunt Racer uses combiner with two textures for track polygons, but actually loads only T0.
T1 replaced by T0 because of LOD flags in othermode.
This situation was not checked in the main code and ClampWrapMirror shader got wrong parameters,
which lead to the glitches.
2019-08-16 19:10:09 +07:00
Sergey Lipskiy
947fedcbb5
Code cleanup: remove unused getMirrorClamp function.
2019-08-16 17:47:20 +07:00
Sergey Lipskiy
fa2ce3f6e7
Debugger: correct mupen64plus window caption to find in debug mode.
2019-08-16 17:46:34 +07:00
Sergey Lipskiy
258e51d44d
Code cleanup: remove unused CombinerInfo::getCombinersNumber()
2019-06-23 17:32:28 +07:00
Sergey Lipskiy
83dde99f6b
Fix TextureCache::_loadHiresTexture: use correct tile when gSP.texture.tile != 0
2019-06-19 19:02:57 +07:00
Sergey Lipskiy
2d712f2ae0
Rewrite textures loading and mapping:
...
- use RiceVideo method for texture size calculation.
RiceVideo uses the same method for texture dumping.
- rewrite texture mapping.
Texture Clamp-Wrap-Mirror implemented in shaders.
Problem explanation:
https://github.com/gonetz/GLideN64/issues/1885#issuecomment-485136358
Fixed various glitches with HD textures, #1885
2019-06-19 19:02:52 +07:00
Sergey Lipskiy
993960f9ea
Do not attempt to copy image to RDRAM when copyToRDRAM option set to "Disabled".
...
Fixed crash when open sub-screen in Zelda MM with copyToRDRAM disabled.
2019-05-22 20:16:10 +07:00
Sergey Lipskiy
2d15d2d20a
Fix CMakeLists.txt for Raspberry Pi
...
Patched by 5schatten.
Fixed #1978 [RPi3 | cross compile]
2019-04-23 17:17:34 +07:00
Francisco Zurita
c06c593eba
Improve logging information
2019-04-23 11:15:41 +07:00
Sergey Lipskiy
8debfdb81c
Correct GLES2 version of mip-map shader.
2019-04-22 21:45:11 +07:00
Francisco Zurita
8f26645407
Fix crash with GL_DEBUG enabled with mupen64plus API
...
Also, fix compiler warning
2019-04-15 09:09:39 +07:00
Francisco Zurita
92bcbe5981
Fix issues with threaded OpenGL when debug is enabled
2019-04-10 12:55:09 +07:00
fzurita
5df3f9dbac
Threaded GLideN64 calls
2019-04-08 10:51:18 +07:00
Sergey Lipskiy
3d74542d24
Correct geometry mode update for Turbo3D.
...
Fixed glitches in Dark Rift, #2033
2019-04-03 21:32:50 +07:00
Sergey Lipskiy
1eea6d4452
Update "About:Contributors"
2019-04-01 17:09:49 +07:00
Sergey Lipskiy
2b95e56db4
Remove info about blur shader from "About:Credits" form since the shader is not used anymore.
2019-04-01 16:53:18 +07:00
Sergey Lipskiy
7f5f6256f3
Apply gamma correction to text drawer textures.
...
Fixed #2030 : Font rasteriser doesn't perform gamma correction
Thanks Clownacy for the idea.
2019-04-01 16:30:36 +07:00
Sergey Lipskiy
c57909e2e9
Reset gSP.geometryMode at display list load and display list end.
...
Fixed culling issue in Triple Play 2000.
2019-04-01 15:21:08 +07:00
Sergey Lipskiy
3e552f4214
GUI: set max MSAA level to 16x.
2019-03-26 16:27:32 +07:00
Sergey Lipskiy
e91a767b82
GUI: add tooltips for anti-aliasing controls.
2019-03-26 16:24:25 +07:00
Sergey Lipskiy
af63737012
Avoid division by zero in ObjCoordinates ctor due to wrong data in _pObjSprite.
...
Fixed crash in Glover 2 intro.
2019-03-23 18:11:07 +07:00
Sergey Lipskiy
fc96b78542
Fix load of 4bit CI textures when TLUT mode is off. Correction for commit 98960950
...
Fixed color of the glove in Doubutsu no Mori sub-screen.
2019-03-23 12:37:38 +07:00
Sergey Lipskiy
751fe2b3fa
Convert fix for StarCraft 64 from commit 729bf94c5
to StarCraft specific hack,
...
because that case is actual for StarCraft 64 only.
2019-03-23 12:33:04 +07:00
Sergey Lipskiy
03022db791
Check that RDRAM area is writable before writing buffer data into it.
...
Fixed Problem with Project64's protect memory option #764
2019-03-16 18:37:05 +07:00
Sergey Lipskiy
2ac29acf29
Add '#pragma once' to CRC.h
2019-03-15 16:56:50 +07:00
Sergey Lipskiy
3d11a21a40
Correct GraphicsDrawer::isRejected.
...
According to manual, ClipRatio must be at least 2.
Fixed #2023 , Chou Kuukan Nighter Pro Yakyuu King 2 (J) missing polygons in HLE
2019-03-13 18:29:21 +07:00
Sergey Lipskiy
6041b47271
Fix Insert Matrix moveword command.
...
Fixed Sim City 64 HLE City Rendering Issue #1200
2019-03-11 22:10:28 +07:00
Sergey Lipskiy
76a56b4273
Fix gSPModifyVertex for Z coordinate.
...
Fixed gasp: wrong depth in menu #2019
2019-03-07 12:09:26 +07:00
Sergey Lipskiy
989609505c
Fix load of 4bit CI textures when TLUT mode is off.
...
Fixed Goemon - Mononoke Sugoroku: wrong gfx #1892
2019-03-06 18:36:40 +07:00
Sergey Lipskiy
e13a2ffd6b
Correct gDPLoadTileInfo bytes calculation for 32bit textures.
...
Fixed ready 2 rumble 2 : wrong gfx in intro #2021
2019-03-05 16:06:26 +07:00
Sergey Lipskiy
96ccfc63af
Correct mip-map shader: lod could be larger than actual number of levels in mip-map texture.
...
Fixed mip-mapped textures in Automobili Lamborghini with 3point filtering enabled.
2019-03-03 15:17:52 +07:00
Sergey Lipskiy
3704b37c3e
Fix some of PVS-Studio warnings.
2019-03-03 11:47:10 +07:00
Sergey Lipskiy
4a925e1490
Add simple check for absolute paths to texture filter folders.
...
Relative path is not supported and must be substituted by default one.
2019-02-28 13:31:11 +07:00
Sergey Lipskiy
08e15767a6
Fix copy-paste errors in TextureFilterHandler::init()
...
Fixed build of default paths to texture filter folders
2019-02-28 12:30:46 +07:00
Sergey Lipskiy
f55283e32f
Fix CRC calculation for mip-mapped textures.
...
Fixed green smear on mipmaps in Turok, #1558
2019-02-25 15:44:56 +07:00
Sergey Lipskiy
69d608310f
Fix compilation warning.
2019-02-25 15:38:20 +07:00
Sergey Lipskiy
19cf24f701
Apply "Disable enhancement for backgrounds" option only for S2DEX background commands.
...
Related to Ocarina of time - Temple of time issue #1984
2019-02-24 19:47:28 +07:00
Sergey Lipskiy
b0380e0a04
Increase log level for VI warnings. Users should not see them.
2019-02-24 18:56:30 +07:00
Sergey Lipskiy
ea27c6bd21
Correct code, which forces OnePiece mode for backgrounds.
...
Code cleanup.
Fixed STARCRAFT 64: does not work with one piece option #2013
2019-02-24 18:42:56 +07:00
Sergey Lipskiy
6022f510f5
Correct getStorageFileName: set user-preferred locale before using string conversion functions.
2019-02-24 12:07:13 +07:00
fzurita
b40e6f44c1
Fix shader storage with Android 4.4
2019-02-24 11:49:15 +07:00
fzurita
164b44e8e5
Fix shader compilation in GLSL
2019-02-23 15:05:06 +07:00
Sergey Lipskiy
a40afaf5bd
Enable texturedRectDepthBufferCopy for Turok.
...
Code refactoring.
Fixed Turok 64 Missing lens flare #2009
Note: Turok lens flare works correct only when depth buffer copied from VRAM.
Software depth render produces incorrect result because it does not discard pixels,
which should be discarded by alpha test.
2019-02-22 15:45:04 +07:00
Sergey Lipskiy
5063ad7292
Fix address for depth buffer copy in texturedRectDepthBufferCopy
2019-02-22 12:17:27 +07:00
Sergey Lipskiy
a5e8bf4f3c
Fix DepthBufferToRDRAM::_prepareCopy RDRAM bound condition.
2019-02-22 12:14:09 +07:00
Sergey Lipskiy
edd83fdb76
Code cleanup: rename variables in F5INDI_RebuildAndAdjustColors
2019-02-20 18:00:46 +07:00
fzurita
9033a4d536
Fix build errors when using CMake with RPi
2019-02-19 15:18:39 +07:00
Sergey Lipskiy
49465a094d
Implement dump of background textures.
2019-02-19 12:49:40 +07:00
Sergey Lipskiy
15fa834ffa
Correct "BackgroundsMode" parameter read from mupen64plus config.
2019-02-19 12:47:59 +07:00
Sergey Lipskiy
916d01ba60
Correct FrameBufferList::renderBuffer() output coordinates calculation.
...
Fixed screen shake in WDC and Bass Rush - ECOGEAR PowerWorm Championship.
2019-02-17 23:37:54 +07:00
Sergey Lipskiy
cd4535025d
An optimization in F5INDI_CalcST
2019-02-17 15:39:39 +07:00
Sergey Lipskiy
9bf36d390a
Implement 3-point texture filtering for mipmapped textures.
...
Fixed #1558 3-point texture filtering doesn't work with mipmapped textures.
2019-02-16 20:45:51 +07:00
Sergey Lipskiy
edc81952ab
Fix texture unpack alignment for filtered textures.
...
Fixed #1412 : Enhancements cause buggy texture elements.
2019-02-15 17:44:45 +07:00
Sergey Lipskiy
24bfb8274f
Fix ucode selection for Wayne Gretzky's 3D Hockey.
...
Add custom settings to avoid flickering in this game with Project64.
Fixed Wayne Gretzky's 3D Hockey: missing gfx and flickers (regression) #1966
2019-02-08 22:04:47 +07:00
Sergey Lipskiy
0e04b3f902
Fix z coordinate calculation in TexrectDrawer::addRect()
...
Fixed #1989 , Printf debug statements broken in LLE in Multiple Debug/Prototype games.
2019-02-08 19:43:16 +07:00
gizmo98
f7824a37a0
Use bool value for 3-Point or bilinear filtering selection again
...
With the new enableHalosRemoval option we only need to select bilinear
filtering or 3-point filtering with a bool value again.
Reverts
https://github.com/gonetz/GLideN64/commit/164b1056b3b5446824e419a7721a5c
4e455f28c6 partly.
2019-02-08 11:47:28 +07:00
Sergey Lipskiy
32901bf5dd
Add option enableHalosRemoval for bilinear filtering.
2019-02-07 17:23:20 +07:00
fzurita
2712e8f509
Cleanup EGL image code
2019-02-05 21:48:26 +07:00
Sergey Lipskiy
837f173e82
Support new bilinear filtering modes in GUI.
2019-02-05 21:28:00 +07:00
gizmo98
164b1056b3
Add bilinear filtering modes which remove halos around transparent textures
...
This workaround is not implemented for gles2 devices.
2019-02-05 21:09:36 +07:00
fzurita
f209304d0b
Add support for Android EGL Image Public API
2019-02-05 17:30:58 +07:00
Sergey Lipskiy
039f818175
Correct initial value for clip ratio.
...
According to programming manual, initial value is 2.
Fixed logo clipping in SD Hiryuu no Ken Densetsu.
This game does not call gSPClipRatio, thus initial value is used.
2019-02-04 21:09:02 +07:00
Sergey Lipskiy
647f7759c2
Apply fix for GE multiplayer only for GE and PD.
...
Naboo does not use depth buffer clear with fillrect,
thus it does not allocate frame buffer for depth buffer clear.
GE multiplayer fix breaks depth compare in Naboo.
2019-02-04 20:04:48 +07:00
Sergey Lipskiy
78e98d880b
Fix primitive depth for particles in Factor5 ucodes.
2019-02-04 18:30:05 +07:00
Sergey Lipskiy
2b7f78c9f8
Fix depth buffer clear when otherMode.depthCompare enabled.
...
Fixed 1080 Snowboarding (JU) FB off breaks games ( regression) #1976
2019-02-03 18:01:01 +07:00
Sergey Lipskiy
f79f8d406a
Add bgMode config setting.
2019-02-02 19:10:50 +07:00
Sergey Lipskiy
be069adb1f
Fix gSPObjSprite for S2DEX ver 1.03
...
Fixed speedometer in GT 64.
2019-02-02 18:34:13 +07:00
Sergey Lipskiy
b62734d297
Use ValueKeeper for RSP.LLE flag
2019-02-02 18:34:12 +07:00
Sergey Lipskiy
dcd159dc71
Enable texrect drawer in BG commands when enableNativeResTexrects enabled.
2019-02-02 18:34:12 +07:00
Sergey Lipskiy
f31cb4b00d
GraphicsDrawer::drawTexturedRect - always use TexrectDrawer if m_bBGMode enabled.
2019-02-02 18:34:12 +07:00
Sergey Lipskiy
4a50912283
Enable texrect drawer for BGCopyNew.
2019-02-02 18:34:12 +07:00
Sergey Lipskiy
0560b49686
TexrectDrawer::draw() : correct texture coordinates.
2019-02-02 18:34:11 +07:00
Sergey Lipskiy
6ca50bd733
Use old code for frame buffer texture backgrounds
2019-02-02 18:34:11 +07:00
Sergey Lipskiy
1f372fa0ce
Fix S2DEX_MoveWord
2019-02-02 18:34:11 +07:00
Sergey Lipskiy
be1a1fc413
Fixes for S2DEX 1.5
2019-02-02 18:34:11 +07:00
Sergey Lipskiy
9e64d45ac5
New implementation of BgCopy command. It is based on olivieryuyu decoding of actual ucode and works as close to original command as possible.
2019-02-02 18:34:11 +07:00
Sergey Lipskiy
729bf94c5a
StarCraft fix.
2019-02-02 18:34:10 +07:00
Sergey Lipskiy
2decda55f3
CheckForFrameBufferTexture code refactor.
2019-02-02 18:34:10 +07:00
Sergey Lipskiy
c48e0e4d00
Fix loadblock when lrs = 0xFFF
2019-02-02 18:34:10 +07:00
Sergey Lipskiy
5ac2749bbb
Fixes in gSPObjLoadTxtr.
2019-02-02 18:34:10 +07:00
Sergey Lipskiy
2aeff6caa5
Fix tile size when it is loaded by BgCopy with LoadBlock.
...
BgCopy set dimensions for tile0 to zero.
We can't use dimensions of load tile either because of CopyBlock.
The only way to find size of loaded texture is to use coordinates of texrect.
There is one-to-one correspondence between rect pixels and texture texels in copy mode,
so we can safely use it in this case.
2019-02-02 18:34:10 +07:00
Sergey Lipskiy
d4f9c341a9
Do not use fractional part of coordinates in G_CYC_COPY mode.
2019-02-02 18:34:09 +07:00
Sergey Lipskiy
a3613b42ae
Draw backgrounds with TexrectDrawer.
2019-02-02 18:34:09 +07:00
Sergey Lipskiy
25bef0d805
New implementation of BG1Cyc command.
...
It is based on olivieryuyu decoding of actual ucode and works as close to original command as possible.
2019-02-02 18:34:09 +07:00
Sergey Lipskiy
7f68ae71f1
Correct texturedRectBGCopy in order to new Bg1Cyc command work with Yoshi Story
2019-02-02 18:34:09 +07:00
Sergey Lipskiy
aab318b4f7
Fix tile load for BG commands.
2019-02-02 18:34:08 +07:00
Sergey Lipskiy
9ac633d2ea
Add originalMaskT, originalMaskS fields for struct gDPTile.
...
masks and maskt set by gDPSetTile, but _calcTileSizes may change them if actual
tile dimension do not correspond the mask. This creates problem for S2DEX_BG_1Cyc command,
which set tile masks and maskt to maximum, while actual size of loaded tiles may vary.
_calcTileSizes may set new values for masks and maskt, which are valid for the current tile but invalid for next ones.
Thus, original values of tile masks and maskt must be restored when tile size calculated again in _calcTileSizes.
2019-02-02 18:34:08 +07:00
Sergey Lipskiy
fa2b0793e0
Store integer scissor coordinates.
2019-02-02 18:34:08 +07:00
Sergey Lipskiy
11e87a46d8
Add template RAII class to change-restore arbitrary parameters: ValueKeeper Use it in TexrectDrawer::draw()
2019-02-02 18:34:08 +07:00
fzurita
18a735dfe6
Fix some sign issues with RdpUpdate
2019-01-28 18:34:23 +07:00
Sergey Lipskiy
132b06fd2f
Correct VI image cut calculations, see VI fixes #1981
2019-01-20 19:32:39 +07:00
Sergey Lipskiy
864e635ca4
Correct RdpUpdate::update()
...
Fixed Black screen on smash bros #1987
2019-01-20 18:52:16 +07:00
fzurita
20a7b75100
Android makefile updates for 64 bit
2019-01-15 14:14:23 +07:00
Sergey Lipskiy
31e2c7e11a
Correct lighting for CBFD.
...
Code refactoring.
2019-01-13 01:07:20 +07:00
Sergey Lipskiy
b036a8296e
Fix OverscanBuffer::draw.
2019-01-13 01:07:06 +07:00
Sergey Lipskiy
1e84099521
Correct mapping of RDP frame buffer to output one.
...
Code of RdpUpdate::update is based on angrylion's rdp_update().
Main visible difference: VI cuts several pixels on left and right of original image.
Cite from angrylion's commit message:
"rdp: new tests revealed the shocking truth:
the VI aggresssively and regardlessly of any data alignment specificities
cuts off either 7 or 8 pixels closest to h_start and h_end, so that nothing
ever appears on the screen unless (h_end - h_start) is 16 pixels or greater
(this removes marginal garbage graphics on the far right in Mario Tennis,
Turok 2 Seeds of Evil intro and probably other games)"
2019-01-13 01:07:02 +07:00
Sergey Lipskiy
0f1b45cfa6
Add hack for Lode Runner 3-D.
...
The game uses very unique way to allocate frame buffers.
It uses double buffering, but both buffers share the same address space (sic!)
The game uses interlaced display mode, and lines in RDP buffers are interlaced too.
Plugin's fb and VI emulation code can't handle it properly, so I just added a hack.
Fixed Lode Runner 3-D: No video output if framebuffer is enabled #1937
2019-01-13 00:47:52 +07:00
Sergey Lipskiy
fc70172327
Refactor update of buffer end address.
...
Add removeIntersections() after end address update.
2019-01-13 00:40:21 +07:00
Sergey Lipskiy
7d7b5fcee3
Correct RDRAMtoColorBuffer::copyFromRDRAM(FrameBuffer * _pBuffer)
...
Fixed course map in Lego Racers.
2019-01-13 00:40:01 +07:00
Sergey Lipskiy
6135aa9de1
Activate hack for WCW Nitro backgrounds.
...
Currently it is impossible to draw them without hack.
Fixed WCW Nitro: the mysterious wrong textures #179
2019-01-13 00:38:10 +07:00
Sergey Lipskiy
dcbea90e76
Correct _loadSpriteImage: if bg image address is inside cfb buffer, remove that buffer.
2019-01-13 00:38:06 +07:00
Sergey Lipskiy
f787483dbb
Correct condition for uEnableDepth uniform.
...
Fixed depth compare for particles in Indiana Jones when N64 depth compare enabled, #1977
2019-01-12 14:34:00 +07:00
Sergey Lipskiy
6de128b8fd
Correct condition for valid depth buffer attachement.
...
Rat attack uses color buffer with width 640, but depth buffer width is only 639.
goodDepthBufferTexture check failed because of it, and game run without depth compare.
Fixed Rat attack missing geometry #600
2019-01-09 18:19:01 +07:00
Sergey Lipskiy
da5acef3eb
Add hack_ModifyVertexXyInShader for Rat Attack.
...
Fixed projector light in Rat Attack, #600
2019-01-09 18:16:22 +07:00
Sergey Lipskiy
e676384550
Revert "Enable N64DepthCompare by default."
...
due to regression in Indiana Jones, #1977
This reverts commit d420737d6d
.
2019-01-08 16:51:31 +07:00
Sergey Lipskiy
d420737d6d
Enable N64DepthCompare by default.
2018-12-18 16:54:02 +07:00
Sergey Lipskiy
13966d7de0
Remove Overscan::init
2018-12-18 16:53:32 +07:00
Sergey Lipskiy
cb0cf5bed9
Fix depth_compare shader:
...
always write depth to buffer when otherMode.depthCompare flag is off.
Up shader storage version.
Fixed 2 players mode in Extreme-G XG2 (U) with N64 depth compare enabled, #1963
2018-12-18 16:04:37 +07:00
orbea
a5fc0689ac
Fix performance with radeonsi.
...
This takes Donkey Kong 64 from 12 fps to full speed with framebuffer
emulation enabled.
2018-12-11 11:35:56 +07:00
Sergey Lipskiy
f899bf57a4
Ignore vi_lowerfield if vi_width <= 320.
...
It seems that when vi_width <= 320 output uses progressive mode
even if interlaced bit is set in VI_STATUS.
Fixed Bass Rush - ECOGEAR PowerWorm Championship - shakes #1957
2018-12-09 17:39:31 +07:00
Sergey Lipskiy
0d3c3c151d
Correct reject box implementation: add special flag for it in gDP.changed flags.
...
Fixed Rejection process issues #1954
2018-12-09 16:49:23 +07:00
Sergey Lipskiy
29575624b9
Call copyRdram() for cfb buffer to have data for validity check.
...
Fixed NBA Courtside 2: wrong intro - regression #1956
2018-12-09 16:24:35 +07:00
Sergey Lipskiy
8cd1605933
Add debug message for VI_UpdateScreen
2018-12-09 14:23:08 +07:00
Sergey Lipskiy
362c99c256
Fix specialMicrocodes entry for Pachinko nichi 365
...
Fixed https://github.com/gonetz/GLideN64/issues/1950
2018-12-09 13:07:58 +07:00
Sergey Lipskiy
bb8c13ccce
Implement rejection processing, see 25.3.2 of programming manual
...
Fixed Mario Party: Coin Block Blitz ground flicker / darkening #1912
2018-12-06 17:31:50 +07:00
zilmar
459fb32106
Revert OS_WINDOWS changes
2018-11-25 18:34:16 +07:00
zilmar
d50aabaa10
Stop using OS_WINDOWS
2018-11-25 18:34:16 +07:00
zilmar
5f008e4c92
Clean up libGlideNHQ.vcxproj
2018-11-25 18:34:16 +07:00
Sergey Lipskiy
cbf5821f8e
Clamp arguments for acos when calculating G_TEXTURE_GEN_LINEAR
...
Fixed (Majora's Mask) Glass in Postman House not rendering #1941
Note: ucode actually works a bit differently because it uses approximated acos calculation.
2018-11-20 22:47:59 +07:00
Sergey Lipskiy
087ac76536
Correct commit e4b6224
for culling in Mortal Kombat 4.
...
Disable cullboth for F3DLX.Rej version 1 since this ucode does not support cullboth.
2018-11-11 16:06:23 +07:00
Sergey Lipskiy
1ec435d6e7
Correct command S2DEX_Obj_Rectangle_R for ucode version 1.03
2018-11-08 11:58:13 +07:00
Sergey Lipskiy
88aa90d075
Implement NO_XFM mode for Turbo3D ucode.
...
Fixed Dark Rift: gfx of the fist screen doesn't disappear when it should (HLE issue) #626
Fixed Dark Rift: missing transition effect in menu #649
2018-11-05 13:27:07 +07:00
Sergey Lipskiy
7aa360c900
Clear fog parameters in gSPLoadUcodeEx.
...
Fixed Zelda OOT wrong fog [HLE] #640
2018-11-03 15:40:41 +07:00
Sergey Lipskiy
f72553a524
Fix depth compare for texrects rendered with TexrectDrawer.
...
Fixed Duke Nukem 64: 2D Render Issue #1915
2018-10-21 20:19:41 +07:00
Sergey Lipskiy
a44d5a8960
Fix condition to apply hardware texture filtering:
...
FILTER_LINEAR must be used only if the current combiner uses LOD.
2018-10-18 11:14:34 +07:00
Sergey Lipskiy
68a2c939b4
Correct FrameBufferList::fillRDRAM - do not write to RDRAM color buffer if copyFromRDRAM enabled
2018-10-17 15:52:53 +07:00
Sergey Lipskiy
fe6447070e
Minor code refactor in gDPFillRectangle
2018-10-17 15:52:53 +07:00
Sergey Lipskiy
57ad2e96c6
Fix DepthBufferList::clearBuffer() for image textures.
2018-10-17 15:52:53 +07:00
Sergey Lipskiy
9a2a77982b
Set gDP.colorImage parameters before frameBufferList().saveBuffer call.
2018-10-17 15:52:53 +07:00
Sergey Lipskiy
9d7eb5b882
Fix in RDRAMtoColorBuffer::_copyFromRDRAM - draw rect in copy mode.
2018-10-17 15:52:53 +07:00
Sergey Lipskiy
f2ba87c241
Force clear depth buffer, if there is no corresponding color buffer for it.
...
Fixed GoldenEye Multiplayer - 3&4 player not rendering #1173
2018-10-17 15:52:52 +07:00
Sergey Lipskiy
d2bca602a1
Use roundup for viewport and scissor coordinates. Fixes some issues when screen resolution is not multiple of original resolution.
2018-10-17 15:52:52 +07:00
Sergey Lipskiy
217ef2557d
Add ability to save content of frame buffer to file for debug purposes.
2018-10-17 15:52:52 +07:00
Sergey Lipskiy
0c2c4d3c27
Restore SCISSOR_TEST mode in RDRAMtoColorBuffer::_copyFromRDRAM
2018-10-17 15:52:52 +07:00
Sergey Lipskiy
8b3597614a
Always render RDRAM content into newly created frame buffer. Remove ugly hack for Mario Tennis scoreboard.
2018-10-17 15:52:52 +07:00
Sergey Lipskiy
5538c7b4bb
Add support for frame buffers, which are inside of some other frame buffer.
...
Fixed Superbowling: black screen in menu and game #116
2018-10-17 15:52:51 +07:00
Sergey Lipskiy
c8b6d35597
Minor code cleanup in FrameBuffer.cpp
2018-10-17 15:52:51 +07:00
Sergey Lipskiy
3d46293376
Correct condition for depth buffer copy hack for Perfect dark.
...
Fixed Perfect Dark high-res mode issues #1807
Fixed Perfect Dark No text/notifications in multiplayer #1930
2018-10-16 00:07:19 +07:00
Sergey Lipskiy
e4b6224218
Disable CULL_BOTH for NON microcodes.
...
Need to find better criteria.
Fixed Black screen in mortal kombat 4 #1929
2018-10-13 19:25:32 +07:00
gizmo98
35099ec8cb
Backgrounds: Fix cut off textures and texture fragments and seams
...
-Fix cut off textures in hamster64. Enable coord correction if
gDP.otherMode.textureFilter == G_TF_BILERP.
-Fix seams in hamster64 and texture fragments in starcraft64. Enable
texture clamp if lrs/lrt <= (imageW/imageH - 1).
2018-10-13 19:09:24 +07:00
Sergey Lipskiy
1df96cebeb
Enable clearDepthBuffer for Pokemon Snap.
...
Fixed Pokemon Snap Oak's check does not work #777 again
Note: this game is a mistery. I don't understand,
why clearing of depth buffer via drawRecs breaks Oak's check.
Actually, the problem causes rendering to color buffer corresponding to that depth buffer.
Need to investigate, why.
2018-10-07 00:15:01 +07:00
Sergey Lipskiy
423fc7ba3e
Code cleanup in gDPFillRectangle
2018-10-06 13:43:14 +07:00
Sergey Lipskiy
8b9d955f7a
Fix depth buffer clear for Zelda MM.
...
Fixed Legend of Zelda: Majora's Mask Issue #1921
2018-10-05 23:57:56 +07:00
Sergey Lipskiy
4f302cc777
gDPFillRectangle: call frameBufferList().fillRDRAM for color buffers in FILL mode.
...
Fixed Vigilante 8 Menu and In-game issues. #1917
2018-10-02 17:06:07 +07:00
Sergey Lipskiy
e91a9ddc31
Remove ucode for Mischief Makers (E) from specialMicrocodes list.
...
It was added by mistake.
Fixed Duke Nukem 64: HLE unplayable #1915
2018-10-02 09:53:17 +07:00
Sergey Lipskiy
6ba9a81e76
Rewrite Tri commands for SWRS ucode.
2018-10-01 23:15:33 +07:00