Sergey Lipskiy
fa102a65c9
Do not revert Y for rects.
2017-12-15 12:38:19 +07:00
Sergey Lipskiy
a89486f6bd
Fix issue with plugin freeze when emulation ended while plugin is in full screen mode.
...
Fixed PJ64: End emulation in Full-screen mode is broken #1680
2017-12-15 12:38:16 +07:00
Sergey Lipskiy
4cb2e7d7e8
Minor cleanup for YUVCONVERT_TEX shader
2017-12-15 12:38:13 +07:00
Sergey Lipskiy
5604bb94fa
Code refactor: CombinerProgram()::getKey() returns reference instead of object
...
to avoid copy of the key to temp object when combiner added to combiners map.
2017-12-15 12:38:10 +07:00
Sergey Lipskiy
6a72b09b1f
Move texture fetching mode logic out of shader.
2017-12-15 12:38:03 +07:00
Gillou68310
876d7a6273
Fix VS2013 compilation
2017-12-14 17:46:45 +01:00
Gillou68310
cc3e1e6302
Add support for odroid
2017-12-14 17:45:21 +01:00
Gillou68310
6308cc2918
Update m64p api headers
2017-12-14 17:45:20 +01:00
Gillou68310
3e7e943172
Update TxFilterStub.cpp
2017-12-14 17:45:20 +01:00
Sergey Lipskiy
05aaddd600
Fix use of prim depth in shaders.
...
Fixed Custom Robo graphic glitch in WIP Builds 3 #1678
2017-12-09 22:48:19 +07:00
Sergey Lipskiy
3241d49ee6
Code cleanup: use the same TEX_OFFSET macro for standard and 3point filtering.
...
OpenGL and GLES3+ shaders.
2017-12-02 12:45:43 +07:00
Sergey Lipskiy
6845116856
Fix bilinear filtering shader for GLES2.
2017-12-02 12:45:39 +07:00
Sergey Lipskiy
37cc010e85
Add special hack for monochrome effect in Zelda games.
...
Fixed OOT - major graphic glitches in cutscene #1673
2017-11-28 16:32:03 +07:00
Sergey Lipskiy
055591d6d0
Enable txHiresFullAlphaChannel config option by default because
...
most of modern packs designed to use it.
2017-11-28 16:31:55 +07:00
Aquatakat
f955a181ad
UI: New texture path visual adjustment
2017-11-28 16:27:14 +07:00
Francisco Zurita
55f2c02446
Fix rare crash in opengl_BufferedDrawer.cpp
2017-11-27 10:27:26 +07:00
Sergey Lipskiy
d0be5190ba
Read "txDumpPath" setting from mupen64plus config.
2017-11-27 09:49:27 +07:00
Aquatakat
d3fbff82f2
UI: Gamma correction moved to emulation tab
2017-11-25 21:01:30 +07:00
Sergey Lipskiy
2da7be29d4
Add 'texture cache path' and 'texture dump path' config option.
...
Implemented request mult htc support #1383
2017-11-25 21:01:25 +07:00
Sergey Lipskiy
e284f432d1
Do not shutdown TextureFilterHandler on RomClosed() API command.
...
This avoids hires cache reload on savestates load.
Minor code cleanup (GLideNHQ code is a mess atm).
2017-11-22 14:35:31 +07:00
Logan
a2793ace23
Don't unset DP_STATUS_FREEZE
2017-11-22 11:26:46 +07:00
Francisco Zurita
e2614529c2
Fix check for using the BufferedDrawer
2017-11-21 09:34:54 -05:00
Sergey Lipskiy
adabb40e36
Always detect (RDRAMSize on rom start.
...
This fixes crash when 8MB game started after 4MB one.
2017-11-20 23:17:14 +07:00
Sergey Lipskiy
942dc78271
Do not run config and about dialogs in separate thread.
...
I can't find another way to avoid
"QObject::~QObject: Timers cannot be stopped from another thread"
error when emulator closed.
2017-11-20 21:25:22 +07:00
Sergey Lipskiy
426488c88a
Disable RSPTHREAD use for zilmar spec build.
2017-11-20 21:11:24 +07:00
Sergey Lipskiy
e068a9dd77
Revert "Change texture coordinates."
...
This reverts commit 89406223f5
.
Commit causes regression in motion blur effect in Zelda MM.
Reverted until further investigation.
2017-11-19 20:41:18 +07:00
Sergey Lipskiy
38dc7ff25f
Clear fences list in olorBufferReaderWithBufferStorage::_destroyBuffers()
...
Fixed memory leak on graphics context destroy.
2017-11-19 19:56:05 +07:00
Sergey Lipskiy
fbd4a9a016
Unbind FBO before clearing frame buffers list.
...
Fixed memory leak on graphics context destroy.
2017-11-19 19:55:13 +07:00
Sergey Lipskiy
26623cec1f
Code cleanup: fix issues in GLideN64 found by static code analyser.
2017-11-18 22:07:27 +07:00
Sergey Lipskiy
67f72e86e5
Code cleanup: fix issues in GLideNHQ found by static code analyser.
2017-11-18 21:43:58 +07:00
Sergey Lipskiy
b6781a420b
Fix renderTriangles when polygon culling is disabled.
...
Fixed Body Harvest Clipping Issue #550
2017-11-18 15:42:16 +07:00
Sergey Lipskiy
737338ca20
Use fixed point calculation for texrect s and t coordinates.
...
It is impossible to handle integer overflow when coordinates in float format.
Fixed textures in Major League Baseball #146
2017-11-18 15:41:18 +07:00
Sten Appelt
9d735212f0
Rewrite glGetProcAddress for MacOsX
2017-11-18 15:35:38 +07:00
Sergey Lipskiy
e1c7a44593
Force texture wrap/mirror for hires textures when texture size is half of real (load) texture size.
...
Fixed Majora's Mask - custom textures broken on moon #1662
2017-11-18 15:31:02 +07:00
Sergey Lipskiy
038c74af12
Correct gSPModifyVertex for case when widescreen hack enabled.
...
Widescreen hack breaks Disney's Tarzan amusingly #1501
(problem with 2D backgrounds in widescreen mode still exists and hardly can be fixed)
2017-11-17 13:45:50 +07:00
Sergey Lipskiy
29c9a778d9
Correct debug output
2017-11-16 18:52:32 +07:00
Sergey Lipskiy
7ad1bae3ee
Enable noDepthFrameBuffers hack for Vigilante 8.
2017-11-16 18:51:05 +07:00
Sergey Lipskiy
ddec7aabe6
Revert "Do not use aux depth buffer as hwfbe texture."
...
This reverts commit bd10c7a788
.
2017-11-16 18:32:05 +07:00
Logan McNaughton
a8aa9833e4
Fix chunk copy start address
2017-11-16 09:44:51 +07:00
Sergey Lipskiy
9ab843a9cc
Fix copy buffer chunk to RDRAM.
2017-11-16 09:44:48 +07:00
Sergey Lipskiy
4d4a2d18a2
Fix RDRAMtoColorBuffer::copyFromRDRAM with FBInfo
2017-11-16 09:44:44 +07:00
Sergey Lipskiy
60c092ee23
FBInfo fixes
2017-11-16 09:43:08 +07:00
Francisco Zurita
538674da51
Fix Pokemon Snap border flicker
...
This flicker happens while zooming in to take a picture while RDRAM to
color buffer and color buffer to RDRAM are both enabled.
2017-11-15 16:17:42 +07:00
Sergey Lipskiy
5a037474a2
Code cleanup: fix compilation warnings.
2017-11-15 15:07:52 +07:00
Logan McNaughton
5f088c70ce
Copy 4k block in FBInfo Chunk copies
2017-11-11 13:59:12 -07:00
Sergey Lipskiy
06b995c5f7
Code refactor: use _FIXED2FLOATCOLOR instead of _FIXED2FLOAT for color transformation from int to float.
2017-11-11 21:35:19 +07:00
Sergey Lipskiy
dcdf66dc0b
Fix hardware lighting. It was broken when lighting method was rewritten in 6af6e2c17f
...
Hardware lighting is incompatible with new lighting method.
Model matrix may be different for different vartices, but only latest state of inverted light vectors are loaded to shader.
Thus I reverted calculations of data for hardware lighting.
Minor code cleanup.
Fixed: Zelda OOT, bad lighting with HW per pixel lighting #1652
2017-11-11 21:35:08 +07:00
Sergey Lipskiy
591eda82ba
Set PrimDepth to gl_FragDepth when DepthSource set to Primitive.
...
This makes player's shadow solid in Tony Hawk's Pro Skater 2
2017-11-11 01:30:48 +07:00
Sergey Lipskiy
3c61198043
Hardcode blend mode, which is impossible to emulate with shaders.
...
Fixed Tony Hawk's Pro Skater 2 Shadow Glitch #1337
2017-11-11 01:01:49 +07:00
Sergey Lipskiy
732c27a07d
Do not reset gDP.otherMode.l for Quake.
...
Fixed Quake 64 depth issues #1169
2017-11-10 18:37:51 +07:00