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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-04 10:03:36 +00:00
Commit Graph

25 Commits

Author SHA1 Message Date
Sergey Lipskiy
a3d702a4dd Fix detection of frame buffers address space intersection.
Fixed problem of growing frame buffers number.
2015-05-13 10:14:11 +06:00
Sergey Lipskiy
efdfa31eda Make FrameBuffer_CopyDepthBuffer() return bool. 2015-05-13 10:14:09 +06:00
Sergey Lipskiy
2454f70568 Don't call gDPFillRDRAM for frame buffers created in VI_UpdateScreen(),
because VI_ORIGIN is not correct address of frame buffer start.
2015-05-13 10:13:12 +06:00
Sergey Lipskiy
3352193632 Depth buffer refactor 2015-05-13 10:12:48 +06:00
Sergey Lipskiy
d7f4e44674 Frame buffer refactor.
Use std::list as container for frame buffers.
2015-05-13 10:12:46 +06:00
Sergey Lipskiy
bd8b73d5b5 Refactor: Make frame buffer singleton 2015-05-13 10:12:45 +06:00
Sergey Lipskiy
ee57f6ef47 Move frame buffer emulation options to Config. 2015-05-13 10:11:30 +06:00
Sergey Lipskiy
314b9098f4 Implement N64 depth compare.
Removed integer-based variant of depth texture.
2015-05-13 10:11:06 +06:00
Sergey Lipskiy
0a1499caed Fix compilation errors when MUPENPLUSAPI enabled 2015-05-13 10:10:43 +06:00
Sergey Lipskiy
4635e24d62 Add g_bIgnoreCFB option.
It is necessary for Zelda Pause Screen, otherwise it will be
replaced by blank data from RDRAM.
2015-05-13 10:10:40 +06:00
Sergey Lipskiy
9b8b667fab Implement CopyDepthBuffer to RDRAM. 2015-05-13 10:10:36 +06:00
Sergey Lipskiy
8e3e41356a FrameBuffer: Replace pointer to depth texture by pointer to DepthBuffer 2015-05-13 10:10:35 +06:00
Sergey Lipskiy
898a81ecde Add possibility to switch between float and int depth texture formats 2015-05-13 10:10:26 +06:00
Sergey Lipskiy
01073f40b0 Add depth texture to depth buffer. 2015-05-13 10:10:20 +06:00
Sergey Lipskiy
fb0ba864d1 Force CFB mode if current frame is shown more than 4 times in succession (<15 fps) 2015-05-13 10:10:08 +06:00
Sergey Lipskiy
5f57aa5c48 Implement copy RDRAM to frame buffer. 2015-05-13 10:10:05 +06:00
Sergey Lipskiy
31d236f59b Rewrite FrameBuffer_CopyToRDRAM.
Use Pixel Buffer Object for async read from video memory.
2015-05-13 10:10:04 +06:00
Sergey Lipskiy
72e7d41673 Remove unused function FrameBuffer_RestoreBuffer() 2015-05-13 10:10:02 +06:00
Sergey Lipskiy
efee40c2c7 Implement copy texture frame buffer to RDRAM. 2015-05-13 10:09:59 +06:00
Sergey Lipskiy
971bd9d0ec Frame buffer fixes for Mario Tennis.
Implemented various methods for testing buffer validity.
2015-05-13 10:09:58 +06:00
Sergey Lipskiy
1341f7bf15 Frame buffer emulation fixes:
save pointer to the load tile in the frame buffer.

Game: Mario Tennis
2015-05-13 10:09:52 +06:00
Sergey Lipskiy
aec5094967 Add support for 8bit frame buffers.
Fixed dynamic shadow in Banjo-Tooie
2015-05-13 10:09:41 +06:00
Sergey Lipskiy
3f98553ad2 Correct background images usage in frame buffer emulation. 2015-05-13 10:09:39 +06:00
Sergey Lipskiy
a07555546e Frame buffer fixes 2015-05-13 10:09:33 +06:00
Sergey Lipskiy
69f27a5d8a Initial project version. Based on glN64-0.4.1-rc2 2015-05-13 10:09:12 +06:00