Sergey Lipskiy
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a3d702a4dd
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Fix detection of frame buffers address space intersection.
Fixed problem of growing frame buffers number.
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2015-05-13 10:14:11 +06:00 |
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Sergey Lipskiy
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efdfa31eda
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Make FrameBuffer_CopyDepthBuffer() return bool.
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2015-05-13 10:14:09 +06:00 |
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Sergey Lipskiy
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2454f70568
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Don't call gDPFillRDRAM for frame buffers created in VI_UpdateScreen(),
because VI_ORIGIN is not correct address of frame buffer start.
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2015-05-13 10:13:12 +06:00 |
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Sergey Lipskiy
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3352193632
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Depth buffer refactor
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2015-05-13 10:12:48 +06:00 |
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Sergey Lipskiy
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d7f4e44674
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Frame buffer refactor.
Use std::list as container for frame buffers.
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2015-05-13 10:12:46 +06:00 |
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Sergey Lipskiy
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bd8b73d5b5
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Refactor: Make frame buffer singleton
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2015-05-13 10:12:45 +06:00 |
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Sergey Lipskiy
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ee57f6ef47
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Move frame buffer emulation options to Config.
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2015-05-13 10:11:30 +06:00 |
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Sergey Lipskiy
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314b9098f4
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Implement N64 depth compare.
Removed integer-based variant of depth texture.
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2015-05-13 10:11:06 +06:00 |
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Sergey Lipskiy
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0a1499caed
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Fix compilation errors when MUPENPLUSAPI enabled
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2015-05-13 10:10:43 +06:00 |
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Sergey Lipskiy
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4635e24d62
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Add g_bIgnoreCFB option.
It is necessary for Zelda Pause Screen, otherwise it will be
replaced by blank data from RDRAM.
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2015-05-13 10:10:40 +06:00 |
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Sergey Lipskiy
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9b8b667fab
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Implement CopyDepthBuffer to RDRAM.
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2015-05-13 10:10:36 +06:00 |
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Sergey Lipskiy
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8e3e41356a
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FrameBuffer: Replace pointer to depth texture by pointer to DepthBuffer
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2015-05-13 10:10:35 +06:00 |
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Sergey Lipskiy
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898a81ecde
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Add possibility to switch between float and int depth texture formats
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2015-05-13 10:10:26 +06:00 |
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Sergey Lipskiy
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01073f40b0
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Add depth texture to depth buffer.
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2015-05-13 10:10:20 +06:00 |
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Sergey Lipskiy
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fb0ba864d1
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Force CFB mode if current frame is shown more than 4 times in succession (<15 fps)
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2015-05-13 10:10:08 +06:00 |
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Sergey Lipskiy
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5f57aa5c48
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Implement copy RDRAM to frame buffer.
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2015-05-13 10:10:05 +06:00 |
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Sergey Lipskiy
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31d236f59b
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Rewrite FrameBuffer_CopyToRDRAM.
Use Pixel Buffer Object for async read from video memory.
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2015-05-13 10:10:04 +06:00 |
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Sergey Lipskiy
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72e7d41673
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Remove unused function FrameBuffer_RestoreBuffer()
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2015-05-13 10:10:02 +06:00 |
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Sergey Lipskiy
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efee40c2c7
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Implement copy texture frame buffer to RDRAM.
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2015-05-13 10:09:59 +06:00 |
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Sergey Lipskiy
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971bd9d0ec
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Frame buffer fixes for Mario Tennis.
Implemented various methods for testing buffer validity.
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2015-05-13 10:09:58 +06:00 |
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Sergey Lipskiy
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1341f7bf15
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Frame buffer emulation fixes:
save pointer to the load tile in the frame buffer.
Game: Mario Tennis
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2015-05-13 10:09:52 +06:00 |
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Sergey Lipskiy
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aec5094967
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Add support for 8bit frame buffers.
Fixed dynamic shadow in Banjo-Tooie
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2015-05-13 10:09:41 +06:00 |
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Sergey Lipskiy
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3f98553ad2
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Correct background images usage in frame buffer emulation.
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2015-05-13 10:09:39 +06:00 |
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Sergey Lipskiy
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a07555546e
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Frame buffer fixes
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2015-05-13 10:09:33 +06:00 |
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Sergey Lipskiy
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69f27a5d8a
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Initial project version. Based on glN64-0.4.1-rc2
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2015-05-13 10:09:12 +06:00 |
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