rogerman
6acf7818ea
OpenGL Renderer: Translucent fragments now correctly overwrite zero-alpha destination fragments when running MSAA. (Related to commit 3b354a0.)
2017-08-16 22:27:38 -07:00
rogerman
3a11041ef0
GPU: Rename some stuff for better clarity.
2017-08-14 21:43:28 -07:00
rogerman
7487bf2295
GPU: Remove some assumptions with how OBJ layers will read custom VRAM, instead assigning the read location on a per-line basis based on the isLineCaptureNative flag. Fixes screen flickering in Kingdom Hearts: 358/2 Days.
2017-08-14 16:37:56 -07:00
rogerman
9a5e52a7fa
Cocoa Port: New feature - The Main and Touch displays can now be individually assigned the engine that feeds them video. This can be done on a per-display window basis.
2017-08-12 23:04:53 -07:00
rogerman
623d490393
OpenGL Renderer: Use backface culling for whole-framebuffer processing steps.
...
- Also tidy a few things here and there.
2017-08-08 12:33:19 -07:00
rogerman
10d2776938
Colorspace Handler: Altivec conversion functions no longer use vec_splat*(), but instead use literals directly. Fixes compiling for ppc64 systems.
2017-08-07 18:23:44 -07:00
rogerman
b9c6cd69a1
Cocoa Port: Tidy and tighten up the spacing of certain UI elements.
2017-08-07 17:50:24 -07:00
rogerman
7dbe1444c3
Cocoa Port: Fix a few more coloring issues on PowerPC Macs.
2017-08-07 15:47:04 -07:00
rogerman
8df7d15664
Cocoa Port: When the OpenGL blitter uses CPU-based pixel upscaling, framebuffer fetches no longer swap R and B colors.
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- Also silence a compiler warning in DisplayWindowController.h.
2017-08-07 12:56:46 -07:00
rogerman
54f0e4b19b
Colorspace Handler: When SWAP_RB is true, ColorspaceConvert555To8888_AltiVec() and ColorspaceConvert555To6665_AltiVec() will now swap R and B colors as intended.
2017-08-07 12:53:21 -07:00
rogerman
4fd39bac56
NDSSystem.cpp: Fix bug where certain inputs would fail to work on big-endian systems. (Regression from commit bcc7421.)
2017-08-07 12:51:50 -07:00
rogerman
4e1bdab8c7
Fix some graphical bugs on big-endian systems. (Regressions from commits f8d129b
and f97283e.)
2017-08-05 22:45:38 -07:00
rogerman
f377bfeb76
cheatSystem.cpp: Fix compiling on non-x86 systems.
2017-08-05 14:07:56 -07:00
rogerman
4473f5425d
Cocoa Port: Fix compiling issues when building using Xcode 3.
2017-08-05 13:55:28 -07:00
rogerman
3b354a0096
OpenGL Renderer: Fix longstanding blending bug where zero-alpha destination fragments were being blended with instead of being overwritten. This fixes certain coloring bugs in many games. (Does not currently work with MSAA.)
2017-08-04 16:54:51 -07:00
rogerman
d2b25360d5
OpenGL Renderer: Do some minor code cleanup.
2017-08-04 11:49:50 -07:00
rogerman
eea54a753c
OpenGL Renderer: Be a little more precise when doing polygon comparisons between opaque and translucent drawing modes. (Related to commit 5aeed21.)
2017-08-04 11:25:06 -07:00
rogerman
f8ab45fc4b
OpenGL Renderer: Fix bug where edge mark and fog would fail if MSAA is used. (Regression from commit fd5d882.)
2017-08-03 15:53:04 -07:00
zeromus
b442998635
Merge pull request #87 from edbird/README_LIN_update
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edited README.LIN
2017-08-03 16:45:31 -05:00
EdBird
5294ef1799
edited README.LIN
2017-08-03 18:55:56 +01:00
rogerman
5aeed2112b
OpenGL Renderer: Maintain the continuity of polygon comparisons when transitioning between 'opaque polygon drawing mode' and 'translucent polygon drawing mode'. Fixes #85 . (Regression from commit 1ff91b7.)
2017-08-03 00:08:08 -07:00
rogerman
87e52c334b
OpenGL Renderer: Fix 3D rendering for builds using an an MSVC compiler. Fixes #81 . (Regression from commit 1ff91b7.)
2017-08-02 15:12:40 -07:00
rogerman
1ff91b7841
OpenGL Renderer: The RenderGeometry() polygon drawing loop is now splits up the drawing of opaque polygons and transparent polygons.
2017-08-02 00:57:59 -07:00
rogerman
600ae21668
OpenGL Renderer: Do some minor code cleanup.
2017-08-01 13:02:50 -07:00
rogerman
fd5d882fe1
OpenGL Renderer: Remove the working depth buffers, and read the default depth/stencil buffer directly.
2017-07-31 20:37:20 -07:00
rogerman
7a018eb9c6
OpenGL Renderer: Fix bug where rendering will fail for GPU drivers that support FBOs, but not Multisampled FBOs. (Regression from commit 5deec25.)
2017-07-31 07:03:27 -07:00
rogerman
aead3f4109
GPU: Fix pixel alignment bug when the framebuffer is 3x sized, running on an SSE2 system. (Regression from commit 062c0ad.)
2017-07-31 06:56:16 -07:00
rogerman
c0a2193290
OpenGL Renderer: Bring back OpenGLRenderer_2_0::InitFinalRenderStates(), fixing blending for the v3.2 renderer. (Regression from commit 8c37d4a.)
2017-07-31 05:11:37 -07:00
zeromus
4b8e7ceaef
Merge pull request #80 from heftig/master
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include string.h in all colorspacehandler implementations
2017-07-30 18:15:59 -05:00
Jan Alexander Steffens (heftig)
315320e0c1
include string.h in all colorspacehandler implementations
2017-07-31 01:10:19 +02:00
zeromus
368d785301
include string.h for memcpy. fixes #79
2017-07-30 11:51:17 -05:00
rogerman
917475b9cd
OpenGL Renderer: Oops! Fix a bug where shaders would fail to work in legacy OpenGL, even when they are actually supported. (Regression from commit 8c37d4a.)
2017-07-29 20:34:32 -07:00
rogerman
69f97b056a
OpenGL Renderer: Lower host GPU requirements for performing on-GPU final framebuffer conversions.
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- Framebuffer conversion now occurs purely in shaders, and also
performs flipping along with conversion. FBOs and PBOs are no longer
required to do this.
- If shaders are not available, then framebuffer flipping will occur if
FBOs are available. PBOs are no longer required to do this.
- Also fix a minor framebuffer attachment bug in the v3.2 renderer.
2017-07-29 19:39:21 -07:00
rogerman
5deec25409
OpenGL Renderer: Eliminate two extraneous framebuffers, especially saving VRAM at the larger custom framebuffer sizes.
2017-07-29 17:47:53 -07:00
zeromus
353dcef3ec
winport (aviout) - fix stuff
2017-07-29 16:45:22 -05:00
zeromus
ef4b203064
winport (aviout) - make output end with less bugs when the disk is full
2017-07-29 13:48:01 -05:00
zeromus
153b3ed61b
winport (aviout) - fix regressions in multipart naming; fix spurious "avi recording ended" message
2017-07-29 13:46:45 -05:00
rogerman
d08dffd122
OpenGL Renderer: _FlushFramebufferFlipAndConvertOnCPU() now handles all 4 possible permutations of frame buffer flipping and color conversion.
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- Also remove OpenGLRenderer_2_1::ReadBackPixels().
2017-07-28 18:41:49 -07:00
rogerman
8c37d4acd6
OpenGL Renderer: Remove extraneous OpenGL v1.x classes, and do more aggressive capabilities checks on init.
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- Keep OpenGLRenderer_1_2 as the sole OpenGL v1.x class, and then
remove the following classes: OpenGLRenderer_1_3, OpenGLRenderer_1_4,
OpenGLRenderer_1_5.
2017-07-28 11:22:34 -07:00
rogerman
1938dc2eed
Colorspace Handler: Fix the RGBA5551 color swapping lookup table. (Related to commit 8600466.)
2017-07-27 22:45:03 -07:00
rogerman
8600466498
OpenGL Renderer: Standardize 32-bit color red-blue swapping in OpenGLRenderer::_FlushFramebufferConvertOnCPU().
2017-07-27 22:04:42 -07:00
zeromus
d16785eba8
winport - fix avi segmenting (especially or exclusively when dumping with HD)
2017-07-27 22:16:15 -05:00
rogerman
740fb66ca5
OpenGL Renderer: Fix more possible red-blue color swapping issues in legacy OpenGL when the output color format is RGB888.
2017-07-26 23:21:05 -07:00
rogerman
d2165f90fe
Colorspace Handler: Fix ColorspaceConvert8888To6665_SSE2() for the SSE2 code path.
2017-07-26 22:57:07 -07:00
zeromus
5893dc78f3
action replay - attempt to avoid running off the end of cheat codes and crashing in case of invalid codes ( fixes #78 )
2017-07-26 23:48:50 -05:00
zeromus
1e5e47f75e
winport - fix RGB/BGR of OSD rendering (all bpp's)
2017-07-26 23:13:01 -05:00
zeromus
db16f2f888
winport - fix crash making PNG screenshots
2017-07-26 23:02:02 -05:00
rogerman
35e295e3dd
OpenGL Renderer: Try and fix some recent issues with legacy OpenGL.
2017-07-26 15:42:30 -07:00
zeromus
679d5384e3
winport: fix some RGB/BGR orders in various displaymethod/gpu_bpp configurations. fixes #77
2017-07-25 13:06:54 -05:00
rogerman
b96d2f01e1
GPU: When rendering at custom framebuffer sizes, initialize the deferred index buffer per layer so that previous layers won't corrupt the current layer. Fixes the score screen in Sonic Rush.
...
- Also do some minor code cleanup in
GPUEngineBase::_RenderPixelsCustom().
2017-07-25 10:43:20 -07:00