zeromus
ae37e1259e
winport: fix crash with HD prescale and --num-cores 1. OSD is messed up in this case. Not going to fix that now since --num-cores 1 is a very old quirks hack anyway. Fixes #20
2016-12-28 17:25:12 -06:00
rogerman
1213deb102
OpenGL Renderer: Fix various bugs when running OpenGL 2.1 and earlier.
...
Fixes regressions from commits 8fab805
and 7b13501
.
2016-12-28 14:07:06 -08:00
zeromus
4710cf7e37
fix errors in ogl old 3d driver (recent changes from ogl 3.2 not fully ported)
2016-12-27 21:09:08 -06:00
rogerman
8159da3f0c
GFX3D: Save the opaque polygon count in POLYLIST.
2016-12-26 14:19:45 -08:00
rogerman
f50f9d38fd
OpenGL Renderer: Reduce OGLRENDER_MAX_MULTISAMPLES from 16 to 8.
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Now that framebuffer sizes can be greater than 256x192, using MSAAx16
is excessive and consumes too much bandwidth. We’re reducing the
maximum sample size of MSAA to 8 since it will significantly reduce
bandwidth consumption at the larger framebuffer sizes while remaining
mostly visually equivalent to MSAAx16.
2016-12-26 12:37:22 -08:00
rogerman
4e96cc8b6e
Cocoa Port: Simplify some code in the OpenGL blitter.
2016-12-24 11:08:17 -08:00
rogerman
fa971e3d63
GPU: Make updating the 3D renderer FPS into its own method.
2016-12-23 09:56:55 -08:00
rogerman
922a7ac6f6
GPU: Consolidate applying the master brightness into one place.
2016-12-22 22:16:56 -08:00
rogerman
dfd23f6ba3
GPU: Fix bug where the master brightness would be incorrectly applied in some instances when a custom framebuffer size is used.
...
(Regression from commit 65d7568.)
2016-12-22 21:12:15 -08:00
rogerman
7b1350127d
OpenGL Renderer: Fix instances where the transparent fragments of A3I5 and A5I3 textures would fail to render correctly.
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Fixes issue #19 .
2016-12-22 00:58:13 -08:00
rogerman
528513118a
OpenGL Renderer: Greatly improve the accuracy of rendering shadow polygons.
2016-12-21 15:28:21 -08:00
rogerman
8fab80596b
OpenGL Renderer: Minor rework on handling shadow polygons.
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- Determining the depth write state is now handled purely within the
fragment shader.
- Color and depth write states are now handled more consistently across
fixed-function and fragment shader.
- Force backface culling when drawing shadow polygons.
2016-12-19 09:48:52 -08:00
rogerman
49309fb053
OpenGL Renderer: Allow all opaque non-shadow polygons to write to the depth buffer, making polygon opacity a priority state.
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Fixes issue #13 . (Regression from r5372.)
2016-12-16 13:00:32 -08:00
zeromus
efcdd320f8
winport: attempt to make vsync work on opengl display method (see #14 )
2016-12-16 01:00:47 -06:00
rogerman
e6b352c73a
GPU: When rendering the 3D layer, prioritize color blending over the window color effect flag.
...
Fixes color blending in the dialogue boxes of Front Mission.
(Regression from r5285.)
2016-12-14 17:04:07 -08:00
rogerman
a80fa6d4de
MMU: Only report writing to undefined registers when the value being written is non-zero.
2016-12-13 14:31:45 -08:00
rogerman
ce4f61eaf6
texcache.cpp: Silence some compiler warnings.
2016-12-13 11:36:06 -08:00
rogerman
0628cb5756
Silence some debug messages related to the MASTER_BRIGHT register.
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- Now that Mega Man Zero Collection has proven that it is perfectly
legal to set MASTER_BRIGHT within V-blank, remove the related debug
message.
- Properly silence the texture memory debug message when the
MASTER_BRIGHT intensity is 0.
2016-12-13 11:22:06 -08:00
zeromus
f230067524
dont make tex deposterize and text smoothing default enabled on winport (bugged from e0f8e5a
). fixes #10
2016-12-13 01:39:28 -06:00
rogerman
de4f1c9c69
Colorspace Handler: Fix pixel alignment bug in ColorspaceConvert555To8888_AVX2() and ColorspaceConvert555To6665_AVX2().
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Fixes issue #8 .
2016-12-12 21:30:14 -08:00
zeromus
1cc8cb6fc6
fix lua print() on some systems, due to mistaken use of printf %Lg instead of just plain %g
...
(fix ported from fceux)
2016-12-12 16:26:21 -06:00
zeromus
5cfb407f35
winport: tidy some things required to make AVX2 support compile, apparently (see github #8 )
2016-12-11 19:05:30 -06:00
rogerman
1787081fca
GPU: Fix BG layer 3 when reading VRAM with a BMPAddress that maps exactly to the head of the VRAM blank region.
...
Fixes a possible graphical glitch during the Arangoa Prelude in Golden
Sun: Dark Dawn.
2016-12-10 21:26:30 -08:00
rogerman
cf3758ff3f
Command Line: Allow --disable-sound and --disable-limiter options on Windows.
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These two options are, in fact, supported on Windows, so make them
universally available.
2016-12-10 13:39:29 -08:00
rogerman
1b3825a100
Command Line: Allow texture post-processing options on non-Windows platforms.
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The —3d-texture-deposterize-enable, —3d-texture-upscale and —3d-texture-smoothing-enable options work independently of the frontend, and so it should be safe to make these options universally available.
2016-12-10 12:17:11 -08:00
rogerman
60e71ce823
Command Line: Add command line options for accessing the custom framebuffer sizing and texture postprocessing features.
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--3d-texture-deposterize-enable
--3d-texture-upscale N [1|2|4]
--3d-texture-smoothing-enable
--gpu-resolution-multiplier N [1|2|3|4|5]
2016-12-09 16:52:56 -08:00
zeromus
be11b35df9
winport: fix occasional garbage subscreen rect in one LCD mode ( fix #6 )
2016-12-09 05:56:06 -06:00
rogerman
36b192af00
SoftRasterizer: Fix bug where texture sampling coordinates were incorrectly calculated when texture upscaling is used with GFX3D_TXTHack enabled.
...
Fixes issue #5 . (Related to commit a8c8a86.)
2016-12-08 01:18:41 -08:00
rogerman
7a573e75b5
NDSSystem: Fix bug where the X, Y, and Debug inputs were being read incorrectly, causing unintended behavior in many games.
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Fixes issue #3 and issue #4 . (Regression from commit bcc7421.)
2016-12-07 10:28:36 -08:00
zeromus
6b78dc1f12
since we have evidence (from cheaters) that 32bits should be supported: fix 8 and 32bit reads of timer registers. i probably messed something up since we have no proper systematic solution for doing this kind of stuff.
2016-12-06 01:45:01 -06:00
zeromus
bcc7421be4
make EXTKEYIN register emulation more sensible, and possibly fix "0x04000134 activator" AR codes (due to the register formerly being readable only from 0x04000136 as a halfword)
2016-12-05 21:27:33 -06:00
zeromus
bdf580036c
fix fsnitro.cpp the way it was supposed to be fixed, without platform dependencies
2016-12-05 18:51:32 -06:00
rogerman
3b92f41b45
Windows Port: Fix compiling on Windows.
...
(Regression from commit 1d8bdd5.)
2016-12-05 16:02:27 -08:00
rogerman
d2f054b5fb
OpenGL Renderer: Fix bug where certain polygons would occasionally render their textures blank.
...
(Regression from commit 1368b2d
).
2016-12-05 15:13:17 -08:00
zeromus
1d8bdd5b54
Merge pull request #1 from lefta/fix-linux-build
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Fix linux build
2016-12-05 14:14:52 -06:00
zeromus
3498665e7b
Merge pull request #2 from pal1000/work
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gitignore: Visual Studio 2015 database
2016-12-05 14:14:16 -06:00
rogerman
9564097182
SoftRasterizer: Further cleanup following 7711f82
.
2016-12-05 11:49:00 -08:00
rogerman
7711f8288b
SoftRasterizer: Fix bug where the texture wrap mode would be applied inconsistently under multithreaded rendering.
...
(Regression from 032622e.)
2016-12-05 11:45:40 -08:00
pal1000
af1a77e294
gitignore: Visual Studio 2015 database
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Visual Studio 2015 produces an extra .VC.db file when building any
solution
2016-12-05 19:22:33 +02:00
zeromus
e767018e2a
cheats: fix error in masked comparison functions
2016-12-05 05:32:59 -06:00
rogerman
65d7568259
GPU: Revert applying the master brightness as a framebuffer operation. It is now a scanline operation once again.
...
Fixes brightness issues in The Legend of Zelda: Spirit Tracks.
(Regression from #ac69f1e.)
The user may still choose to apply master brightness on a
per-framebuffer basis by passing ‘false’ to
GPUEngineBase::SetWillApplyMasterBrightnessPerScanline(). For better
consistency, this behavior has also been changed to only use the master
brightness settings as they were in line 0.
2016-12-04 00:59:36 -08:00
zeromus
5f1e50db69
cheats: fix Ex, DB, and Fx codes
2016-12-03 23:44:52 -06:00
Cédric Legrand
2f327c4af0
Fix glade frontend build
2016-12-03 22:58:02 +01:00
Cédric Legrand
5d10b8022a
Fix linux build
2016-12-03 16:15:52 +01:00
rogerman
444b1f67db
Texture Handler: TextureStore::VRAMCompareAndUpdate() now performs a single memcmp() on the packed data instead of performing each memcmp() separately.
2016-12-02 22:45:42 -08:00
rogerman
c5678a6ba4
Render 3D: Whenever the texture deposterization or upscaling settings are changed, simply reload the existing textures instead of completely destroying and recreating them from scratch.
2016-12-02 22:08:21 -08:00
rogerman
ac69f1e229
GPU: If a GPU engine has master brightness at full intensity , revert to filling the output framebuffer on line 0.
...
Fix bug where the screen may end up fully black or white if the master
brightness is modified in the middle of the frame. Fixes SourceForge
#1603 . (Regression from r5538.)
2016-12-02 13:50:17 -08:00
rogerman
a0f8b7a894
GPU: Fix crashing bug where target.lineLayerID can be overrun at custom framebuffer sizes.
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Fixes SourceForge issue #1600 . (Regression from r5512.)
2016-12-02 10:40:14 -08:00
rogerman
8821e7b162
Render3D: Make _textureList universal for all 3D renderers.
2016-11-29 17:09:25 -08:00
rogerman
1368b2d5c7
Render3D: Make the _isSamplingEnabled flag universal for all 3D renderers.
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Also update the OpenGL renderer to use the new flag.
2016-11-29 16:49:52 -08:00