Flyinghead
4bce2bbbbf
OSX wants GLSL 1.4 or later
2018-10-30 11:48:44 +01:00
Flyinghead
6177a5b33a
Clear texture cache on exit
2018-10-29 18:02:47 +01:00
Flyinghead
ffb72cd0b6
Texture-based fog table
2018-10-29 00:31:24 +01:00
Flyinghead
96157de639
Enable log2 depth at runtime when supported (GL, GLES 3)
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Fix issues with pixel scaling and scissoring.
Wacky Races should not be playable.
2018-10-28 22:09:36 +01:00
Marcel Szewczyk
f309a59fac
Render to texture single pass implemented
2018-10-28 20:16:45 +01:00
Flyinghead
77fae1ef09
Backport changes from libretro
2018-10-05 15:07:30 +02:00
Flyinghead
124f920170
Backport GL 2.0 support from libretro core
2018-10-04 22:37:35 +02:00
Flyinghead
7203681202
Less code dup
2018-10-04 14:49:20 +02:00
Flyinghead
b8ae998252
If GL4 renderer is not supported, fall back to default. Fix SDL GL init.
2018-10-04 13:37:45 +02:00
Flyinghead
1dfc9902b7
Share scale_x and scale_y between GL and GL4 renderers. Don't use
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ShaderUniforms in OSD.
2018-10-04 12:03:00 +02:00
Flyinghead
3f791d6f04
Merge OIT renderer into master
2018-10-04 10:29:23 +02:00
Flyinghead
0627530e33
GL: avoid white lines on the screen sides due to rounding
2018-10-02 12:28:42 -04:00
Flyinghead
5d8d1bd107
GL: Partial redraws. OSD fixes
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EGL: Request the surface to be preserved between two rendering
Clear the sides of the screen when not rendering widescreen.
Do not re-create GL resources multiple times (android)
2018-09-30 12:39:47 +02:00
Flyinghead
9de8379434
GL: clear gl framebuffer before drawing a direct FB write
2018-09-29 18:10:43 +02:00
Flyinghead
407a579bfc
GL: take pixel scaling into account for OSD buttons and text coords
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Fixes OSD with Wacky Races and JoJo's Bizarre Adventure
2018-09-29 14:48:18 +02:00
Flyinghead
c49e6c17d0
gl: isinf() issues with GLES3. Use it with GL only
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Fixes black screen in PSO and Sonic Adventure 2 on Android
2018-09-27 21:45:03 +02:00
Flyinghead
7ce4fccb37
Merge remote-tracking branch 'origin/master' into fh/mymaster
2018-09-20 17:28:41 +02:00
Flyinghead
663b77cee6
Fix OpenGL compile error with VMWare WS14 driver
2018-09-17 13:02:07 +02:00
Flyinghead
2a8591798f
Only clamp color if tsp.ColorClamp is set. Thanks p1pkin
2018-09-12 17:50:42 +02:00
Flyinghead
f202b3b143
Add new ExtraDepthScale setting to scale huge Z values.
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Use 1e26 for Samurai Shodown 6 (NAOMI)
2018-09-04 18:37:59 +02:00
Flyinghead
228b40136f
Only do color clamp when fog is on
2018-09-02 22:57:59 +02:00
Flyinghead
96e9bce0e0
(Fog) Color clamping support
2018-09-01 12:56:37 +02:00
Flyinghead
e59d7eaf3d
Direct framebuffer writes support
2018-08-26 16:58:10 +02:00
Ender's Games
75215ec0d1
Core: Address some obvious lgtm issues
2018-08-21 02:52:03 -04:00
Abandoned Cart
62837f4db0
Merge pull request #1235 from reicast/fh/alpha-pt-rounding-fix
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Float math in alpha calculation causes some punch-through textures to…
2018-08-21 00:09:06 -04:00
Ender's Games
8d9d40dffc
Core: Changes provided by Android NDK compiler
2018-08-19 01:54:15 -04:00
Flyinghead
ffb25a470d
Fix Wacky Races missing half screen
2018-08-17 18:33:24 +02:00
Flyinghead
f3bbb06d8c
GL: Missing float precision qualifier in Bump Map calc
2018-08-13 18:21:52 +02:00
Flyinghead
c0c06ed8ff
Renderer: select shader at runtime based on the GL context version
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The GL renderer now detects the version of the current GL context and
compiles the shaders accordingly. Supports GLES2, GLES3 and desktop GL.
Android: use 8,8,8 framebuffer instead of 5,6,5. Requests a 8-bit
stencil buffer (modifier volumes)
2018-08-07 09:44:52 +02:00
Flyinghead
fddf56c5a2
Fix TA overrun detection. Bump up verts to 2 MB, idx to 120K and TR
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polys to 8K
2018-08-03 09:55:53 +02:00
Flyinghead
3a7a08f3fb
Do not clear the framebuffer before rendering. Fix scissoring coords.
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The framebuffer is cleared by the background plane using global clipping
coordinates. This allows multiple rendering to different locations on
the framebuffer.
Fixes flashing menus in Vanishing Point, loading screens in Test Drive
Le Mans and Vigilante 8.
Better rear view mirror in Metropolis Street Racer.
2018-08-02 17:20:18 +02:00
Flyinghead
31d8c1f091
Backport texture upscaling with xBRZ
2018-08-01 19:43:01 +02:00
Flyinghead
63a70e0f62
isinf not available in GLES 2
2018-07-29 19:24:14 +02:00
Flyinghead
b1686a8f6a
Do not allow inf z value in the vertex shader. Clamp w to a very small value.
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Fixes ground triangles clipping in Soulcalibur intro sequence.
2018-07-24 16:55:48 +02:00
Flyinghead
2e08d7a6c9
round() not available in GLES2. Using floor() instead
2018-07-23 20:55:53 +02:00
Flyinghead
86235bb4a3
Float math in alpha calculation causes some punch-through textures to have alpha noise.
2018-07-23 15:15:05 +02:00
Flyinghead
4b5e863aa7
Use log2 depth scaling in fragment shader when available.
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Currently a compile time option (!GLES). Fixes many depth issues (Dynamite Cop, Cannon Spike, etc.)
2018-07-23 10:25:55 +02:00
Flyinghead
dc835dd64d
Dump shaders source if compile fails
2018-07-16 16:52:11 +02:00
Flyinghead
0284d635d2
Upscale rendered-to textures
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Increase the size of RTT textures by a given integer factor. Defaults to
1.
This gives much better quality textures, particularly visible when used
fullscreen for transition or pause screens.
2018-07-16 16:28:48 +02:00
Flyinghead
bb2d860902
Use red channel for fog table in GL but continue using alpha channel in
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GLES. Alpha channel is supported only in GL compat mode, not core.
2018-07-14 10:48:16 +02:00
Flyinghead
d5d711cf32
Clipping scissor fix: x offset must only be added once
2018-07-11 20:06:43 +02:00
Flyinghead
1be4203ffe
Far plane is at depth 0 in classic renderer.
2018-07-09 23:25:18 +02:00
Flyinghead
c035635341
Clipping scissor Y coordinates must be inverted when rendering to screen
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Fixes top of screen missing in San Francisco Rush 2049
2018-07-09 23:22:13 +02:00
Flyinghead
a1997637bb
Trilinear filtering limited implementation.
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Fixes lighter field areas in NFL 2K2
2018-07-03 20:36:13 +02:00
Flyinghead
69263eddc0
Bump mapping support
2018-07-02 15:23:47 +02:00
Flyinghead
295395c680
Flat shading support
2018-07-01 20:25:06 +02:00
Flyinghead
08b8d30589
Implement clipping. Enabled by default.
2018-06-09 18:11:47 +02:00
Flyinghead
2fdcf0d821
Use float constants in GLSL
2018-06-07 18:26:02 +02:00
Flyinghead
b9fe9332cf
GLES 2 fix for fog table: use float only for vars and consts
2018-06-05 13:36:49 +02:00
Flyinghead
828990b926
Texture based fog table
2018-06-05 12:18:09 +02:00
Flyinghead
4c7ffeb520
Per-pixel fog shading. Shaders cleanup.
2018-05-22 13:04:21 +02:00
Flyinghead
8d01bbe145
Increase Z scaling factor to 100k (fixes background menu in VR2). Set
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depth mask before clearing buffers.
2018-05-21 16:44:18 +02:00
Flyinghead
2d904372a9
Multipass issues: depth mask must be enabled for autosorted tr poly.
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Depth buffer must NOT be cleared b/w passes, same for stencil I guess.
2018-05-20 14:16:43 +02:00
Flyinghead
c427997269
Enable modifier volumes. Fix for exclusion volumes. Prevent overflow of modifier triangles (JGR).
2018-05-19 10:13:00 +02:00
Flyinghead
d596f988c8
Revert 99bc20220e
2018-05-17 11:17:51 +02:00
Flyinghead
99bc20220e
Simplify clipping
2018-05-17 10:32:52 +02:00
Flyinghead
80c193b3de
Cache texture parameters. Fixed exclusion volume modifiers.
2018-05-16 19:34:45 +02:00
Flyinghead
e73d11d0ab
glHint nicest->fastest, and just once
2018-05-15 22:37:40 +02:00
Flyinghead
b469f05b9d
Fix wrong fog calculation issue
2018-05-15 21:19:58 +02:00
Flyinghead
d8165376be
GL cache fix
2018-05-15 16:09:50 +02:00
Flyinghead
de046c4620
Use OpenGL state cache. Allocate texture ids in bulk. Avoid modifier
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volumes entirely when not needed.
2018-05-15 15:22:26 +02:00
Flyinghead
2d834c7396
Revert glChecks
2018-05-15 11:54:14 +02:00
Flyinghead
699c2986a5
WIP
2018-05-14 12:48:22 +02:00
Flyinghead
46f28cfb27
Fog fix
2018-05-13 23:07:35 +02:00
Flyinghead
95120690ef
Use log2 depth scaling when opengl 3 is available
2018-05-13 20:19:36 +02:00
Flyinghead
b68f0a16a8
Increase FPS font size
2018-05-13 16:45:20 +02:00
Flyinghead
c30548eb6a
Added on-screen FPS counter. Fix clear screen issue when widescreen
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enabled but not currently on.
2018-05-13 16:01:08 +02:00
Flyinghead
50a2e7e842
Revert dd9f77b4ab0b4c66fe7a2a717ed4b8cc1835e343: no gl_FragDepth in GLES 2 :(
2018-05-12 14:39:06 +02:00
Flyinghead
dd9f77b4ab
Changed z normalization to log scale
2018-05-12 13:26:50 +02:00
Flyinghead
683cbbba3e
Multipass rendering
2018-05-10 21:28:20 +02:00
Flyinghead
b77843b927
Handle RTT texture stride (VT)
2018-05-09 15:08:13 +02:00
Flyinghead
c13a42611b
Implemented other RTT format conversions.
2018-05-09 13:04:48 +02:00
Flyinghead
2e4ec3a1ed
Added RTT support
2018-05-08 18:47:00 +02:00
Flyinghead
9f13ded502
Enable Modifier Volumes. Fix modtrig buffer overflow and stencil reset.
2018-05-04 18:18:04 +02:00
Flyinghead
cc88561d4a
Implemented clipping (Daytona USA menus)
2018-05-02 15:41:42 +02:00
Flyinghead
db0534d5dd
Fix PunchThrough texturing on JGR with nvidia
2018-05-02 12:29:47 +02:00
Flyinghead
35d3bd98d4
Disable fog table logging. Small optimization
2018-04-27 10:58:10 +00:00
Nicolas HOUDELOT
5c343a219c
fix typo
2018-03-05 01:57:00 +01:00
Jan Holthuis
098e208a57
SDL: Drop SDL1.2 support and use SDL2 for GLES, too
2015-10-11 18:41:23 +02:00
Jan Holthuis
4267d51f90
stdclass: Make path getter function names more verbose
2015-09-02 15:49:00 +02:00
Jan Holthuis
b6d0cddcaa
stdclass: Add support for separate config/data dirs and system wide dirs
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This adds support for separate config and data dirs.
On Linux, these will be compliant XDG Basedir Specification, i.e.
XDG_CONFIG_HOME and XDG_CONFIG_DIRS (or XDG_DATA_HOME and XDG_DATA_DIRS
respectively). On all other platforms, there currently just set to the
homedir path (so no previous behaviour has been changed).
If reicast wants to read and write a data file, it just calls
get_data_path("/samplefile.txt"). If it does not need to write to
that file, it just uses get_data_path("/samplefile.txt", false). That
way, we can also use system-wide dirs (like /usr/share/reicast on
linux), that the user usually doesn't have write access to.
The same applies for config file, where you use get_config_path(args)
respectively.
2015-09-02 15:48:53 +02:00
Jan Holthuis
fc2d1edea9
linux-dist/x11: Enable fullscreen toggling via F11 button
2015-08-19 18:47:42 +02:00
Stefanos Kornilios Mitsis Poiitidis
26cfcd79e9
OSX: Fiddling to get the rec-cpp/noexcept path running
2015-08-11 07:57:22 -04:00
Stefanos Kornilios Mitsis Poiitidis
f2f9a041e1
Merge pull request #727 from reicast/wip/import-drkpvr-softrend
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rend/soft: Import the experimental core from nulldc/drkpvr, modularize
2015-08-05 04:25:06 +02:00
Stefanos Kornilios Mitsis Poiitidis
8cce1a4976
rend/soft: Import the experimental core from nulldc/drkpvr, better renderer modularization
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- Adapted for indexed, async rendering, shared ta decoder
- This blits via a quick-and-hacky GDI blitter for now
- SSE/MMX intrins based, so not very portable
- A rather not good "reference" implementation
- At least, it's not terribly slow though
- GetTexture moved to Renderer interface
2015-08-05 02:43:40 +02:00
Stefanos Kornilios Mitsis Poiitidis
373cb6e24e
nacl: Working towards GLES2. Will init, shaders won't compile
2015-07-29 04:30:21 +02:00
Stefanos Kornilios Mitsis Poiitidis
00dbd6222f
rec-cpp: Massage for gcc compatibility
2015-07-25 14:25:51 +02:00
TwistedUmbrella
115ee47efc
Prevent log overlap when loading button.png
2015-07-08 10:21:26 +02:00
Stefanos Kornilios Mitsis Poiitidis
65ca1382d8
Merge remote-tracking branch 'remotes/origin/skmp/ios-wip' into feat/segfault-context-consolidation
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Android/windows builds fine again. Android not tested yet, iOS/OSX not compiled yet
2015-05-16 07:12:19 +02:00
Stefanos Kornilios Mitsis Poiitidis
d33ad6edfb
Updating from linux/x64
2015-05-08 17:49:23 +02:00
~skmp
0783875b84
Linux GLX/3.1 support
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My setup is only 2.1 right now, so this is totally untested
2014-12-30 13:21:05 +02:00
~skmp
83752b9761
Fix building for linux (-DGLES && eglCreateWindowSurface)
2014-12-30 10:00:20 +02:00
Stefanos Kornilios Mitsis Poiitidis
9d7cac160a
PVR: Fix hscale, VO vs FB_W scissor
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Fixes w320 games (bangai-o, kof99, etc), and Half-x clip (Ready2Rumble,
more)
2014-12-22 16:46:40 +01:00
Stefanos Kornilios Mitsis Poiitidis
56ebda10a9
ios interpreter works, bios runs w/ 3d visulals
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THIS IS A MESS. Sorry @angelXwind :p. We'll have to clean up and merge for r8, but most of the nasty work is there.
What works:
- full init, memalloc, mprotects, etc
- boot
- gles2
What doesn't:
- Exceptions for page faults
- Breaks texture cache
- Breaks dynarec because of fastpath
- segfaults don't work, needs special mach exc_server magic that still eludes me after 5 hours
- Dynarecs. RWX issues, and broken buffer mappings. Also some minnor linking stuff (most of it is taken care of)
- Audio. I just killed it off.
- All of the ui. Was getting in the way of me not knowing how to edit story boards...
- Input
Also, merged branch 'skmp/mac86-hackport' into skmp/ios-wip
Have fun~
2014-12-17 10:19:44 -08:00
Stefanos Kornilios Mitsis Poiitidis
86e2408ace
wip to get ios compiling
2014-12-17 03:10:18 -08:00
Stefanos Kornilios Mitsis Poiitidis
29906d8416
Texkill, palette_update on correct place.
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- Texkill needs to be done before texture allocation, which is now done during parsing (texture-sync update)
- palette_update needs to be called from the emu thread, before kicking off the render
2014-12-17 08:42:28 +01:00
Stefanos Kornilios Mitsis Poiitidis
531863bca4
Fix rendering: GL3+ needs VAO, initialize screen_width/screen_height
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*yay* it works now *dances*
2014-06-27 00:51:57 +03:00
Stefanos Kornilios Mitsis Poiitidis
6d6cf7d055
Call correct Texture/texture2d
2014-06-25 22:47:40 +03:00
Stefanos Kornilios Mitsis Poiitidis
a1dfeb19e1
Partial port to opengl.
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I forgot how much opengl sucked, so I figured I might try a port.
Nvidia doesn't draw (must be some fragment binding issue?, randomlulz returns GL_INVALID on glAttribPtr as well)
Intel doesn't compile the shader (and the error message makes no real sense. wut?)
Amd driver simply crashes (wheehaa)
All and all, doesn't look like much has changed in opengl the past 10 years, apart from even uglier initialization and more fragmented specs ~
2014-06-25 22:47:39 +03:00
Stefanos Kornilios Mitsis Poiitidis
d59197f843
gdtool: better command line, stdin lists, cleanup
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Also, imgread const filenames and such
2014-06-13 18:41:48 +03:00
Stefanos Kornilios Mitsis Poiitidis
f1ef4877b8
Cleanup textures after they are dead for a while
2014-05-08 04:29:14 +03:00
Stefanos Kornilios Mitsis Poiitidis
411aade5e2
Improve async/mt rendering & sync logic.
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Should fix texture staging issues for now, without degrading performance
Fixes #49 (mvsc2, sf3, etc sprites)
2014-05-02 03:45:31 +03:00
ptitSeb
54e3a0e4e0
PANDORA: Options and GUI
2014-03-01 07:38:40 -05:00
Stefanos Kornilios Mitsis Poiitidis
0bbf33ce61
Updated buttons img, reset OSD scale
2014-01-21 17:39:05 +02:00
Stefanos Kornilios Mitsis Poiitidis
f5d29677b3
Merge branch 'androidui'
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Conflicts:
core/hw/pvr/spg.cpp
core/hw/sh4/interpr/sh4_interpreter.cpp
reicast/android/src/com/reicast/emulator/MainActivity.java
2013-12-28 22:28:50 +01:00
Stefanos Kornilios Mitsis Poiitidis
7ef9de3cae
Moving code around, cleanups
2013-12-28 22:20:08 +01:00