Commit graph

52 commits

Author SHA1 Message Date
Extrems
deff3be31e Optimized framebuffer clearing.
Avoided flushing L2 cache in recompiler.
2025-02-05 12:24:56 -05:00
Extrems
9e7a4660f2 Increased maximum ROM size to 252/256 MiB.
Improved framebuffer size heuristic.
2024-06-15 16:57:08 -04:00
Extrems
f2bd1b0084 Added invalid characters substitution from Wii64.
Fixed primitive depth source.
2020-05-24 13:15:01 -04:00
Extrems
0d0562ec3b Fixed exploding geometry.
Fixed fogging with zero multiplier.
Fixed audio sampling rate for demos.
2020-05-14 13:20:50 -04:00
Extrems
866fce20ed 2017-10-03 21:00:42 -04:00
Extrems
fd4dfd02d4 2017-09-25 17:20:01 -04:00
Extrems
304c56f72c 2016-04-20 14:29:23 -04:00
Extrems
a6a27c8b75 2015-02-04 04:12:48 -05:00
Extrems
426ac4db5a 2015-02-04 04:02:53 -05:00
Extrems
1a42cd3159 2015-02-04 02:52:54 -05:00
Extrems
b4702846a2 2015-02-04 02:32:38 -05:00
Extrems
48d2950e04 2015-02-04 02:26:00 -05:00
Extrems
deb6357eda 2015-02-04 02:03:20 -05:00
sepp256
30c1e0611b Improvements to VI timing. Preserve DEBUG on screen when displaying load icon. 2010-05-28 12:25:13 +00:00
sepp256
70ee975465 Prevent loading icon from blanking out screen. 2010-05-28 03:22:40 +00:00
sepp256
f3dd187050 Quick fix for games that start with audio.
Updating Debug text before rendering gfx was killing something.
Work out a real fix later.
2010-05-28 03:22:14 +00:00
sepp256
2765ee373e Fixed EFB copying when when FPS > VI/s. 2010-05-28 03:21:53 +00:00
sepp256
9c1751ef58 Added pillar box in-game mode for 16:9 AR.
Todo: Make a 3rd option for 16:9 menu and 4:3 in-game.
2010-05-27 19:58:54 +00:00
sepp256
281c840f7d Limit Texture cache meta data to 1MB. 2010-05-26 16:37:27 +00:00
sepp256
67e584d299 Fixed Loading Icon so it doesn't move around. 2010-05-26 16:36:29 +00:00
sepp256
2b87ff5b8a Added headers to glN64_GX source. 2009-11-12 22:37:07 +00:00
sepp256
9756ad3348 Clipping fix. Please update to libOGC svn. 2009-11-11 15:44:21 +00:00
sepp256
0a996b5b21 Improvements to Vertex transforms:
- Now rendering near clipped triangles (Zelda MM intro)
- eliminated div0 problem when clipping triangles (Zelda OOT in-game menu)
- better handling of G_ZBUFFER flab (Zelda OOT throbbing heart & triangles on map)
Todo: Larger overhaul needed to get some other transform functionality working properly.
2009-11-09 18:56:45 +00:00
sepp256
e115f9b99f Added a little more GX cleanup before FPS display. Seems to have stopped the FPS flashing in Zelda OOT. 2009-11-08 05:25:12 +00:00
sepp256
6234c39e0c Moved load icon further toward the corner as per tehpola's suggestion. 2009-11-06 06:14:23 +00:00
sepp256
e52726e4fb Added new button styles.
Added backdrop.
Added spinning logo.
Added ROM Load icon.
Various code cleanup.
2009-11-06 06:09:06 +00:00
emukidid
7d3a7a041f Fixed menuV1 build error and changed malloc to memalign in VI.cpp. 2009-11-05 12:30:30 +00:00
sepp256
4e61ab44cb Moved texture for N64 CPU rendering to texture cache.
It's interesting that having the texture buffer in MEM2 drops about 7 fps from the Pong and Fire demos.
2009-11-03 20:53:11 +00:00
sepp256
f3047fb2f6 Added Render CPU Framebuffer feature go glN64 (currently turned off).
VIs/FPS now reset to 0 if no VI/Frame has occurred for 1 second.
TODO: Add CPU Framebuffer option to menuV2.
2009-11-03 20:52:44 +00:00
sepp256
1806554ff4 Fixed FPS/Debug fonts in game for Menu2.
Fixed Current ROM Frame button.
2009-10-27 20:38:41 +00:00
sepp256
f1cc86e404 Load progress bar now only drawn once per ROM_cache block load, and it's drawn asynchronously. 2009-10-23 05:02:55 +00:00
sepp256
6a6519f48f Moved xfb's to MEM2.
When using component cable for Wii, GX copies a 640 wide FB into a 720 wide xfb. (revert this later)
Something (libogc?) overwrites the bottom 1/4 of one xfb during the splash screen and again just before ROM load. (This is easier to see with component cables because GX isn't overwriting the whole xfb.)
2009-10-21 21:54:22 +00:00
emukidid
03b8337341 Clearing of flashram in init_flashram.
init_font() only called once now, shouldn't see fonts disappear anymore.
2009-10-20 21:24:46 +00:00
emukidid
13df44d20e Moved debug messages into proper flags so we're doing less at runtime. Files effected are mainly in glN64_GX. Turned off SHOW_DEBUG by default for Wii. 2009-10-15 01:21:21 +00:00
sepp256
4bdd439364 Reworked FB tex eviction to evict normal textures over FB textures that have been used in the past frame.
Reduced tex cache size for GC to 1.5MB again.
2009-10-14 03:51:29 +00:00
sepp256
f4c437d3e4 Fixed flashing VI/s & FPS text for Zelda logo screen. 2009-10-14 02:39:35 +00:00
sepp256
313f818f83 More tweaking to EFB clearing.
Fixed crash from FrameBuffer Textures.
(Not sure if this fixes OOT menu crash for GC, yet.)
Fixed ROM cache loading bar.
2009-10-14 02:38:30 +00:00
sepp256
74791a7ecf Changed EFB clearing to not require a ~200k buffer.
Now forcing EFB clear after every Dlist.
Copying EFB only when it has been drawn to.
Tehpola's branch untested, but should be fine.
2009-10-14 02:37:38 +00:00
sepp256
b9095235a8 Revamped EFB clearing.
Reworked FB Textures.
Added FB Texture menu item to dev features menu.
Note: build in tehpola's branch not tested.
Note 2: FB Textures are sometimes unstable. I'm not sure why, yet.
2009-10-13 21:35:02 +00:00
sepp256
53076217ff Added new timer functions.
Using some PS functions to speed up matrix calculations.
Fixed CI texture caching problem.
Fixed texture filter modes for texture rectangles.
Some general code cleanup.
2009-02-02 08:14:12 +00:00
sepp256
9c2f1a682a Fixed Profiling.
Changed Tex cache back to 1MB.
Maybe fixed load block status bar.
2009-01-23 15:53:34 +00:00
sepp256
501f1f971d Separated __GX__ and _BIG_ENDIAN flags to (hopefully) make glN64 compatible with the PS3. 2009-01-01 19:58:38 +00:00
sepp256
db8964e9fc - Implemented Fog using GX hardware.
Note: Fog requires the patched gx.c included in this update.
- Implemented Polygon Offset using matrix transforms.
  Note: Let me know if you still see any flashing co-planar polygons.
- Cleaned up stuff in VI.
- Other various cleanup stuff.
2008-07-03 02:09:40 +00:00
sepp256
da064d5724 Fixed a bunch of things in glN64_GX, such as:
- 3D transform handled in hardware when possible (mainly Mario64)
 - Fixed clipping and texture perspective correction by hacking the Projection matrix to reproduce the proper z and w coords (GX can't handle homogeneous coordinates :P). Note that this isn't guaranteed to work all the time so I'll have to do more testing.
 - Added code to handle primeDepth source.
 - Added Ztexture code for primeDepth.
 - Fixed AlphaCompare flag.
 - Other stuff...
2008-06-08 07:45:23 +00:00
sepp256
2520ca43e5 Moved xfb switching to a retrace callback. Now we don't need to wait for vsync in order to avoid framebuffer tearing. 2008-06-05 03:28:01 +00:00
emukidid
691b3a179f Removed newlines at the end of debug_stats 2008-05-07 07:56:56 +00:00
sepp256
9b002cbc3b Changed showFPS to showFPSonScreen.
Fixed a few IA texture bugs in GX_gfx.
Commented SDPRINT flag in DEBUG.h.
2008-04-23 03:37:06 +00:00
sepp256
449f9338f1 Fixed glN64_GX vertex color overflow bug. (only one big one to go!)
Fixed Dev Features menu caption indices.
Added Dev Features variables to GX_gfx & soft_gfx plugins.
 - Untested.
Updated all Makefiles so the other gfx plugins should now compile.
 - Untested.
Added VI/s to FPS display.
2008-04-22 22:24:55 +00:00
sepp256
274127d0de Changing showFPS and printToScreen flag functionality. 2008-04-21 23:59:20 +00:00
sepp256
54f3822775 Added functionality to Dev Features submenu. It compiles, but I haven't tested, yet. 2008-04-21 23:20:16 +00:00