Changelog:
Update link to WIP builds in README.md
Threaded GLideN64 calls
Add _SCL_SECURE_NO_WARNINGS to PreprocessorDefinitions.Fixed warnings about std::copy_n.
Fix issues with threaded OpenGL when debug is enabled
Switch Travis from Trusty to Xenial.
Fix crash with GL_DEBUG enabled with mupen64plus APIAlso, fix compiler warning
Correct GLES2 version of mip-map shader.
Improve logging information
Fix CMakeLists.txt for Raspberry PiPatched by 5schatten.
Fixed #1978 [RPi3 | cross compile]
Fixes crashing in project 64 graphics plugin dialog with release build
Do not attempt to copy image to RDRAM when copyToRDRAM option set to”Disabled”.
Fixed crash when open sub-screen in Zelda MM with copyToRDRAM disabled.
Rewrite textures loading and mapping:- use RiceVideo method for texture size calculation.
RiceVideo uses the same method for texture dumping.
– rewrite texture mapping.
Texture Clamp-Wrap-Mirror implemented in shaders.
Problem explanation:
#1885 (comment)
Fixed various glitches with HD textures, #1885
Fix TextureCache::_loadHiresTexture: use correct tile when gSP.texture.tile != 0
Code cleanup: remove unused CombinerInfo::getCombinersNumber()
Debugger: correct mupen64plus window caption to find in debug mode.
Code cleanup: remove unused getMirrorClamp function.
Fix for texture issues in Stunt Racer, reported by DonelBueno in #1885Stunt Racer uses combiner with two textures for track polygons, but actually loads only T0.
T1 replaced by T0 because of LOD flags in othermode.
This situation was not checked in the main code and ClampWrapMirror shader got wrong parameters,
which lead to the glitches.
Correct tile size calculation.Fixed text in Zelda debug rom. See bug reported by AriaHiro64 in #1885
Code refactor in GLInfo::init()
Fixed crash in case of wrong FrameBuffer::m_scale initialization.
Fix compile errors in opengl_ColorBufferReaderWithEGLImage.cppFixed #2083
Fix elements cast in Debugger::_addTrianglesByElements
Fix Debugger::_addTriangles for TRIANGLE_STRIP mode
TxCache refactor
Memory cache implementation of TxCache
File stream implementation of TxCache.
Support new settings in Mupen64plus config
UI refresh
UI refresh fixesWhoops, it looks like I was working with an old UI and missed some options. I’ve added them all to the emulation tab.
I think I should find a way to tidy the emulation tab a little in the future.
UI refresh: emulation tab condensed vertically
UI refresh: AA radio button behaviour changes
UI refresh: option to save settings to profile while per-game settings enabled
Also letting Qt decide how tall the window should be.
Support for file_tex_storage branch
UI refresh: _init() behaviour fixesChanging profiles/toggling the use game settings checkbox works a bit better.
New aliasing tooltip
Fix warning.
Code refactor: rename TxFileCache to TxFileStorage.
Implement copy depth to main depth buffer. It is necessary for correct work of some Reshade shaders.
Support “EnableCopyDepthToMainDepthBuffer” option in mupen64plus config.
Support “Copy depth to main depth buffer” option in GUI.
Fix android logging
Fix shader compilation error in GLES 2.0
Use TexrectCopyProgram if TexrectColorAndDepthCopyProgram is not awailable.
Fix logging error
Fix issue with lack of highp floating numbers in GLSL for GLES 2.0.
Fix EGL initialization in applications that don’t implment VidExt
Fix incorrect OpenGL function init in Linux
Fix Debugger::_addTriangles
Don’t crash on failed initialization
Don’t initialize EGL, this is causing issues
FIx EGL image compatibility with mali devices
Fix crashes in Bakuretsu Muteki Bangaioh (J)
Fixed backgrounds load in Bakuretsu Muteki Bangaioh (J).
Fix gDP.loadTile->loadHeight calculation.Fixed Zelda 64 Skybox duplicates #2094.
Fix threaded OpenGL lockup when trying to remove invalid buffer
Do not shift texture coordinates by 0.5 for point-sampled textures.Attempt to fix texture mapping issue from #2097.
Correct tile height calculation.Fixed Neon Genesis Evangelion glitches #2102
[GLideNUI.vcxproj] Use $(DefaultQtVersion) to get Qt versionFixes a problem in which the UI would fail to compile when the version was not found (qt-5_7_1-x86-msvc2015-static by default), and changing to the correct version through QT Project Settings would clear all the dependencies (possibly a bug in the Qt VS Tools addin). Changing from $(DefaultQtVersion) to any other version doesn’t have this problem.
Set solution QT version to $(DefaultQtVersion)
Fix incorrect OpenGL function init in MacOS
Fix incorrect OpenGL function init in iOS
Temporal workaround for crashes in TextureCache::_loadHiresTexture when mip-mapped textures loaded.
See #1711 for details.
Correct tile size calculation.Fixed regression in Paper Mario caused by commit 5c5c218.
Log CoreVideo functions error code.
Fix some incorrectly set android makefile options
Add GL function glDebugMessageCallback and glDebugMessageControl
Fix GL errors when using EGL image to read pixel from texture
Added more GL functions to threaded GL implementation
Add logging of OpenGL profiling data
Replace printf by LOG.Fixed #2123
Fix formatting in TxCache.cpp
Fix TxFileStorage initialization when cache compression disabled.Fixed Textures do not load from uncompressed HTS files #2120
Update x64 libpng and zlib.Fixed PNG with ICC Profile breaks cache on x64 #2125
Add custom settings for Mega Man 64.Fixed #366 Mega Man 64 (All) – Intro Squares
Enable native res texrects in custom settings for Mario Kart 64Fixed #607 MK64 Menus misaligned?
Cleanup custom.ini
Fix x64 Zilmar build
Enable halos removal for Kirby 64 in custom settings.Fixed #1695
custom.ini cleanup.
Enable NativeRes Texrects in Kirby 64remove halos removal because it causes more issues
Remove bloomFilter section from GLideN64.ini
Enable halos removal for Pokemon Puzzle LeagueFixes green outline around some textures
Enable native texrects in Mystical Ninja 2 / Goemon’s Great AdventureFixes black lines/seams in background tiles
Do not shift texture coordinates for frame buffer textures.Fixed #2112 Conker black line following your shadow
[appveyor] Add Zilmar-spec
[appveyor] Change QT_BUILD_BASE_URL
Update appveyor.ymlAllow parallel builds for improved speed
Update README.md
Write macros for reading a vector or matrix without hurting performance. Cleanup blender code.
Write wrap function. Cleanup of combiner code.
Up shader storage version.
Correct error output in DisplayWindowMupen64plus::_getDisplaySize().
Correct needMirror condition in clampWrapMirror shader.Fixed Blast Corps regression #2113
Correct frame buffer usage check.Fixed Pokémon Stadium 2 – Cut off pokémon portraits #2110
Enable threadedVideo option by default.Fixed #2126 Problem with Project64 1.6.1 when close emulator
Make optimization implemented in e0418c3 as optional.S. F. Rush looks much better without the optimization.
Fixed #2068 S. F. Rush and Rush 2 – Regressions
Use hybrid texture filter to draw frame buffer image on screen.Related to #2088
Remove opacity check from hybridFilter shader.
Throw an exception if a buffer greater than the ring buffer pool maxsize is allocated instead of dead locking forever.
Debugger fixes.
Add support for TEXTUREMODE_BGIMAGE in UClampWrapMirrorTex::update()Fixed #2107 Majora’s Mask OnePiece backgrounds broken
Fixed #2141 RE2 corrupt video
Fix shader compilation errors in GLSL 3.0
Fix GLSL ES 1.0 compilation error
Don’t use glGetTexLevelParameteriv to determine texture size
Don’t use glFlushMappedBufferRange in debug mode, the performancepenalty is too high
Fix shader compilation errors with Adreno devices
Revert “Don’t use glGetTexLevelParameteriv to determine texture size”This reverts commit b31e510.
Do not use hybrid filer for GLES 2.0 due to poor performance.Shader and code simplifications.
Fix issues with EGL image public API on GLES 2.0
Enable copyAuxToRDRAM for Jet Force Gemini in custom ini.Fixed #2148 Jet Force Gemini Black line following character
Fix Log.h
Correct gDP.loadTile->loadHeight calculation again.Fixed #2143 Yoshi’s Story level backgrounds regression
which was broken by b261f34
Remove Android makefile and use CMakeLists for Android instead
Use a different library name when building for Android
Don’t generate a new Revision.h file if revision hasn’t changedThis prevent CMake from forcing a build of everything that depends on
that file.
Update translation files: actual GUI texts added.Translation of these new texts still need to be done for each language.
German translation update. Author: Mustafa Özkurt.
Fix languages names in GUI.
Prevent config dialog from being opened twice.Fixed #2158 Project 64 Crashes if you open GlideN64 Video Settings when they are already open.
Add compiled translations.Correct appveyor.yml to copy compiled translations into builds instead of translation sources.
Disable ThreadedVideo on MacOsX, see #2159
Correct tile size calculation.Fixed #2156 Tony Hawk’s Pro Skater 3- Missing Characters on Copyright Screen
Simplify aTexScale calculation in UClampWrapMirrorTex::update
Update xxHash
Re-implement slower N64 depth compare synchronization method,which requires only core OpenGL 4.2 without shader_interlock extensions.
Fixed N64 depth compare with older AMD GPU.
Make the hybrid texture filter optional through configuration
Enable FBInfo for a few games
Enabled FBInfo for Rat Attack
Fix CMake warnings presented by Android Studio
Remove on_n64DepthCompareCheckBox_toggledFixed #2185 GLideNUI warning.
Fix conditions to activate texturedRectDepthBufferCopy.Fixed #2101 Multiplayer camera rotation issue in Conkers Bad Fur Day
Enable N64 depth compare for Extreme-G XG2 in custom settings.Fixed Extreme-G XG2 requires depth compare for some effects #655
Fix static noise on screens in Space Station Silicon Valley.Problem: the static on the screens is the result of alpha test with a random threshold.
The screens use 2 cycle combiner. First cycle for alpha uses “combined” input.
A value for this input is not set yet in the first cycle, so the result of alpha test is usually wrong.
Solution: replace “combined” input in the first cycle by special “half” input.
Fixed #1764
Fix IPO build on Linux
RE2 related fixes:* fixed gSPModifyVertex for case when primitive depth enabled
* fixed GraphicsDrawer::isRejected for case when coordinates of vertex set by gSPModifyVertex
* fixed writeDepth() shader for RE2
Fixed various issues mentioned in #2152
Add custom ini settings for RE2.copyFromRDRAM is necessary for end game credits.
Set NoN (no near clipping) flag for all .Rej ucodes.Fixed wrongly clipped polygons in RE2, Ada’s locket cutscene, #2152
Mask RDRAM address in ProcessRDPListAvoids a crash in Donkey Kong 64 (U) [f2]
Update to XXH3 for CRC_OPT
Add RDRAM dithering: Dither image if RGBA16 is written to RDRAMColorbufferToRDRAM RGBA to RGBA16 conversion produces color banding.
Implement dithering according to n64 documentation to hide color
banding.
Add dithering options and better color noise dithering-Add enableDithering option: true – dithering enabled; false –
dithering disabled
-Add ditheringMode option: quantize noise or ordered grid dithered
content like original hardware would do it. true – quantize to 16Bit
colors, false 32Bit colors.
-Add snoiseRGB() and snoiseA() functions. Color dithering needs
different noiese values for r, g and b.
-snoiseRGB() and snoiseA() „double“ noise resolution if uScreenscale is
>= 2.0. So noise not so blocky but still grainy at higher resolutions.
-Increase config version to 28U
Disable RDRAM dithering if nativeResFactor = 1 and dithering is enabledDon’t dither twice.
-Remove enableDithering setting and use ditheringMode for everything-Dithering Modes:
0 disabled
1 noise dithering
2 noise dithering with 5Bit quantitzation
3 noise and ordered grid dithering
4 noise and ordered grid dithering with 5Bit quantitzation
-Quantize dithered alpha (5Bit). Removes white remnants in SF Lylat
Wars.
Add enum DitheringMode for better readability.Few fixes.
Support dithering mode in GUI.
Add blue-noise dithering, http://momentsingraphics.de/BlueNoise.html
Remove “Enable noise” oprion. Emulation of noise is always enabled.
Remove ditheringMode and bufferDitheringMode settings.Add new settings:
– enableHiresNoiseDithering
– enableDitheringPattern
– enableDitheringQuantization
– rdramImageDitheringMode
New settings are not implemented in GUI yet.
Some dithering shaders refactoring.
Use enableHiresNoiseDithering setting.
Refactor shader dithering code: replace mix by switch..case
Dithering shader: correct read threshold value from matrices.
Enable dithering quantization by default.
Add support in GUI
Dithering settings: add tooltip text
Fix bug introduced by 85a8635
Change type for BlueNoiseItem fields from char to signed char.It should fix compilation on ARM.
Magnify clipping space by ClipRatio.Fixed #190 Cruis’n World: wrong logo
Set gSP.clipRatio default value to 1 for all ucodes but Rej ones, where it is 2.
Update viewport on clip ratio change.
Set clip ratio to 1 in TexrectDrawer.
Set default clip ratio to- 2 for F3DEX2 and .Rej,
– 1 for F3DEX and other fast3d ucodes, except .Rej
Revert “Set clip ratio to 1 in TexrectDrawer.”This reverts commit cd9b5e1.
Always use clip ratio 1 for rects and screen-space triangles.
Use linear equation for LOD calculation,as proposed by standard-two-simplex in #2203
Fix broken Android compilation with updated xxHash
Fix “division by zero” issue in gSPObjSprite.Fixed #2192 Unknown memory action on Magical Tetris Challenge
Mask VI_ORIGIN address
Set clip ratio to 1 when render image from DRARM.Fixed #2211 Duplicate image in Dr. Mario
Disable Whole Program Optimization because of #2098 and #2207
Correct custom settings for Pokemon Snap:set rdram image dithering to Bayer.
Camera can’t properly detects the Pidgeys at the start of the first level
when Blue Noise dithering is used.
Fixed #2213 Pokemon Snap detection broken
FlappyBird64 requires CopyFromRDRAMFixed #2197 FlappyBird HUD elements not displayed
Enable FBInfo for Dr Mario and FlappyBird
Add GLideNUI-wtl
GLideNUI: make Gliden64 have rc files
GLideNUI-wtl: Fix up release build
GLideNUI-wtl: Start to add code for handling profiles
GLideNUI-wtl: Add DPI-aware icon handling codeOther: Minor layout fixes
GLideNUI-wtl: Match Qt GUI 1:1Based on commit c168f53
With some minor improvements/differences over Qt GUI
– Fully DPI aware
– Dithering is in the Video tab instead of Emulation, some wording differences
Observations:
– “Windowed resolution” is an editable combobox now. Need to parse custom resolution as well suggest some default ones
– “Enable noise” has been removed since it’s permanently enabled in latest master
– Need to sync with upstream to connect the Dithering stuff with the config system
– Warning under Antialiasing section needs to hide if N64-depth compare is disabled, but might be difficult to do
Further suggestions:
– “Save” button should be an “Apply” button that applies the settings to current game without pausing. Might be out of the scope of this refactor though.
– Need to test GUI in Windows XP, Windows Vista/7/8.1 to make sure nothing looks out of place
GLideNUI-wtl: dpi is not a pointer
GLideNUI-wtl: Add dithering options
GLideNUI-wtl: change resolution to a combo box
GLideNUI-wtl: Handle changing/adding/removing profile
GLideNUI-wtl: Generate Screen shot
GLideNUI-wtl: Add language translation to config-video
GLideNUI-wtl: Add language translation for emulation tab
GLideNUI-wtl: Add language for frame buffer
GLideNUI-wtl: Add language for texture tab
GlideNUI-wtl: Add On-screen display tab
GlideNUI-wtl: Add debug tab language
GLideNUI-wtl: Add translation to about
GLideNUI-wtl: Change spaces to tabs
Glide64NUI-wtl: try to update appveyor.yml to deal with qt and wtl versions
GLideNUI: Add custom windowed resolution by editable comboboxAlso fixed bug in which switching profiles would cause the Windowed resolution list to load more than once.
GLideNUI: minor fix in English lang
GLideNUI: Hide Debug tab in Release builds
GLideNUI-wtl: Move overscan control to top because it was not being displayed
GLideNUI-wtl: Lazy load Fonts treeview of OSD tabSpeeds up dialog creation a little bit.
Fix bug in which creating a new profile would give a font with zeroed parameters
GLideNUI-wtl: Fix mistakes in translation files
GlideNUI-wtl: Increase Tooltip delay
Replace env var N64PluginsDir by PJ64PluginsDirQT and PJ64PluginsDirWTLReplace env var N64PluginsDir_64 by PJ64PluginsDirQT_64 and PJ64PluginsDirWTL_64
Update msvc project file.
Update appveyor script.
GLideN64-wtl: Add English entry to Language combobox when translationfile list is empty
Update gitignore
Update project files-Added N64PluginsDir-wtl and N64PluginsDir-wtl_x64 environment variables for zilmar-spec-wtl
-Updated appveyor.yml to support wtl configurations
-Split artifacts into individual 7z files for each configuration instead of a single archive holding them all together
-Move icons to Resources folder to avoid duplicate assets
-Updated icon.qrc
-Updated GLideNUI.rc
-Update GLideN64.sln
-Fix very serious overlook in x64 builds
This should fix AppVeyor issues
Use variable names from 3fe5f50
GLideNUI-wtl: Fix windowed resolution handling
GLideN64-wtl: Fix MSAA
appveyor.yml: Remove “type” field
GLideNUI-wtl: Fix a couple oversights
Fix VS2013 compatibility and some other inconsistencies
GLideNUI-wtl: in loading language, replacing new line was only replacing \
GLideNUI-wtl: Make sure clearing of selected font on load
GLideNUI-wtl: fix white space
GLideNUI-wtl: Save to custom.ini
GLideNUI-wtl: Do not flush on each change, so turn off auto flush
GLideNUI-wtl: Fix save to custom ini
GLideNUI-wtl: Fix MSAA saving and Dithering checkboxes
New LLE render.
LLE triangle: set vertex depth to 0 when triangle command does not use depth.
Fixed depth compare issue with snow in Polaris SnoCross
Replace doubles by 32bit floats in LLETriangle::draw.
LLETriangle::draw: correct Z for G_ZS_PRIM mode.
LLETriangle : force flush triangles if tile is changed.Fixed wrong textures is C&C intro.
Correct LLETriangle::start – set gSP.texture.tile to tile set for thetriangle.
It is necessary since texture loading code uses gSP.texture.tile.
Fixed textures load in Supercross 2000.
LLETriangle: use m_flushed flag properly.
Correct LLETriangle ctor
Set buffer to nullptr after free
Reset g_face and g_ft
Make sure config.font.name is not empty
GLideNUI-wtl: Set config.font.name to arial if empty on load
GLideNUI-wtl: Return current font if fonts are not selected
Use the second color section of the Light structure for vertices withodd index (1, 3, …).
Both color sections of the Light structure must store the same color,
but it is not so for SM64.
Fixed #2212 SM64 koopa’s shorts are not correct in hle
[Debugger] Fix display of vertex alpha in HLE mode.
Rewrite fog coordinate calculation:move it from vertex shaders to fragment ones.
Fixed #2234 SM64 Weird Shading on sand texture in Joly Roger Bay
Revert “Rewrite fog coordinate calculation:”This reverts commit 7d4d0f2.
Use noperspective shade color only for triangles with screen-space coordinates.
noperspective works incorrect for polygons, which are partially out of view.
Fixed #2240 SM64 strange green textures
Update Hybrid ShaderThis version doesn’t use texel_fetch, hopefully fixes any slowdowns in mobile devices.
Also it offloads the bilinear filtering to the hardware.
Use hybrid filter for upscale buffer copy and plain bilinear filter for downscale one.
Related to PR #2242
GLideNUI-wtl: Focus Save and Close buttonThis makes it so you can press enter to save
GLideNUI-wtl: Fix Fbinfo
GLideNUI-wtl: Implement hiding MSAA Depth Warning
Fix shader compilation errors in GLSL ES-Added missing precisions
-Removed explicit floats
-Explicit cast get_texture_size to vec2
Replace if statements in hybridFilterif statements are bad for performance in GLSL
Use FILTER_NEAREST if enableHybridFilter is disabledBilinear by itself looks ugly and it’s only necessary to use it for the hybrid filter
Use FILTER_NEAREST if enableHybridFilter is disabledfollow up ee0de5e
GLideNUI-wtl: OnFullScreenChanged selects the last refresh rate, manually add refresh rates and select the correct one
GLideNUI-wtl: fix read game prilfe setting in init
Disable cull_face in GraphicsDrawer::drawScreenSpaceTriangleIt was removed by mistake in 0bc6cf7
Fixed #2251 Zelda: OnePiece backgrounds broken
Create Texture Engine unit
Delay texture coordinate normalization. Adapt texture filter to texture engine.
Add workaround for issue with Mario Tennis Intro
Preliminary GLES2 implementation
Up shader storage version.Fix some compilation warnings.
[Debugger] Fix textures display.
Fix load of 16bit RGBA textures when TLUT mode is TT_IA16Fixed #2218 Taz express: little bug
Correct UTextureEngine::Update for special textures.Fixed #2258 space silicon valley: first screen does not show
Code cleanup.
Atualizações:
Atualizações no README.md:
Atualizar link para builds em andamento.
Chamadas do GLideN64 em múltiplas threads.
Adicionar _SCL_SECURE_NO_WARNINGS às definições do pré-processador. Corrigidos os avisos sobre std::copy_n.
Corrigir problemas com OpenGL em múltiplas threads quando o debug está habilitado.
Trocar o Travis de Trusty para Xenial.
Corrigir crash com GL_DEBUG habilitado com a API mupen64plus. Também corrigir aviso de compilação.
Corrigir versão do shader de mip-map para GLES2.
Melhorar informações de log.
Corrigir CMakeLists.txt para Raspberry Pi. Patched por 5schatten.
Corrigido #1978 [RPi3 | cross compile].
Corrige crash no Project 64 ao abrir o diálogo do plugin de gráficos com a versão de release.
Não tentar copiar imagem para RDRAM quando a opção copyToRDRAM estiver configurada como “Desabilitada”.
Corrigido crash ao abrir a sub-tela em Zelda MM com copyToRDRAM desabilitado.
Reescrever o carregamento e mapeamento de texturas:
Usar o método RiceVideo para cálculo do tamanho da textura. O RiceVideo usa o mesmo método para despejo de texturas.
Reescrever o mapeamento de texturas.
Implementado Clamp-Wrap-Mirror de textura nos shaders.
Explicação do problema:
#1885 (comentário).
Corrigidos diversos glitches com texturas HD, #1885.
Corrigir TextureCache::_loadHiresTexture: usar o tile correto quando gSP.texture.tile != 0.
Limpeza de código: remover CombinerInfo::getCombinersNumber() não usado.
Depurador: corrigir o título da janela do mupen64plus para encontrar no modo de depuração.
Limpeza de código: remover a função getMirrorClamp não usada.
Correção para problemas de textura em Stunt Racer, reportado por DonelBueno em #1885.
Stunt Racer usa o combiner com duas texturas para polígonos de pista, mas na verdade carrega apenas T0. T1 é substituído por T0 devido a flags de LOD no othermode. Essa situação não era verificada no código principal, e o shader ClampWrapMirror recebia parâmetros errados, causando glitches.
Cálculo de tamanho de tile corrigido.
Corrigido texto na rom de debug Zelda. Veja o bug reportado por AriaHiro64 em #1885.
Refatoração de código em GLInfo::init().
Corrigido crash em caso de inicialização errada de FrameBuffer::m_scale.
Corrigir erros de compilação em opengl_ColorBufferReaderWithEGLImage.cpp. Corrigido #2083.
Corrigir o cast de elementos em Debugger::_addTrianglesByElements.
Corrigir Debugger::_addTriangles para TRIANGLE_STRIP.
Refatoração do TxCache.
Implementação de cache de memória no TxCache.
Implementação de fluxo de arquivo no TxCache.
Suporte para novas configurações no arquivo de configuração do mupen64plus.
Atualização na interface de usuário (UI):
UI refresh: correção da aba de emulação e ajuste na altura vertical.
UI refrescada: mudanças no comportamento do botão de AA e opção para salvar configurações no perfil com configurações por jogo habilitadas.
Também deixando o Qt decidir a altura da janela.
Suporte para o branch file_tex_storage.
UI refrescada: correções no comportamento de _init().
Mudanças de perfil / alternando o uso de configurações por jogo agora funcionam melhor.
Nova tooltip para antialiasing.
Correção de aviso.
Refatoração de código: renomear TxFileCache para TxFileStorage.
Implementação de copia de profundidade para o buffer de profundidade principal.
Necessário para o funcionamento correto de alguns shaders do Reshade.
Suporte à opção “EnableCopyDepthToMainDepthBuffer” no arquivo de configuração mupen64plus.
Suporte à opção “Copy depth to main depth buffer” na interface gráfica.
Corrigir logging no Android.
Corrigir erro de compilação de shader em GLES 2.0.
Usar TexrectCopyProgram se o TexrectColorAndDepthCopyProgram não estiver disponível.
Corrigir erro de logging.
Corrigir problema com falta de números de ponto flutuante de alta precisão em GLSL para GLES 2.0.
Corrigir inicialização do EGL em aplicativos que não implementam VidExt.
Corrigir inicialização de funções OpenGL no Linux.
Corrigir Debugger::_addTriangles.
Não travar na inicialização falha.
Não inicializar o EGL, pois isso está causando problemas.
Corrigir compatibilidade de imagem EGL com dispositivos Mali.
Corrigir crash em Bakuretsu Muteki Bangaioh (J).
Corrigidos problemas de carregamento de fundos em Bakuretsu Muteki Bangaioh (J).
Corrigir cálculo de gDP.loadTile->loadHeight.
Corrigir skybox duplicado em Zelda 64 (#2094).
Corrigir trava do OpenGL com thread quando tentar remover buffer inválido.
Não deslocar coordenadas de textura por 0.5 para texturas amostradas com ponto.
Tentar corrigir o problema de mapeamento de textura de #2097.
Corrigir cálculo de altura de tile.
Corrigir glitches em Neon Genesis Evangelion (#2102).
Usar $(DefaultQtVersion) para pegar a versão do Qt.
Corrigir problema no qual a interface gráfica falhava em compilar quando a versão não era encontrada (qt-5_7_1-x86-msvc2015-estático por padrão).
Mudança de $(DefaultQtVersion) para outra versão não causa problemas.
Corrigir inicialização de funções OpenGL no macOS.
Corrigir inicialização de funções OpenGL no iOS.
Solução temporária para crashes no TextureCache::_loadHiresTexture quando texturas mip-mapped são carregadas.
Veja #1711 para mais detalhes.
Corrigir cálculo de tamanho de tile.
Corrigir regressão no Paper Mario causada pelo commit 5c5c218.
Logar o erro de funções CoreVideo.
Corrigir opções de makefile para Android.
Adicionar funções OpenGL glDebugMessageCallback e glDebugMessageControl.
Corrigir erros do OpenGL ao usar imagem EGL para ler o pixel de uma textura.
Adicionadas mais funções OpenGL na implementação em múltiplas threads.
Adicionar logs de dados de perfil do OpenGL.
Substituir printf por LOG. Corrigido #2123.
Corrigir formatação em TxCache.cpp.
Corrigir inicialização do TxFileStorage quando compressão de cache está desabilitada. Corrigido #2120.
Atualizar libpng e zlib no x64. Corrigido PNG com ICC Profile quebra cache no x64 #2125.
Adicionar configurações personalizadas para Mega Man 64. Corrigido #366 Mega Man 64 (All) – Intro Squares.
Habilitar texrects nativos em configurações personalizadas para Mario Kart 64. Corrigido #607 MK64 Menus misaligned.
Limpeza de custom.ini.
Corrigir build x64 Zilmar.
Habilitar remoção de halos para Kirby 64 em configurações personalizadas. Corrigido #1695.
Limpeza do custom.ini.
Habilitar NativeRes Texrects em Kirby 64, remover remoção de halos porque causa mais problemas.
Remover seção bloomFilter do GLideN64.ini.
Habilitar remoção de halos para Pokemon Puzzle League. Corrigido contorno verde em algumas texturas.
Habilitar Native texrects em Mystical Ninja 2 / Goemon’s Great Adventure. Corrigido linhas/seams pretas em cutscenes.
Habilitar remoção de halos para Supercross 2000. Corrigido texel misalignment.
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