Commit graph

22 commits

Author SHA1 Message Date
Ian Curtis c039d08c03 Add supersampling anti-aliasing
Late christmas present. Due to the way alpha works on the model3 adding regular anti-aliasing doesn't really work. Supersampling is very much a brute force solution, render the scene at a higher resolution and mipmap it.

It's enabled via command line with the -ss option, for example -ss=4 for 4x supersampling or by adding Supersampling = 4 in the config file.

Note non power of two values work as well, so 3 gives a very good balance between speed and quality. 8 will make your GPU bleed, since it is essentially rendering 64 pixels for every visible pixel on the screen.
2023-12-26 18:25:03 +00:00
Ian Curtis c6ea81d996 Emulate the entire tilegen chip in a GLSL shader. (This is now possible with opengl 3+). The tilegen drawing was emulated on the CPU, but was one of the most expensive functions in the emulator according to a profiler. On a modern GPU it's pretty much free, because a GPU is a massive SIMD monster.
Tilegen shaders are mapped to uniforms, and the vram and palette are mapped to two textures.

TODO rip out the redundant code in the tilegen class. We don't need to pre-calculate palettes anymore. etc

The tilegen code supports has a start/end line so we can emulate as many lines as we want in a chunk, which will come in later as some games update the tilegen immediately after the ping_pong bit has flipped ~ 66% of the frame.

The scud rolling start tilegen bug is probably actually a bug in the original h/w implementation, that ends up looking correct on original h/w but not for us. Need hardware testing to confirm what it's actually doing.
2023-09-23 15:27:04 +01:00
Ian Curtis 40c8259130 Rewrite the whole project for GL4+. I figured if we removed the limitation of a legacy rendering API we could improve things a bit. With GL4+ we can do unsigned integer math in the shaders. This allows us to upload a direct copy of the real3d texture sheet, and texture directly from this memory given the x/y pos and type. This massively simplifies the binding and invalidation code. Also the crazy corner cases will work because it essentially works the same way as the original hardware.
The standard triangle render requires gl 4.1 core, so should work on mac. The quad renderer runs on 4.5 core. The legacy renderer should still work, and when enabled a regular opengl context will be created, which allows functions marked depreciated in the core profiles to still work. This will only work in windows/linux I think. Apple doesn't support this.

A GL 4.1 GPU is now the min required spec. Sorry if you have an OLDER gpu. GL 4.1 is over 12 years old now.

This is a big update so I apologise in advance if I accidently broke something :]
2022-11-07 21:33:01 +00:00
Ian Curtis ba917aca6d Update glew version 2020-07-31 19:18:51 +00:00
Ian Curtis 08eeb20033 clear scissored out areas 2018-12-08 19:55:26 +00:00
Bart Trzynadlowski a315627401 Added support for loading shaders from files for new engine and tile renderer. Changed help text to reflect new engine being default. 2017-08-11 00:41:10 +00:00
Ian Curtis 9780f333b4 The model3 has this weird issue where the 2d and 3d planes are misaligned by 2 pixels. Originally I made a quick hack that shifted subviewports 2 pixels. But apparently that wasn't enough, as the issue effects everything. Thanks to HarryTuttle for pointing this out, and making a patch :) 2017-03-19 01:33:45 +00:00
Ian Curtis adbebb0204 clean up 2016-12-04 22:37:22 +00:00
Bart Trzynadlowski 9249eaa29f Fixed logic for clearing bottom layer. Added new functions to 2D renderer interface. Avoid drawing top and bottom surfaces when no layers are present there. Added some comments to tile 2016-05-08 19:27:08 +00:00
Bart Trzynadlowski 5d048958b9 Rewrote 2D renderer and fixed 2D layer priorities, stencil mask clipping (Scud Race 'ROLLING START'), and cleaned up code. Unfortunately, the new code is about 50% slower, mostly due to the need to perform stencil clipping after scrolling. 2016-05-07 21:54:03 +00:00
Nik Henson 183dca563d Committing various small updates that have been hanging around in my source tree for a while now:
- Added 'crosshairs' command line and config option.
- Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this).
- Added fullscreen toggle within game using Alt+Enter key combination.
- Added framework for lamp outputs and 'outputs' command line and config option.  So far only the lamps for driving games are hooked up in the emulator (others to be added later).
- Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable)
- Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was.
- Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2.
- Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one.  This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding).
- Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame.  This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal).
- Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache.
- Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors.
- Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader).  I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow.
- Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
Bart Trzynadlowski fcf1d955a9 Previous "optimization" contained a mistake and made things worse. Removed unnecessary clear of the bottom layer buffer. Now, if there is no bottom layer, it will not be displayed at all and glClear(GL_COLOR_BUFFER_BIT) is used instead. 2012-02-22 01:34:42 +00:00
Bart Trzynadlowski 453df4f5f5 - Finished cleaning up and optimizing the 2D renderer.
- Fixed up color offset register support for new 2D rendering system. Now maintains 2 computed palettes for layers A/A' and B/B'.
- Fixed a minor bug in InitPalette(); VRAM was not being typecast properly.
- Fixed specular lighting bug that occurred on some OpenGL drivers because integers were not being interpreted as floats in the vertex shader.
- Began to update copyright date in some files.
- Graphics modules now use the C++-style names for C standard library headers (e.g., stdio.h -> cstdio) consistent with the rest of Supermodel.
2012-02-20 03:45:48 +00:00
Bart Trzynadlowski 1b8740165c Added a wide screen hack that can be enabled with the -'wide-screen' argument or WideScreen in the config file. 2012-02-10 19:53:51 +00:00
Bart Trzynadlowski 8a8609f383 - Added specular highlight support to the 3D engine. A shininess parameter is now be passed to the shaders. Does not work correctly and I will save the shaders themselves for a future commit.
- Added support for layer priorities. Highly unoptimal! This absolutely needs to be polished up before any release (and properly documented). For now, priorities in the popular games seem to be fixed but not all possible priority settings have been figured out yet.
2012-01-27 05:52:59 +00:00
Bart Trzynadlowski e00a372cef Removed unused dirty rectangle code. 2012-01-26 02:49:07 +00:00
Bart Trzynadlowski b7980aa562 Removed unused dirty rectangle code. 2012-01-26 02:48:16 +00:00
Nik Henson d1d5175548 New multi-threaded rendering changes that parallelise graphics rendering and PPC execution in order to increase performance on multi-core machines.
New gpuMultiThreaded config option to enable/disable multi-threaded rendering (enabled by default, disabling it reverts to previous behaviour).
Other rendering optimisations:
 - texture uploads now only affect appropriate region in the texture sheet, rather than uploading the whole sheet each time
 - performance of clearing the model caches has been improved
New Alt+O key input added to toggle outputting of frame timings for debugging purposes.
2012-01-16 23:21:14 +00:00
Bart Trzynadlowski 2f5bf43bda Updated copyright information and added headers to all remaining files except debugger. 2011-09-14 19:08:43 +00:00
Bart Trzynadlowski 11d1d61bc2 - Removed BOOL and replaced it with native C++ type, bool.
- Removed TRUE and FALSE, changed to 'true' and 'false' keywords.
2011-09-08 06:34:18 +00:00
Bart Trzynadlowski cd2621b2ce Added texture offsets. Vertex shader has been updated in Shaders/Vertex.glsl.
Added palette initialization to 2D renderer. Fixes 2D graphics corruption when loading states (most visible in Scud Race).
2011-07-04 20:53:37 +00:00
Bart Trzynadlowski 783446fca2 Fixing import mistake: moving source code to trunk/Src. 2011-04-24 01:19:40 +00:00
Renamed from Graphics/Render2D.h (Browse further)