gonetz / GLideN64

A new generation, open-source graphics plugin for N64 emulators.
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missing EnableCopyColorToRDRAM buffer option in QT version's #2718

Closed Super-JoConnell closed 1 year ago

Super-JoConnell commented 1 year ago

couldn't find Enable Copy Color To RDRAM buffer options under the QT version of this plugin, doesn't show under GLideN64.ini either but i can find it using the CLI version and the option is under the mupen64plus.cfg, I'm using Rosalie's RMG emulator that doesn't configure the CLI version and wish to emulate with the triple buffer option

Edit: i've managed to get around my issue and run Rosalie's RMG with the CLI version (silly mistake on my behalf didn't see the config folder that had the mupen64plus.cfg in it), would still like an option under the QT version though so will keep this open the now if that's okay

here's the GLideN64.ini that the QT version produces:

[General]
profile=User
translation=
version=29

[User]
debug\dumpMode=0
font\color=@Variant(\0\0\0\x43\x1\xff\xff\xb5\xb5\xe6\xe6\x1d\x1d\0\0)
font\name=FreeSans.ttf
font\size=18
frameBufferEmulation\N64DepthCompare=0
frameBufferEmulation\aspect=3
frameBufferEmulation\bufferSwapMode=1
frameBufferEmulation\copyAuxToRDRAM=0
frameBufferEmulation\copyDepthToMainDepthBuffer=0
frameBufferEmulation\copyDepthToRDRAM=2
frameBufferEmulation\copyFromRDRAM=0
frameBufferEmulation\copyToRDRAM=2
frameBufferEmulation\enable=1
frameBufferEmulation\enableOverscan=0
frameBufferEmulation\fbInfoDisabled=1
frameBufferEmulation\fbInfoReadColorChunk=0
frameBufferEmulation\fbInfoReadDepthChunk=1
frameBufferEmulation\forceDepthBufferClear=0
frameBufferEmulation\nativeResFactor=0
frameBufferEmulation\overscanNtscBottom=0
frameBufferEmulation\overscanNtscLeft=0
frameBufferEmulation\overscanNtscRight=0
frameBufferEmulation\overscanNtscTop=0
frameBufferEmulation\overscanPalBottom=0
frameBufferEmulation\overscanPalLeft=0
frameBufferEmulation\overscanPalRight=0
frameBufferEmulation\overscanPalTop=0
gammaCorrection\force=0
gammaCorrection\level=@Variant(\0\0\0\x87@\0\0\0)
generalEmulation\enableCoverage=0
generalEmulation\enableCustomSettings=1
generalEmulation\enableDitheringPattern=0
generalEmulation\enableDitheringQuantization=1
generalEmulation\enableFragmentDepthWrite=1
generalEmulation\enableHWLighting=0
generalEmulation\enableHiresNoiseDithering=0
generalEmulation\enableHybridFilter=1
generalEmulation\enableInaccurateTextureCoordinates=0
generalEmulation\enableLOD=1
generalEmulation\enableLegacyBlending=0
generalEmulation\enableShadersStorage=1
generalEmulation\rdramImageDitheringMode=3
graphics2D\bgMode=0
graphics2D\correctTexrectCoords=1
graphics2D\enableNativeResTexrects=0
graphics2D\enableTexCoordBounds=0
hotkeys\hkFBEmulation=0
hotkeys\hkFBEmulationEnabled=0
hotkeys\hkForceGammaCorrection=0
hotkeys\hkForceGammaCorrectionEnabled=0
hotkeys\hkHdTexReload=0
hotkeys\hkHdTexReloadEnabled=0
hotkeys\hkHdTexToggle=0
hotkeys\hkHdTexToggleEnabled=0
hotkeys\hkInaccurateTexCords=0
hotkeys\hkInaccurateTexCordsEnabled=0
hotkeys\hkN64DepthCompare=0
hotkeys\hkN64DepthCompareEnabled=0
hotkeys\hkNativeResTexrects=0
hotkeys\hkNativeResTexrectsEnabled=0
hotkeys\hkOsdFps=0
hotkeys\hkOsdFpsEnabled=0
hotkeys\hkOsdInternalResolution=0
hotkeys\hkOsdInternalResolutionEnabled=0
hotkeys\hkOsdPercent=0
hotkeys\hkOsdPercentEnabled=0
hotkeys\hkOsdRenderingResolution=0
hotkeys\hkOsdRenderingResolutionEnabled=0
hotkeys\hkOsdVis=0
hotkeys\hkOsdVisEnabled=0
hotkeys\hkTexCoordBounds=0
hotkeys\hkTexCoordBoundsEnabled=0
hotkeys\hkTexDump=0
hotkeys\hkTexDumpEnabled=0
hotkeys\hkVsync=0
hotkeys\hkVsyncEnabled=0
onScreenDisplay\osdPos=8
onScreenDisplay\showFPS=1
onScreenDisplay\showInternalResolution=0
onScreenDisplay\showPercent=0
onScreenDisplay\showRenderingResolution=0
onScreenDisplay\showStatistics=0
onScreenDisplay\showVIS=1
texture\anisotropy=8
texture\bilinearMode=1
texture\enableHalosRemoval=0
texture\maxAnisotropy=16
textureFilter\txCacheCompression=1
textureFilter\txCachePath=/path/to/my/hires/folder
textureFilter\txCacheSize=104857600
textureFilter\txDeposterize=0
textureFilter\txDumpPath=Cache/texture_dump
textureFilter\txEnhancedTextureFileStorage=1
textureFilter\txEnhancementMode=0
textureFilter\txFilterIgnoreBG=0
textureFilter\txFilterMode=0
textureFilter\txForce16bpp=0
textureFilter\txHiresEnable=1
textureFilter\txHiresFullAlphaChannel=1
textureFilter\txHiresTextureFileStorage=0
textureFilter\txHiresVramLimit=0
textureFilter\txHresAltCRC=0
textureFilter\txNoTextureFileStorage=0
textureFilter\txPath=/path/to/my/hires/folder/cache
textureFilter\txSaveCache=1
version=29
video\borderless=0
video\deviceName=
video\fullscreenHeight=1080
video\fullscreenRefresh=60
video\fullscreenWidth=1920
video\fxaa=1
video\maxMultiSampling=8
video\multisampling=0
video\threadedVideo=0
video\verticalSync=0
video\windowedHeight=480
video\windowedWidth=640

and the mupen64plus.cfg that has the EnableCopyColorToRDRAM option present:

[Video-Gliden64]

# Settings version. Don't touch it.
configVersion = 29
# Enable threaded video backend.
ThreadedVideo = False
# Set MultiSampling (MSAA) value. (0=off, 2,4,8,16=quality)
MultiSampling = 0
# Toggle Fast Approximate Anti-Aliasing (FXAA).
FXAA = True
# Screen aspect ratio. (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)
AspectRatio = 3
# Swap frame buffers. (0=On VI update call, 1=On VI origin change, 2=On buffer update)
BufferSwapMode = 1
# Frame buffer size is the factor of N64 native resolution.
UseNativeResolutionFactor = 0
# Bilinear filtering mode. (0=N64 3point, 1=standard)
bilinearMode = True
# Remove halos around filtered textures.
enableHalosRemoval = False
# Max level of Anisotropic Filtering, 0 for off.
anisotropy = 8
# Enable dithering pattern on output image.
EnableDitheringPattern = False
# Enable hi-res noise dithering.
EnableHiresNoiseDithering = False
# Dither with color quantization.
DitheringQuantization = True
# Dithering mode for image in RDRAM. (0=disable, 1=bayer, 2=magic square, 3=blue noise)
RDRAMImageDitheringMode = 3
# Enable LOD emulation.
EnableLOD = True
# Enable hardware per-pixel lighting.
EnableHWLighting = False
# Enable pixel coverage calculation. Used for better blending emulation and wire-frame mode. Needs fast GPU.
EnableCoverage = False
# Enable software vertices clipping. Brings various benefits.
EnableClipping = True
# Use persistent storage for compiled shaders.
EnableShadersStorage = True
# Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.
EnableLegacyBlending = False
# Enable hybrid integer scaling filter. Can be slow with low-end GPUs.
EnableHybridFilter = True
# Use fast but less accurate shaders. Can help with low-end GPUs.
EnableInaccurateTextureCoordinates = False
# Enable writing of fragment depth. Some mobile GPUs do not support it, thus made optional. Leave enabled.
EnableFragmentDepthWrite = True
# Use GLideN64 per-game settings.
EnableCustomSettings = False
# Make texrect coordinates continuous to avoid black lines between them. (0=Off, 1=Auto, 2=Force)
CorrectTexrectCoords = 1
# Render 2D texrects in native resolution to fix misalignment between parts of 2D image. (0=Off, 1=Optimized, 2=Unoptimized)
EnableNativeResTexrects = 0
# Render backgrounds mode. (HLE only). (0=One piece (fast), 1=Stripped (precise))
BackgroundsMode = 0
# Bound texture rectangle texture coordinates to the values they take in native resolutions. It prevents garbage due to fetching out of texture bounds, but can result in hard edges. (0=Off, 1=On)
EnableTexCoordBounds = 0
# Enable frame and/or depth buffer emulation.
EnableFBEmulation = True
# Copy auxiliary buffers to RDRAM.
EnableCopyAuxiliaryToRDRAM = False
# Enable N64 depth compare instead of OpenGL standard one. Experimental. (0=Off, 1=Fast, 2=Compatible)
EnableN64DepthCompare = 0
# Force depth buffer clear. Hack. Needed for Eikou no Saint Andrews.
ForceDepthBufferClear = False
# Disable buffers read/write with FBInfo. Use for games which do not work with FBInfo.
DisableFBInfo = True
# Read color buffer by 4kb chunks (strictly follow FBRead specification).
FBInfoReadColorChunk = False
# Read depth buffer by 4kb chunks (strictly follow FBRead specification).
FBInfoReadDepthChunk = True
# Enable color buffer copy to RDRAM. (0=do not copy, 1=copy in sync mode, 2=Double Buffer, 3=Triple Buffer)
EnableCopyColorToRDRAM = 3
# Enable depth buffer copy to RDRAM. (0=do not copy, 1=copy from video memory, 2=use software render)
EnableCopyDepthToRDRAM = 2
# Enable color buffer copy from RDRAM.
EnableCopyColorFromRDRAM = False
# Enable resulted image crop by Overscan.
EnableOverscan = False
# PAL mode. Left bound of Overscan.
OverscanPalLeft = 0
# PAL mode. Right bound of Overscan.
OverscanPalRight = 0
# PAL mode. Top bound of Overscan.
OverscanPalTop = 0
# PAL mode. Bottom bound of Overscan.
OverscanPalBottom = 0
# NTSC mode. Left bound of Overscan.
OverscanNtscLeft = 0
# NTSC mode. Right bound of Overscan.
OverscanNtscRight = 0
# NTSC mode. Top bound of Overscan.
OverscanNtscTop = 0
# NTSC mode. Bottom bound of Overscan.
OverscanNtscBottom = 0
# Texture filter. (0=none, 1=Smooth filtering 1, 2=Smooth filtering 2, 3=Smooth filtering 3, 4=Smooth filtering 4, 5=Sharp filtering 1, 6=Sharp filtering 2)
txFilterMode = 0
# Texture enhancement. (0=none, 1=store as is, 2=X2, 3=X2SAI, 4=HQ2X, 5=HQ2XS, 6=LQ2X, 7=LQ2XS, 8=HQ4X, 9=2xBRZ, 10=3xBRZ, 11=4xBRZ, 12=5xBRZ, 13=6xBRZ)
txEnhancementMode = 0
# Deposterize texture before enhancement.
txDeposterize = False
# Don't filter background textures.
txFilterIgnoreBG = False
# Size of memory cache for enhanced textures in megabytes.
txCacheSize = 100
# Use high resolution texture packs if available.
txHiresEnable = True
# Allow to fully use the alpha channel for high resolution textures.
txHiresFullAlphaChannel = True
# Use alternative method for paletted textures CRC calculation.
txHresAltCRC = False
# Zip texture cache.
txCacheCompression = True
# Force the use of 16-bit texture formats for HD textures.
txForce16bpp = False
# Save texture cache to hard disk.
txSaveCache = True
# Use file storage instead of memory cache for enhanced textures.
txEnhancedTextureFileStorage = False
# Use file storage instead of memory cache for HD textures.
txHiresTextureFileStorage = True
# Use no file storage or cache for HD textures.
txNoTextureFileStorage = False
# Limit hi-res textures size in VRAM (in MB, 0 = no limit)
txHiresVramLimit = 0
# Path to folder with hi-res texture packs.
txPath = "~/.local/share/mupen64plus/hires_texture"
# Path to folder where plugin saves texture cache files.
txCachePath = "/path/to/my/hires/cache/"
# Path to folder where plugin saves dumped textures.
txDumpPath = "~/.cache/mupen64plus/texture_dump"
# File name of True Type Font for text messages.
fontName = "FreeSans.ttf"
# Font size.
fontSize = 18
# Font color in RGB format.
fontColor = "B5E61D"
# Force gamma correction.
ForceGammaCorrection = False
# Gamma correction level.
GammaCorrectionLevel = 2
# Show FPS counter.
ShowFPS = True
# Show VI/s counter.
ShowVIS = True
# Show percent counter.
ShowPercent = False
# Show internal resolution.
ShowInternalResolution = False
# Show rendering resolution.
ShowRenderingResolution = False
# Show statistics for drawn elements.
ShowStatistics = False
# Counters position. (1=top left, 2=top center, 4=top right, 8=bottom left, 16=bottom center, 32=bottom right)
CountersPos = 8
# Hotkey: toggle textures dump
hkTexDump = ""
# Hotkey: reload HD textures
hkHdTexReload = ""
# Hotkey: toggle HD textures
hkHdTexToggle = ""
# Hotkey: toggle texcoords bounds
hkTexCoordBounds = ""
# Hotkey: toggle 2D texrects in native resolution
hkNativeResTexrects = ""
# Hotkey: toggle VSync
hkVsync = ""
# Hotkey: toggle frame buffer emulation
hkFBEmulation = ""
# Hotkey: toggle N64 depth compare
hkN64DepthCompare = ""
# Hotkey: toggle OSD VI/S
hkOsdVis = ""
# Hotkey: toggle OSD FPS
hkOsdFps = ""
# Hotkey: toggle OSD percent
hkOsdPercent = ""
# Hotkey: toggle OSD internal resolution
hkOsdInternalResolution = ""
# Hotkey: toggle OSD rendering resolution
hkOsdRenderingResolution = ""
# Hotkey: toggle force gamma correction
hkForceGammaCorrection = ""
Rosalie241 commented 1 year ago

In the QT version it's called frameBufferEmulation\copyToRDRAM in the config file and Copy video card frame buffer to N64 memory in the UI.

gonetz commented 1 year ago

In the QT version it's called frameBufferEmulation\copyToRDRAM in the config file and Copy video card frame buffer to N64 memory in the UI.

Thanks for the reply. I think this issue can be closed now.

Super-JoConnell commented 1 year ago

thank you :-)