Angrylion's Per-Pixel RDP with OpenGL (2015/06/13)

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| Mise à jour : 11/07/2015

: Dernière mise à jour remonte à moins de six mois.

: Dernière mise à jour comprise entre six mois et un an.

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Il s'agit de la suite du plugin vidéo créé par Angrylion et relayé par
Iconoclast (aka DrCat/BatCat/FatCat/HatCat) destiné aux émulateurs de N64 permettant à ceux-ci de proposer une image extrêmement proche de la Nintendo 64 originelle. Ce plugin vidéo pour la N64 est partiellement basé sur les sources du projet MAME/MESS, avec un rendu "au pixel" le plus proche possible de la réalité.
Pourquoi se baser sur le projet MAME/MESS? et bien parce que l’émulation est dite "pixel accurate"...(quand le pilote est fini et complet) c'est à dire même agencement des pixels au pixel prêt, couleur, que la borne d'arcade (ou ordinateur/console) d'origine or en général les plugins N64 font des interprétations ou l'émulation est très souvent en
HLE alors qu'ici le plugin se base sur la précision des pilotes de MAME/MESS (LLE) et l'applique à la N64.
Now that I'm able to give posting here another chance, I decided that it seemed easier on everybody to have the rest of the development downloadable via the forum here. I'm sorry that it was inconveniencing people in so many issues when I was trying to make it work with the PJ forum. For those who haven't known, a group of developers after the MAME N64 drivers started to do more reverse-engineering of the RDP after ziggy released his nice, accelerated OpenGL fork of MESS RDP at his z64gl thread. Since then, angrylion has done several hardware tests and reversing to verify his maintained C implementation of various informative sources. (I have also done a few tests myself to confirm 100% bit-by-bit graphical accuracy, with help from dsx and ExtremeDude2 who were able to capture pixel-by-pixel real N64 screenshots, both with and without the video DAC filtering.)
So what about my own fork of it here? Well, only 2 reasons really drove me to do my own fork. In the end, the biggest reason is that angrylion's original plugin uses Microsoft DirectDraw, which of course on Windows has excellent blitting acceleration support but also is constricted to a couple unfortunate circumstances of GPU-defined graphical behavior with their closed specifications. I was happy to practice some basic, primitive OpenGL code to rewrite the plugin to force visual correctness, eventually having Linux releases (starting now). The other reason is that, from time to time, I like to staticize the C code (which includes but is not limited to SIMD vectorization, for example MMX
).
In an older generation of working on the plugin, performance and getting the plugin to work at full speed was the top priority. I hope that with this release, I have focused on enough portability, standards-compliance, compatibility etc. issues that I can look at making the plugin faster again. Not much in the way of speed has changed since the last download, except that my OpenGL blitting code is much faster now (GL 1.5 buffer mapping extensions to VRAM, if your hardware supports it), but if everyone is happy otherwise I can start to look at speed again finally.
The `/bin` folder has 32- and 64-bit Windows and Linux releases, but I only advise installing the 32-bit Windows plugin until we are able to test out a working 64-bit version of zilmar's plugin specifications. If you're on Linux, it's even better to try just executing `./make.sh` in the source folder instead of using my pre-compiled binary release.