Lasse Öörni
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4c9005785b
Do not use float luminance formats, as they are deprecated on GL3. Instead return R16F & R32F formats (red channel only) to match Direct3D behavior. Closes #722.
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10 лет назад |
Yao Wei Tjong 姚伟忠
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b2c2bb372b
Attempt to suppress some of the compiler warnings from iOS 64bit build.
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10 лет назад |
Lasse Öörni
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8ea3476479
Bind the backbuffer FBO before cleaning up frame buffers.
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10 лет назад |
Lasse Öörni
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dae17d375c
Clean up OpenGL frame buffers when window size changes.
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10 лет назад |
Lasse Öörni
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5c448d6e1d
Support DXT1,3,5 on Emscripten. Simplify GL / GLES code path differences in OGLTexture.cpp.
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10 лет назад |
Lasse Öörni
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2961166acb
Graphics code cleanup. Remove the GraphicsFeatures event, as now the features can not change during runtime. Move all OpenGL extensions checks to CheckFeatureSupport(). Fix an AMD GLSL compilation bug, which caused buggy 4-sample shadows.
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10 лет назад |
Lasse Öörni
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b92372264b
Ensure that the OpenGL extensions are initialized after context recreation, and a valid VAO exists on GL3, before giving the GPU objects the chance to restore themselves.
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10 лет назад |
Lasse Öörni
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7666853b3a
Revert "Create depth-stencil texture instead of renderbuffer on OpenGL 3 / Intel / Windows to work around a driver bug." as the issue is fixed on the latest Intel driver. There was also a OpenGL 2 corrupted rendering bug related to clip planes on the earlier driver version, which was not fixable.
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11 лет назад |
Lasse Öörni
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d99fefa68b
Create depth-stencil texture instead of renderbuffer on OpenGL 3 / Intel / Windows to work around a driver bug.
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11 лет назад |
Lasse Öörni
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64600d5526
Enable GLEW experimental mode only on a 3.2+ context so that OpenGL 2 extensions can be checked strictly.
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11 лет назад |
Lasse Öörni
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b8c7c59eca
Configure amount of allowed bones for hardware skinning based on the rendering API. Allow 128 bones on Direct3D 11 & OpenGL 3. Add -mb (maxbones) parameter to AssetImporter & OgreImporter. When using OpenGL 3, allow deferred rendering to use different MRT formats without forcing an RGBA substitute rendertarget.
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11 лет назад |
Lasse Öörni
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81e6647b60
Clean up OpenGL Graphics class code. Use core functions for instancing on OpenGL 3. Do not enable/disable texture targets on OpenGL 3. Removed the framebuffer aging mechanism; instead framebuffers are cleaned up on context loss (resolution change.) Disable OpenGL constant buffer use by default (from Uniforms.glsl) as they were found to be slower in practice.
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11 лет назад |
Lasse Öörni
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7716b4860c
Use a reinterpret-cast trick to eliminate code duplication from Graphics::SetVertexBuffers(). Removed D3DCOMPILER_STRIP_PRIVATE_DATA flag as it may be undefined when compiling using the DirectX SDK.
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11 лет назад |
Lasse Öörni
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f4dc0bf149
If GL3 context creation fails, retry with GL2.
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11 лет назад |
Lasse Öörni
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227b2b03dc
Fix / simplify GL3 or GL2 detection.
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11 лет назад |
Lasse Öörni
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88b05c738f
Remember shader parameter sources inside individual ShaderPrograms to reduce redundant uniform assignments.
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11 лет назад |
Lasse Öörni
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42963a7300
Keep track of last bound VBO & UBO to avoid redundant binding.
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11 лет назад |
Lasse Öörni
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040b6263f5
Fix crash with null constant buffer slots.
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11 лет назад |
Lasse Öörni
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2cefd437de
Check if shader uses uniforms outside buffer and invalidate all parameter groups in that case, when switching shaders. Add define in Uniforms.glsl which allows to disable constant buffers on OpenGL 3, as using them may actually be slower.
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11 лет назад |
Lasse Öörni
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0e5a05afc7
OpenGL 3 constant buffer support.
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11 лет назад |
Lasse Öörni
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5fd6d42159
Use core functions for FBO operations when using OpenGL 3.
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11 лет назад |
Lasse Öörni
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006c17f78e
Added command line & engine startup option to disable OpenGL 3.
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11 лет назад |
Lasse Öörni
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992cbcc73f
Fix GLSL deprecation warnings. OpenGL 3 clip plane support. Use R32F format on OpenGL 3 for deferred linear depth instead of manual RGB encoding & decoding.
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11 лет назад |
Lasse Öörni
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07a75dc37b
Initial OpenGL 3.2 support.
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11 лет назад |
Lasse Öörni
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c833b34b7a
Remove Graphics::SetDrawAntialiased() as it does not help the situation it was created for (blurred UI rendering on Nvidia 16x multisampling on OpenGL) and it cannot be implemented on D3D11.
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11 лет назад |
Lasse Öörni
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876d1834eb
Add D3D11 sampler states. Fix crash on empty vertex declaration. Fix Matrix3x3 uniforms on D3D11. Modify gpuObjects_ to PODVector.
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11 лет назад |
Lasse Öörni
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48483ac07c
Reduce number of distinct shader parameter groups to prepare for mapping them to constant buffers.
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11 лет назад |
Lasse Öörni
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3685373e77
Do not store window position in fullscreen mode; would be 0,0 and position the window to hard top-left after switching back to windowed.
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11 лет назад |
Lasse Öörni
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6e6c39c5a8
Add a ShaderProgram class also for D3D9, which holds the combined shader parameters. Cleaned up ShaderProgram handling on OpenGL. Optimized away repeated assignment of constant values from D3D9 SetShaderParameter().
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11 лет назад |
Lasse Öörni
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9f129ecd51
Merge branch 'master' into render-refactor
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11 лет назад |