Commit History

Author SHA1 Message Date
  Lasse Öörni c48f640a18 Changed several structures to HashMap / HashSet for better performance. 13 years ago
  Lasse Öörni 911f9e4c5b Removed the "flush GPU" feature as it was causing erratic timing. The downside is increased input lag when vsync is on. 14 years ago
  Lasse Öörni 832ad7ebb0 Code cleanup. 14 years ago
  Lasse Öörni cc3ee34f58 Increased occlusion buffer depth bias. 14 years ago
  Lasse Öörni 9e871c1987 Removed automatic viewport reset on setting rendertarget to eliminate redundant API calls. However Graphics::ResetRenderTargets() resets the viewport. 14 years ago
  Lasse Öörni d34a73bfb9 Added full deferred rendering in addition to light pre-pass. 14 years ago
  Lasse Öörni 3be676f08c Added stencil write mask support. 14 years ago
  Lasse Öörni 5541fc9d87 Resolve multisampled backbuffer for postprocessing. Not yet implemented on OpenGL. 14 years ago
  Lasse Öörni cc97e7650e On Direct3D9, return the INTZ format from GetDepthStencilFormat() if supported. 14 years ago
  Lasse Öörni 7b293186cf Fixed point light shader parameter overwrite. 14 years ago
  Lasse Öörni a3c6e580c3 Added Graphics::GetFloatFormat(). 14 years ago
  Lasse Öörni 35c21f06d7 Removed the fallback shadow code, as GPUs that actually need it are also too low-performance to render shadows acceptably. 14 years ago
  Lasse Öörni 8c14956ebe Documentation update. 14 years ago
  Lasse Öörni 19b7286fce On OpenGL, do not automatically create the readable hardware depth stencil texture, as it is only usable in light pre-pass rendering. 14 years ago
  Lasse Öörni d607c59137 Added OpenGL hardware depth path for light pre-pass (for now NVIDIA-only.) 14 years ago
  Lasse Öörni 486867cb6c Added back the "view texture" feature to prevent the final rendertarget being possibly sampled during light pre-pass rendering. 14 years ago
  Lasse Öörni c27ab40f7f Check needed OpenGL extensions more carefully. 14 years ago
  Lasse Öörni f9bfd4948f Shader refactoring. 14 years ago
  Lasse Öörni cbbf1a74f9 Fixed non-shadowed spotlights in light pre-pass rendering. 14 years ago
  Lasse Öörni 0fbb02b5b5 Create an INTZ depth buffer on Direct3D9 if possible. 14 years ago
  Lasse Öörni fbdd44c3b8 Fixed comments. 14 years ago
  Lasse Öörni 6e51dffdeb Updated readme. 14 years ago
  Lasse Öörni 2f74622427 Converted DebugGeometry to use a vertex buffer instead of using immediate rendering. 14 years ago
  Lasse Öörni 7f09ddcb14 Simplified shader register mapping code. 14 years ago
  Lasse Öörni 7d96303e39 Finalized support for overlapping Direct3D9 shader parameters, or the same shader parameters using different registers in different shaders. 14 years ago
  Lasse Öörni 0e84c54306 Added shader parameter register count information in the D3D shader file format. 14 years ago
  Lasse Öörni 80a6948b22 Large rendering architecture refactoring. 14 years ago
  Lasse Öörni 292ebed51f Added initial fallback mode (no MRT, no hardware shadows.) 14 years ago
  Lasse Öörni 91500591c3 Reverted the previous shader parameter query optimization. Instead, added possibility to rehash a hashmap/hashset manually to a specified bucket count. 14 years ago
  Lasse Öörni 0e337f493d Optimized checking whether shader parameters need updating. 14 years ago