ZZYZX
30548f1765
Fixed crash on AMD hardware ( resolves #820 reported by AlexMax)
2022-11-23 18:43:51 +02:00
biwa
d597c11e1f
Added "-debugrenderdevice" command line argument to write a logfile for the render device
2022-08-18 10:18:16 +02:00
volte
7fbd07e586
New feature: classic lighting renderer for visual mode ( #680 )
...
Added classic rendering mode to closer emulate software renderer visuals in visual mode
2022-01-04 20:17:12 +01:00
Magnus Norddahl
c98ed6575b
Throw away 6 mb of memory at 1920x1080 to support AMD cards with awful drivers
2020-09-20 11:07:20 +02:00
Magnus Norddahl
2998fc514a
Rewrite the OpenGL context creation to use exactly the same steps as GZDoom uses:
...
- dummy window destroyed immediately after getting the OpenGL 3 function pointers (debatable if that's even legal)
- calling the OpenGL 3 creation functions without an active opengl context (debatable if that's even legal)
- use wglChoosePixelFormatEXT even if it should be completely pointless
2020-09-19 17:43:03 +02:00
Magnus Norddahl
e3208f989c
Add version info to the log file
2020-09-19 15:49:19 +02:00
Magnus Norddahl
77fd7da6c7
Don't create a depth/stencil buffer for the default frame buffer
2020-09-19 15:01:10 +02:00
Magnus Norddahl
dbafb36abf
Add command line for launching builder from the BuilderNative project (this makes it easier to setup breakpoints in the native code)
2020-09-19 15:00:00 +02:00
Magnus Norddahl
90831bd630
Fix cursor visible on Linux when in 3D mode
2020-09-13 23:43:11 +02:00
Magnus Norddahl
e62c8bdad4
Fallback C# implementation for when rawmouse is not present
2020-09-11 22:22:36 +02:00
Magnus Norddahl
7af52a9bf7
Fix BuilderNative.vcxproj to work in both Visual Studio 2017 and 2019 at the same time
2020-07-29 04:09:44 +02:00
Magnus Norddahl
8eb522c873
Move vpo native code into BuilderNative as it is easier to manage. The plugins folder doesn't support including native dlls properly anyway.
...
Fix visplane explorer busy looping when waiting for data and reduce the used core count to 75% of the total available
Made vpo native code thread safe, removing the need for ungodly DLL patching hacks
2020-04-19 15:56:24 +02:00
alexey.lysiuk
127aff5cc4
Fixes for non-Windows platforms ( #371 by alexey-lysiuk)
2020-03-17 21:37:58 +02:00
Magnus Norddahl
6e4a02fb2b
Add texture format to the Texture class so that render target textures do not have to be in the bgra8 format
2020-01-15 23:28:17 +01:00
Magnus Norddahl
5363fe0717
Produce release build
...
Disable devil
Support mac build (which is useless as mono doesn't support winforms on modern macOS)
2020-01-06 08:52:59 +01:00
Magnus Norddahl
20f5f01b84
Unix build fixes
2020-01-06 08:07:52 +01:00
ZZYZX
044dbbcfd0
Rewrote dynamic light support. Resolves #319 . Resolves #318 . Resolves #233 .
2020-01-03 03:22:33 +02:00
Magnus Norddahl
54fb563a9a
Merge branch 'master' of https://github.com/jewalky/UltimateDoomBuilder
2020-01-02 20:35:20 +01:00
Magnus Norddahl
c10f70d595
Fix glError returning a null pointer
2020-01-02 20:34:55 +01:00
ZZYZX
7b5d4a03e9
Write uniform data into separate structures
2020-01-02 21:32:08 +02:00
Magnus Norddahl
10702928ae
Only call seterror if the context creation fails
2020-01-02 20:21:38 +01:00
Magnus Norddahl
6450bdcc67
Improve error message if OpenGL context creation fails
2020-01-02 19:45:45 +01:00
ZZYZX
0ba5870dfc
Merge branch 'shadercompiler'
2020-01-02 20:22:49 +02:00
Magnus Norddahl
d71da60c40
Lower depth bits requirement
2020-01-02 19:07:31 +01:00
Magnus Norddahl
82db74b17a
Fix profile not being used
2020-01-02 18:55:53 +01:00
Magnus Norddahl
d49a6e228b
Work a little harder to find an usable OpenGL version
2020-01-02 18:53:37 +01:00
ZZYZX
6374b498ab
Added GLSL shader preprocessor
2020-01-01 22:41:04 +02:00
Magnus Norddahl
ca3fa76e32
Rename the sampler filters so that they use the same naming convention as modern graphics APIs
2019-12-29 18:54:22 +01:00
Magnus Norddahl
b466035bc8
Fix wrong mipmapping filtering and missing anisotropy
2019-12-26 02:02:53 +01:00
Magnus Norddahl
459742c840
Fix double delete bug
2019-12-26 01:09:31 +01:00
Magnus Norddahl
e68da4331a
Also clean up textures not created by SetPixels
2019-12-26 00:46:05 +01:00
Magnus Norddahl
994eda4852
Fix shutdown crash caused by C# finalizers deleting texture objects after renderdevice already left the building
2019-12-26 00:37:47 +01:00
ZZYZX
734157256e
Improved memory usage by loading textures directly into OpenGL
2019-12-25 19:08:57 +02:00
ZZYZX
a34055a0d3
Fixed: do a bit less radical deallocation in cube textures
2019-12-25 13:43:55 +02:00
ZZYZX
d57d73ce78
Fixed: memory buffer was not cleared after successfully transferring texture data to OpenGL ( resolves #327 )
2019-12-25 13:39:55 +02:00
ZZYZX
054a30dd1b
Fixed: textures of null size should not be allowed ( resolves #324 )
2019-12-25 13:32:11 +02:00
Magnus Norddahl
ef6d217623
Rearrange the code slightly so it is easier to add other backends
2019-12-23 20:09:38 +01:00
Magnus Norddahl
84efdad49e
Add the license that applies to BuilderNative
2019-12-23 00:13:09 +01:00
Magnus Norddahl
e1ff5fc0da
Implement resource cleanup for all resource types
2019-12-22 23:44:58 +01:00
Magnus Norddahl
848ff8e771
Fix typo
2019-12-21 03:32:59 +01:00
Magnus Norddahl
b0538ac3c8
Move matrix functions to its own file
2019-12-21 03:31:44 +01:00
Magnus Norddahl
28406cf1a7
Declare the uniform variables in C#
2019-12-21 02:14:42 +01:00
Magnus Norddahl
a21edf78da
Misc adjustments to make the cherry-picked 'C# shader resources' commit work
2019-12-21 01:47:27 +01:00
Magnus Norddahl
236ddd14eb
Remove shader references from BuilderNative.vcxproj
2019-12-21 01:36:31 +01:00
Magnus Norddahl
7f6ff8929d
Move the shaders to C# resources
2019-12-21 01:26:58 +01:00
Magnus Norddahl
5c5633c1e7
Clearing the current active OpenGL context is apparently very expensive. Only do it if we're destroying an OpenGL context.
2019-12-20 05:30:27 +01:00
Magnus Norddahl
80f815cad9
Fix the error handling: only create one call unless there's an error and only check for errors in functions that can fail
2019-12-20 03:39:06 +01:00
Magnus Norddahl
4274ee2893
Use C++ and SSE code to do matrix math
...
Avoid copying by passing matrices by reference to RenderDevice
Use fasttrig from GZDoom for faster cos/sin
Don't set matrices unless they changed. Even though the memcmp prevents it from being pushed to OpenGL it is still a waste.
2019-12-19 03:12:44 +01:00
Magnus Norddahl
b19ce39abc
Only set uniforms if they changed
2019-12-18 04:22:47 +01:00
Magnus Norddahl
de2e336cb1
Use OpenGL sampler objects
2019-12-18 03:24:09 +01:00