mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
6.5 KiB
6.5 KiB
Version history
current version
- Improved a bit the merger (wich merge subsequent
glBegin(...)
/glEnd()
) efficiency - Removed LIBGL_BEGINEND=2 (that was not working correctly, and it complexify the code too much)
- Added some Direct Acces function (from EXT_direct_access)
- Fixes and Improvements on depth (and depth_Stencil) Texture handling
- Handling of GL_BGRA color size in VA (for HumandRessourceMachine)
- Some fixes to fpe_shader (for Neverwinter Night)
- Rework of Header structure (from @rajdakin)
- Better test, using "make test" (from @rajdakin, still using apitrace for replay)
v1.1.0
- Default backend is now GLES2 (but not on Pandora, still GLES1.1 for compatibility reasons)
- Added LIBGL_SHADERNOGLES to remove the GLES part of shaders (if any).
- Various RPi improvments, mainly in the context creation.
- Various AmigaOS4 improvement and workaround (but still in a beta state)
- Various improvement in GLX function, with a more accurate way to emulate GLXFBConfig
- Improved the way eglSurface are created in glx.c, to avoid try to create 2 on the same window (EGL doesn't allow that)
- Added LIBGL_GLXRECYCLE to not delete eglSurface and recycle them
- Added tracking of Framebuffers Object and Renderbuffers Objects
- Added (real) support for Float and Half-float Texture (including has attachement to FBO, emulating it if not supported in Hardware)
- Added support for Depth Stencil texture when attached to an FBO
- Added LIBGL_FBO=WxH for all plateform
- Fixed some issue when resized textures attached to an FBO
- Added LIBGL_NODEPTHTEX to avoid using Depth Texture when available (using renderbuffer can be faster)
- Added support for Depth Texture when attached to an FBO (if supported by Hardware)
- Fixes some isue with blitting of FBO when size of Main Framebuffer changed
- Added option LIBGL_LOGSHADERERROR to get Shader compiler log and error
- Added support for (emulated) Hardware Instancing
- Added support for GL_ARB_draw_elements_base_vertex
v1.0.8
- Fixes and improvments to avoid unnecessary GLES state changes
- Fixes some memory issues with glBitmap
- Fixes to FPE (when using multitexture and GL_COMBINE)
- Added some TexEnv extension for GLES2 backend
- Fixes to Batch / Merger on GL_POLYGON primitives
- Fixes to LineStipple
- Pandora only: Fixed use of Texture Streaming on GLES2 backend
v1.0.6
- Factorised "Blit" function, and implemented
glBlitFramebuffer
- Optimized
glBitmap
- Added (limited) direct support to
GL_UNSIGNED_INT
forglDrawElements
for hardware that support it - Improved (a lot)
glBegin
/glEnd
merger - Added Anisotropic filterring support, for hardware that support it.
- Changed
LIBGL_BATCH
. It will now try to merge small (parametrable) subsequentglDrawXXXX
- Changed (simplified) the way texture "0" is handled
- Improvement to
glDrawArrays
andglDrawElement
, with less copy of datas - WIP AmigaOS4 support (and BigEndian architecture)
- Improved NPOT support for "Limited NPOT" hardware
- Lots of FPE fixes
- Improve the way multi glX Context are handled
- Added basic pre-proc (only handle comments for now)
- Small optimisation on when using
glDrawArrays
with GL_QUADS - Improvement to GL_RENDER
- Improvement to line stipple
- Improvement to glPolygonMode(GL_LINE)
v1.0.4
- FPE is now usable. Most function are implemented
- ShaderConv in now usable. Basic GL 2 shader are supported
- Refactored Texture cache and handling, for better Tex1D/Tex3D/TexRectangle handling
v1.0.2
- Added GLES2 backend infrastructure
- Begin GLES2 backend
- Infrastructure for FPE (Fixed Pipeline Emulator)
- Basic and Crude Shader convertor
- Added blit function for GLES2 backend
- Added some OpenGL Builtin VAs and Uniforms
1.0.0
- Removed old ES2 defines (ES2 will be dynamic later)
0.9.8
- Added TravisCI build on github
- Added some optimisation when to discard call to glBindTexture if useless (same texture) between 2 glBegin/glEnd blocks
- Stubbed glGet with GL_DRAW_BUFFER
- Improvement to Raster operations
- Factorised Blit function (only 1 function for that now)
- Tracking ShadeModel
- Tracking TexEnv
0.9.7
- Tracking Clip Planes
- Refactor Blitting function, and use glDrawTex extension if present
- Restructured README and split in several files
- Some improvments and fixes to LIBGL_BEGINEND=2 mode
- Some improvments to some LIBGL_SHRINK mode
- Proper support for DOT3 extension
- Some fixes to Read/Draw Buffer handling
- Some fix with the PixMap glX context creation
0.9.6
- Some fixes in GL_TEXTURE_RECTANGLE_ARB handling
- Some other fixes in texture handling (unpack and glList related)
- Some fix with the PBuffer glX context creation
- Tracking of glFog
- Exposed glBlendEquation if supported
- New LIBGL_AVOID16BITS parameter to prefer 32bits texture (usefull on ODroid)
- Some optimisations in texture conversion
0.9.5
- Added some optimisations for sequencial glBegin/glEnd blocks, with a switch to control them
- Fixed many issue with Lights introduced with 0.9.4
- Fixed Android build introduced with 0.9.4
0.9.4
- Fixed some extended functions (like glBlendFuncSeparate) not working inside list (fixing some issues with Batch mode)
- Added back GL_TEXTURE_RECTANGLE_ARB handling (and using npot texture, even limited, if available)
- Added tracking of Lights and Materials
- Fixed (Added in fact) support for Multisampling on the GLX Context creation (a bit hacky, but seems to works)
- Added LIBGL_NODOWNSAMPLING and associated Hint
- Try to implement some caching on VAO to avoid some memcpy in renderlist (with a way to disable it just in case)
0.9.3
- Added support for Cube Mapping (with hardware support)
- Improved Texture state tracking
- Added LIBGL_NOTEXMAT env. var. switch for Texture Matrix handling
- Added GL_EXT_vertex_array_bgra (and NEONinzed some loop)
- Finished GL_EXT_direct_state_access extension
- Mangled glX function (to be abble to use apitrace to capture GL frames)
- Return some values in glXQueryServerString, coherent with glXGetClientString
0.9.2
- All matrix are tracked now
- Texture Matrix are 100% handled by gl4es. GLES Hardware keep an Identity matrix (TexCoord are transformed if needed). This allows a better handling of NPOT texture on hadware that doesn't support Full NPOT (fixed movies beiing horizontaly shifted in openmw with LIBGL_NPOT=1 for example)
0.9.1
- Added gl4es specifics glHint capabilities. If the extension GL_GL4ES_hint is present, than a few Hint are accessible. Look in include/gl4eshint.h for the list.
0.9.0
- New name: gl4es