Commit graph

814 commits

Author SHA1 Message Date
Rachael Alexanderson
dc27011370 - remove vid_hwgamma, force always use shader gamma
*** note to drfrag: Please don't cherry-pick this commit. Systems that do not use renderbuffers will still need this feature!
2019-01-23 21:50:11 +01:00
Christoph Oelckers
64595abe60 - moved main polyobject array into FLevelLocals and simplified the setup process to not depend on P_SpawnMapThing.
Since the SpawnedThings array is still available when polyobjects are spawned it makes no sense to create an expensive linked list in P_SpawnMapThing.
This can be done far better by scanning through the array again and collect all matching items in a second array.
2018-12-28 10:08:39 +01:00
Christoph Oelckers
467c73b2d7 - split P_SetupLevel so that the main part of it can be made part of the MapLoader class.
- allocate BlockNodes from the same memory arena as SecNodes.
2018-12-27 23:34:07 +01:00
Christoph Oelckers
a73c065811 - replaced several explicit allocations with TArrays. 2018-12-17 18:28:04 +01:00
Christoph Oelckers
1422a95aa8 Merge branch 'Texture_Cleanup'
# Conflicts:
#	src/textures/formats/multipatchtexture.cpp
2018-12-16 10:19:58 +01:00
Christoph Oelckers
ab624c8c5a Merge branch 'master' into Texture_Cleanup
# Conflicts:
#	src/textures/hires/hqresize.cpp
2018-12-11 20:27:24 +01:00
alexey.lysiuk
8b46be7686 - print VM stack trace on startup abort exception
https://forum.zdoom.org/viewtopic.php?t=62650
2018-12-11 10:46:56 +02:00
Christoph Oelckers
03626107eb - changed multipatch texture composition to always composite off full source images and not do it recursively.
Previously it tried to copy all patches of composite sub-images directly onto the main image.
This caused massive complications throughout the entire true color texture code and made any attempt of caching the source data for composition next to impossible because the entire composition process operated on the raw data read from the texture and not some cacheable image. While this may cause more pixel data to be processed, this will be easily offset by being able to reuse patches for multiple textures, once a caching system is in place, which even for the IWADs happens quite frequently.

Removing the now unneeded arguments from the implementation also makes things a lot easier to handle.
2018-12-08 17:23:15 +01:00
Christoph Oelckers
a4d61e6fb1 - everything compiles again.
As a bonus this already fixes several bugs caused by the botched texture scaling implementation the original texture manager came with.
System cursors are currently disabled because they rely on functionality that needs to be moved to different classes.
2018-12-06 20:12:15 +01:00
Christoph Oelckers
bced30d1e3 - made CDoomError inherit from std::exception so that the main catch block can also deal with exceptions thrown by the STL.
- Also do not ignore empty exception messages as irrelevant. The only irrelevant exception type is CNoRunExit.
2018-11-23 10:18:52 +01:00
Magnus Norddahl
3e9f531b5f - add NUMA awareness to drawer threads 2018-11-22 14:48:09 +01:00
Christoph Oelckers
705c87c6cc - fixed bad case in #include. 2018-11-04 21:33:35 +01:00
Christoph Oelckers
118bc78fe3 - moved the entire OpenGL backend into a separate namespace. 2018-10-29 13:56:17 +01:00
Magnus Norddahl
5b8a016cad - add vid_hdr cvar that enables higher than 8bpc output for monitors that support it 2018-07-30 22:01:05 +02:00
Christoph Oelckers
843e9e950f - make the non-fullscreen window default to 80% of the current display size on Windows. 2018-07-28 11:57:51 +02:00
Christoph Oelckers
0d8d860c93 - moved the win_* CVARs to a single platform independent location. 2018-07-28 10:27:41 +02:00
Christoph Oelckers
3b53f31da3 - default to fullscreen display. 2018-07-28 10:05:50 +02:00
Christoph Oelckers
156ed5790e - added vid_setsize CCMD and fixed some issues with window restoration when switching from fullscreen.
Windows apparently cannot both undo borderless fullscreen and resize the window at the same time, so this must delay the resizing one frame.
2018-07-21 21:32:02 +02:00
Christoph Oelckers
5d14ae68a6 - missed two added files. 2018-06-24 23:54:25 +02:00
Christoph Oelckers
daf8703fc9 - split up Win32's SystemGLFrameBuffer as well to get the shareable parts between OpenGL and Vulkan into a base class. 2018-06-24 21:26:32 +02:00
Christoph Oelckers
66d13b6e80 - renamed another file. 2018-06-24 20:55:05 +02:00
Christoph Oelckers
1519514dd7 - split Win32GLVideo in two so that the OpenGL independent part can be used for Vulkan as well. 2018-06-24 20:47:00 +02:00
Christoph Oelckers
c2d24e1dd3 - renamed a file. 2018-06-24 20:31:35 +02:00
Christoph Oelckers
e7365be0d1 - renamed SystemFrameBuffer to SystemGLFrameBuffer.
... because with Vulkan there needs to be some hint what API this is for.
2018-06-24 20:16:30 +02:00
Christoph Oelckers
52102f3d4a - moved the Win32GLVideo class to its own file.
This and SystemFrameBuffer need splitting up to support both Vulkan and OpenGL
2018-06-24 20:11:08 +02:00
Christoph Oelckers
b106f72741 - don't route calls to FMaterial::FlushAll through the framebuffer interface. 2018-06-20 22:18:31 +02:00
Christoph Oelckers
d2309af3d5 Merge remote-tracking branch 'remotes/origin/master' into modern
# Conflicts:
#	src/d_main.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
2018-06-19 19:40:52 +02:00
Christoph Oelckers
548ccb1df4 - removed some references to r_viewpoint in game code
Mainly to reduce number of search results.
2018-06-19 11:20:36 +02:00
Christoph Oelckers
c8db149c06 Merge branch 'master' into modern 2018-06-19 00:11:59 +02:00
drfrag666
42bb9b7e59 - Fixed zdoom.rc for MinGW. 2018-06-18 20:57:52 +02:00
drfrag666
958b3c303a - Fixed missing manifest for MinGW. 2018-06-18 20:57:52 +02:00
Christoph Oelckers
af0e11f377 - implemented fullscreen toggle for Windows and fixed the window position saver so that it can save and restore the window size as well.
This code was written when the window wasn't resizable and didn't actually manage to restore it before. With today's changes this design flaw caused totally incorrect results.
2018-06-17 23:33:22 +02:00
Christoph Oelckers
babe55819e - fullscreen toggle and some cleanup. Not fully working yet. 2018-06-17 22:11:35 +02:00
Christoph Oelckers
b65b83edb3 - removed the hard screen resolution switch that still was present on Windows and cleaned up the entire video backend code from the remaining support code for this.
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need.
The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
2018-06-17 20:08:35 +02:00
Christoph Oelckers
dc2a5b0cc9 - consolidated the 3 identical versions of I_CheckResolution and I_ClosestResolution. 2018-06-17 12:30:01 +02:00
Magnus Norddahl
efa434d47b - remove unused VectoredTryCatch 2018-06-10 13:15:31 +02:00
alexey.lysiuk
0546c86716 - fixed Windows XP compatibility for MSVC 2017 targets
Workaround initially implemented for MSVC 2015 is enabled with all Windows XP compatible toolsets regardless of Visual Studio version

https://forum.zdoom.org/viewtopic.php?t=60675
2018-05-31 10:24:16 +03:00
Christoph Oelckers
cc65490062 - added CVAR to disable WGL_EXT_swap_control_tear.
At least on faster NVidia hardware, setting this to false and gl_finishbeforeswap to true gives a better experience because it reduces screen tearing - but the same setting will reduce frame rate quite dramatically on Intel and can cause bad stalls on some older GPUs when rendering camera textures.
2018-05-19 19:18:38 +02:00
Christoph Oelckers
ebbe52082a - fixed vr_enable_quadbuffered for real
I did not consider that this is an init-only option. So changing the CVAR may not affect game behavior at all. Instead its value must be moved to some globally accessible variable on startup that never gets changed again.
2018-05-18 08:44:32 +02:00
Christoph Oelckers
b197bfc964 - avoid checking for vr_enable_quadbuffered directly.
This option only exists on Windows, so on the other platforms it should not be in the menu and not affect the setup of the VR mode.
2018-05-18 00:12:45 +02:00
Rachael Alexanderson
872cd529c7 - define zdoom.rc as a proper Windows text file, stop Git from mismanaging it 2018-05-17 17:39:18 -04:00
Christoph Oelckers
6e20ece3f4 - moved vr_enable_quadbuffered definition to win32gliface.cpp because this is where it gets used. 2018-05-16 23:14:30 +02:00
alexey.lysiuk
e1e441091d - fixed potential crash on startup, Windows only
At least one version of Windows SDK (10.0.17134.0) has broken _pgmptr/_get_pgmptr()
It points to an empty string for multi-byte character set applications
GetModuleFileName() is now used instead regardless of compiler/toolchain
Added extra guard against unexpected program paths to avoid crashes

https://forum.zdoom.org/viewtopic.php?t=60598
2018-05-16 11:44:49 +03:00
alexey.lysiuk
f17f8c9359 - added end line to various messages
so they don't screw up further output anymore
2018-05-11 18:03:57 +03:00
alexey.lysiuk
2be84dc636 - skip rendering when application is not active
Use vid_activeinbackground CVAR to override this behavior
2018-05-04 11:24:37 +03:00
Christoph Oelckers
b35213741f - don't force the renderer to remain active in windowed mode when in the background.
It's ok to have this as an option, but not as an unconditional forced feature.
2018-05-01 07:48:59 +02:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
alexey.lysiuk
4ab6034a36 Cleaned up Windows backend from remains of Direct3D
Removed obsolete CMake settings, useless #include's, dead code
2018-04-18 17:05:25 +03:00
alexey.lysiuk
e6e2b11167 Set common name for system-specific framebuffer class
Implementation details are hidden as much as possible in platform-specific source files
Reduced number of included header files
2018-04-09 20:47:49 +02:00
Christoph Oelckers
e50d09ceb2 - removed the render mode settings from the launch popup.
They were already deactivated because with 5 render modes present this was destructive, having only 2 options available.
Since the render mode can now be changed on the fly this isn't as critical anymore as it once was.
2018-04-08 22:03:38 +02:00
Christoph Oelckers
df4f435952 - merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors.
- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
2018-04-07 23:30:28 +02:00
Christoph Oelckers
5fbc723842 - live switching of the renderer works. 2018-04-07 12:59:04 +02:00
Christoph Oelckers
d474b849a5 - removed the remaining calls from the FRenderer interface from the main game code.
This does not work with a setup where the same backend is driving both renderers.
Most of this is now routed through 'screen', and the decision between renderers has to be made inside the actual render functions.
The software renderer is still driven by a thin opaque interface to keep it mostly an isolated module.
2018-04-04 00:21:25 +02:00
Christoph Oelckers
9ba32cb994 - with the new order of things we need the software renderer to be always available. 2018-04-03 20:14:26 +02:00
Christoph Oelckers
51bf2eb9fa - took GetMaxViewPitch out of renderer interfaces.
With live switching and both renderers on the same backend the old approach will no longer work.
2018-04-03 19:18:16 +02:00
Christoph Oelckers
7589dfda25 - removed test and debug code. 2018-04-03 00:53:45 +02:00
Christoph Oelckers
1fc4c9801b - moved all GLDEFS parsing into a dedicated source file.
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.
2018-04-02 12:28:20 +02:00
Christoph Oelckers
711a88bab3 - consolidated cycle_t and glcycle_t because aside from glcycle_t's ability to be deactivated when no profiling takes place they did exactly the same thing. 2018-04-01 13:24:03 +02:00
Christoph Oelckers
6d6196388e - made SPROFS a more usable feature.
This was originally invented to fix the sprite offsets for the hardware renderer.
Changed it so that it doesn't override the original offsets but acts as a second set.
A new CVAR has been added to allow controlling the behavior per renderer.
2018-03-31 10:37:46 +02:00
Christoph Oelckers
6cd26dec01 - remove some dead code. 2018-03-31 00:25:15 +02:00
Christoph Oelckers
a001a5304d - removed the old software renderer framebuffers for Windows
This cannot be refactored with the old code still present and done properly both renderers should share what they can.
2018-03-30 23:18:25 +02:00
Christoph Oelckers
832df6d43a - implemented desaturation for the legacy GL renderer's 2D.
A lot of work that's only needed to be able to use the hardware renderer's 2D code with the software renderer.
2018-03-30 18:14:42 +02:00
Christoph Oelckers
811d96e07e D3D 2D code refactored but not tested yet. 2018-03-29 23:21:25 +02:00
Christoph Oelckers
16480a3f4b - it compiles again.
This won't work, though, because no backend for the new 2D code exists yet.
2018-03-28 16:40:09 +02:00
Christoph Oelckers
29ad081368 - removed remaining DirectDraw code and a few other things that are no longer being used. 2018-03-27 21:04:01 +02:00
Christoph Oelckers
0c3635e22c - removed vid_hw2d CVar. 2018-03-27 17:58:25 +02:00
Christoph Oelckers
62f073ef60 - removed Accel2D variable and a little bit of locking cruft. 2018-03-27 17:13:10 +02:00
Christoph Oelckers
cff5f0e3c7 - removed DFrameBuffer's locking mechanism.
In its current form this is quite useless. What's really needed is to require a lock on the RenderBuffer for the 3D scene, but since this is not needed for the 2D stuff anymore it can be done far simpler.
2018-03-27 16:48:33 +02:00
Christoph Oelckers
c06ad5c59c - separated DFrameBuffer from DCanvas.
This was a bad idea from the start and really only made sense with DirectDraw.
These days a FrameBuffer represents an abstract hardware canvas that shares nothing with a software canvas so having these classes linked together makes things needlessly complicated.
The software render buffer is now a canvas object owned by the FrameBuffer.

Note that this commit deactivates a few things in the software renderer, but from the looks of it none of those will be needed anymore if we set OpenGL 2 as minimum target.
2018-03-27 14:14:46 +02:00
Christoph Oelckers
bb9283a9af - work on separating DFrameBuffer from DCanvas.
2D works in D3D backend, but 3D crashes because not all pointers have been rerouted yet.
2018-03-27 13:50:31 +02:00
Christoph Oelckers
1a28644d83 - cleaned out unused stuff from DCanvas.
- removed CocoaFrameBuffer because it is a software fallback which is no longer supported.
2018-03-27 11:25:06 +02:00
Christoph Oelckers
ba799aebbd - moved locking logic from DCanvas to DFrameBuffer.
The software canvases used for rendering camera textures and save pictures in the software renderer do not need this.
2018-03-27 11:12:13 +02:00
Christoph Oelckers
dd491d6558 - removed support for paletted Windows display modes.
This was only relevant for DirectDraw which has been removed.
2018-03-27 10:41:38 +02:00
Christoph Oelckers
e0039179cb - merge error fixed. 2018-03-26 22:11:13 +02:00
Christoph Oelckers
41a0e6af4a - removed the D3D texture atlas implementation.
This is a necessary first step for simplifying the texture handling in order to refactor it.

# Conflicts:
#	src/gl/system/gl_swframebuffer.cpp
#	src/textures/textures.h
#	src/win32/fb_d3d9.cpp
2018-03-26 22:05:35 +02:00
Christoph Oelckers
d9f6546c16 - removed Shader Model 1.4 support.
The only hardware ever to support this is ATI's R200 which has been deprecated by ATI before Vista got released, and is no longer a relevant target.
2018-03-26 22:03:33 +02:00
Christoph Oelckers
40bbe5cd8a - removed DirectDraw backend. 2018-03-26 22:03:32 +02:00
Christoph Oelckers
e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Christoph Oelckers
4c4f8288a4 - disable XP toolset warning for 64 bit builds.
- fixed an error with assigning a string constant to a non-const char * variable that was pointed out by compiling with /permissive-.
2018-03-25 10:50:14 +02:00
Christoph Oelckers
da74b9df95 - serialize the temporary music volume that can be set through ACS. 2018-03-24 13:07:18 +01:00
Christoph Oelckers
7301001a3f - made the necessary adjustments to the HW2D interfaces to handle alpha textures properly.
These cannot be done with the regular textures so there needs to be an option to create more than one native texture per FTexture. For completeness' sake there is also the option now to create a paletted version of a texture if the regular one is true color. This fixes a long standing problem that translations were not applied to non-paletted textures.
2018-03-23 23:04:30 +01:00
Christoph Oelckers
f2f649bf77 - put all stats related code into one file. 2018-03-12 19:33:48 +01:00
Christoph Oelckers
d2fa4d0ff9 - most stat stuff done. 2018-03-12 19:33:48 +01:00
Rachael Alexanderson
c15e868b0f - implemented anonymous stats collector 2018-03-12 19:33:48 +01:00
Christoph Oelckers
b939836846 - renamed FileRdr back to FileReader. 2018-03-11 19:29:37 +01:00
Christoph Oelckers
833dbee167 - fixed some issues with m_swap's design.
The native byte order converters were defined as macros which hid some issues due to lack of type checks.
Additionally the ???Long variants taking 'long' variables were removed, because longs are not always 32 bits so this could be destructive.
As a result of this, removed several DWORDs from struct definitions in i_crash.cpp.
2018-03-11 14:35:36 +01:00
Christoph Oelckers
5fa63c396d - sound code and most of texture code converted to FileRdr.
This allowed to remove a lot of bad pointer voodoo in the music loader, because the new class does not allow duplication of the reader object
2018-03-10 18:45:11 +01:00
Christoph Oelckers
918d188263 - This shouldn't have been committed. 2018-02-25 16:15:24 +01:00
Christoph Oelckers
67a6ec01e1 - added a separate section for soundfont search paths. 2018-02-25 09:32:05 +01:00
Christoph Oelckers
2d8e394529 Merge branch 'master' into reverbedit
# Conflicts:
#	wadsrc/static/zscript/menu/optionmenuitems.txt
2018-01-20 11:44:42 +01:00
Rachael Alexanderson
000037dbf6 - implemented 'i_soundinbackground' to continue playing sounds and music while in the background.
- OpenGL rendering continues now even when losing focus while in windowed mode.
2017-12-24 18:01:45 -05:00
Rachael Alexanderson
938cd3cabe - implemented win_borderless for fake fullscreen in Windows 2017-12-07 06:32:51 -05:00
alexey.lysiuk
5162e7162e Fixed overbright screenshots with hardware gamma off
When render buffers are used to apply gamma/brightness/contrast screenshots should not use PNG gamma correction
2017-12-06 11:24:10 +02:00
Christoph Oelckers
4c799af293 Merge branch 'master' into reverbedit 2017-12-03 21:04:14 +01:00
Christoph Oelckers
a945418ba6 - added M_GetDocumentsPath function. 2017-12-03 21:03:44 +01:00
Christoph Oelckers
7e45535669 Merge branch 'master' into reverbedit 2017-12-03 12:46:08 +01:00
Christoph Oelckers
7cbcbe66c0 - sanitization of temporary file stuff for Timidity++.
* do not use the global temp directory. Instead create one in the AppData folder.
* removed lots of unneeded code from tmpfileplus.
* use C++ strings in there.
2017-12-02 17:33:43 +01:00
Christoph Oelckers
1af42b3d50 - use FileWriter for the OPL dumper. 2017-12-02 12:31:21 +01:00
Christoph Oelckers
57058ef727 - removed all remains of the old EAX editor. 2017-11-26 15:23:07 +01:00
Christoph Oelckers
1ed1b42c21 Safety commit. 2017-11-26 14:13:56 +01:00