Christoph Oelckers
37166b5faf
- fixed missing binding of the light buffer.
...
I thought this wasn't needed but apparently the buffer refactoring caused this not to be done automatically anymore.
Best have it once at the start of each frame where the cost is negligible.
2018-10-31 12:48:09 +01:00
Christoph Oelckers
41fd34e424
- use standard sprite lighting for voxels.
...
Per-pixel lighting requires normals which voxels do not have.
2018-10-31 12:28:10 +01:00
Christoph Oelckers
3a6f186aa0
- removed memcpy workarounds from GLWall, GLFlat and GLSprite after making sure that all 3 are trivially copyable.
2018-10-31 11:51:52 +01:00
Christoph Oelckers
fdf324cce5
- fixed error message for old OpenGL versions. There was still a mention of "with framebuffer support" which is core in 3.3.
2018-10-31 10:50:45 +01:00
Christoph Oelckers
533ded8d1e
Merge branch 'master' into mt
2018-10-31 10:20:29 +01:00
Christoph Oelckers
790b121195
- added a bit of profiling code to the multithreaded parts of the renderer.
2018-10-31 10:20:06 +01:00
Christoph Oelckers
01a0af8ad1
- simplified the render job interface.
...
Since the job nodes were already taken from a static array, the added linked list isn't really needed. All we need is a read and a write pointer into the array, This can even be done without a spinlock as long as we assume that the list never overflows.
2018-10-31 09:49:07 +01:00
Christoph Oelckers
e9c2247ff4
- added missing file.
2018-10-31 09:22:38 +01:00
Christoph Oelckers
e4d2ec8cb2
- added a few comments to the renderstate to document where certain functions are used.
2018-10-31 08:16:44 +01:00
Christoph Oelckers
aafa445aac
- fixed stencil marking for SSAO.
2018-10-30 23:33:45 +01:00
Christoph Oelckers
e2e34f5245
- cleanup of the buffer binding interface.
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Some stuff is not really needed and the vertex buffers no longer need to insert themselves into the render state.
2018-10-30 22:43:58 +01:00
Christoph Oelckers
1be1470d47
- cleanup of hw_bsp.cpp.
2018-10-30 22:19:55 +01:00
Marrub
0b460ccb03
Squashed commit of the following:
...
commit 767e3a64f0d5fd27ef56de6e93221e9b2016a0c7
Author: Marrub <marrub.xz@gmail.com>
Date: Tue Oct 30 04:01:09 2018 -0400
ProMessage -> PronounMessage
commit 305477f63fb669f8cf2d9f6d609ed3988f437664
Author: Marrub <marrub.xz@gmail.com>
Date: Mon Oct 29 23:56:58 2018 -0400
improve variable naming
commit f3f0245d0cdcc1b0a8a9b74806bc8954be747f40
Author: Marrub <marrub.xz@gmail.com>
Date: Mon Oct 29 19:52:32 2018 -0400
add "neutral" gender option and better obit formatting
2018-10-30 21:42:09 +01:00
Christoph Oelckers
48bc5550d7
- removed the Bind function from FFlatVertexBuffer.
...
This is not flexible enough. There was already one place where this was not supposed to go through the render state.
The new interface allows more general use of the contained buffer objects.
2018-10-30 19:28:47 +01:00
Christoph Oelckers
fa498611f8
- uncoupled texture precaching from regular binding for rendering.
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The precaching should not depend on code that may be subject to change.
2018-10-30 19:27:10 +01:00
Christoph Oelckers
55df324d16
- basic multithreading for the render data generation.
2018-10-30 14:58:43 +01:00
Rachael Alexanderson
94688a3700
- do a texture check when drawing fog borders in the software renderer. this does not fix the crash issue, but mitigates it enough with a check that likely should be in place, anyhow.
2018-10-30 01:13:00 -04:00
alexey.lysiuk
0c686e6f92
- more fixes for GCC
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error: ‘size_t’ does not name a type
error: ‘assert’ was not declared in this scope
2018-10-29 22:57:45 +02:00
Christoph Oelckers
b56e80a556
- disabled the buffer reallocation option for the light buffer.
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The entire idea with CPU side buffering simply can not work since the buffer is being used live. To compensate the buffer's size was doubled.
2018-10-29 21:53:43 +01:00
alexey.lysiuk
2e02b7e555
- fixed compilation of SDL backend
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error: unknown type name 'OpenGLFrameBuffer'
2018-10-29 22:41:24 +02:00
alexey.lysiuk
d2c7ffb2ca
- fixed crash with Cocoa backend on startup
2018-10-29 22:33:27 +02:00
alexey.lysiuk
2aac222d35
- fixed compilation on macOS
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error: non-constant-expression cannot be narrowed from type 'unsigned long' to 'int' in initializer list
error: unknown type name 'OpenGLFrameBuffer'
2018-10-29 22:32:36 +02:00
Christoph Oelckers
47ae42d636
- fixed: for sectors that have to be drawn per subsector the render state was not applied. resulting in random garbage.
2018-10-29 17:52:44 +01:00
Christoph Oelckers
f7446160bb
Merge branch 'master' into renderstate_abstraction
2018-10-29 14:00:43 +01:00
Christoph Oelckers
118bc78fe3
- moved the entire OpenGL backend into a separate namespace.
2018-10-29 13:56:17 +01:00
Christoph Oelckers
0c8b36e121
- moved the texture resizer to hwrenderer.
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This is pure math and will be shareable with Vulkan.
2018-10-29 13:18:48 +01:00
Christoph Oelckers
190a225301
- minor cleanup.
2018-10-29 13:00:12 +01:00
Christoph Oelckers
893e08df70
- moved DrawScene to GLRenderer and call it through std::function.
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This was the last remaining virtual override of HWDrawInfo.
With it removed this type is now fully API independent.
2018-10-29 12:54:10 +01:00
Christoph Oelckers
325d2126ec
- moved ProcessScene to hwrenderer
2018-10-29 12:25:41 +01:00
Christoph Oelckers
8991537e57
- moved the 2D drawer tp hwrenderer.
2018-10-29 12:14:36 +01:00
Christoph Oelckers
8a0596893b
- fixed dynamic light profiling counters.
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The draw counters were never incremented and this should be reset only once per scene, not once per viewpoint.
2018-10-29 10:36:48 +01:00
Christoph Oelckers
361bb688c8
- moved Set3DViewport to hwrenderer.
2018-10-29 10:21:52 +01:00
Christoph Oelckers
362ecacd52
- moved the End*Scene functions to hwrenderer.
2018-10-29 09:58:37 +01:00
Christoph Oelckers
1bbc9f6730
- removed two of the state flags in SetStencil and handle them explicitly.
2018-10-29 09:53:07 +01:00
Christoph Oelckers
163d6be0d7
- added a few more GL state wrappers to the render state.
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Not used yet.
2018-10-29 09:41:26 +01:00
Christoph Oelckers
f6d9592a45
- moved calls to renderstate from buffer implementation into a subfunction so that it's easier to change if needed.
2018-10-29 09:40:03 +01:00
Christoph Oelckers
90982285ac
- moved the mSceneClearColor variable to main DFrameBuffer class.
2018-10-29 09:34:30 +01:00
Christoph Oelckers
98e111eba0
- merged the nearly identical wrapper texture classes for the software render and the wiper.
2018-10-29 07:39:33 +01:00
Christoph Oelckers
6dc47ff328
- the last commit was incomplete.
2018-10-29 07:06:29 +01:00
Christoph Oelckers
5528981a77
- CreateScene, too.
2018-10-28 23:32:13 +01:00
Christoph Oelckers
70f9507f16
- moved RenderPortal, too.
2018-10-28 23:18:19 +01:00
Christoph Oelckers
24d6b23042
- moved RenderScene and RenderTranslucent to hwrenderer.
2018-10-28 22:58:35 +01:00
Christoph Oelckers
9b56f407dd
- moved all 'present' functions into FGLRenderer.
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This list of functions contained half of the existing references to the global GLRenderer variable.
2018-10-28 22:36:52 +01:00
Christoph Oelckers
9f9d747a6b
- moved all methods that would involve command buffer manipulation in Vulkan to FRenderState, because that's the object that would serve as command buffer builder.
2018-10-28 22:20:51 +01:00
Christoph Oelckers
2ee2766812
- moved more code from FDrawInfo to HWDrawInfo.
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The entire setup/takedown code did not reference any API specific data. The only thing needed is a global virtual creation function.
2018-10-28 19:39:31 +01:00
Christoph Oelckers
1ca811d4a8
- moved more code out of FDrawInfo.
2018-10-28 19:19:46 +01:00
Christoph Oelckers
cb4ffbf053
- moved the draw lists back to the API independent side.
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The original idea was to let Vulkan do this completely differently, but if that comes to pass it should be done without having generic data maintenance code on the API side.
2018-10-28 19:06:29 +01:00
Christoph Oelckers
df15f00a21
- moved more code out of 'gl'.
2018-10-28 18:49:29 +01:00
Christoph Oelckers
e6efee61b1
- moved the last remaining function from gl_shadowmap.cpp elsewhere so that the file can be deleted.
2018-10-28 17:09:22 +01:00
Christoph Oelckers
54f46fdfee
- moved most of FShadowMap to IShadowMap, except the main Update function.
2018-10-28 16:11:04 +01:00
Christoph Oelckers
cc058f98a5
- use IDataBuffer for the shadow map generator's buffers.
2018-10-28 15:59:20 +01:00
Christoph Oelckers
926a918e0c
- moved the light buffer pointer to globally visible state.
2018-10-28 15:22:48 +01:00
Christoph Oelckers
b2776c9351
- moved lightbuffer files to hwrenderer.
2018-10-28 15:09:33 +01:00
Christoph Oelckers
bd7df13200
- let the light buffer use IDataBuffer as well.
2018-10-28 15:04:57 +01:00
alexey.lysiuk
49c3ec6a87
- fixed compilation warnings reported by GCC and Clang
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src/gl/data/gl_viewpointbuffer.cpp:142:12: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/gl/data/gl_viewpointbuffer.cpp:142:34: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
2018-10-28 15:59:28 +02:00
Christoph Oelckers
54de0bf59f
- changed a bit more stuff that doesn't need to be routed through the OpenGL interface anymore.
2018-10-28 14:25:29 +01:00
Christoph Oelckers
f7c7c8d1c5
- moved some buffer variables out of GLRenderer into common parts of the code so that they can be accessed from hwrenderer as well.
...
This will allow more code to be moved out of the API dependent parts.
2018-10-28 13:56:24 +01:00
Christoph Oelckers
c5b3b9e107
- moved the viewpoint buffer to hwrenderer.
2018-10-28 13:26:47 +01:00
Christoph Oelckers
b51cc8b115
- base the viewpoint buffer on IDataBuffer.
2018-10-28 13:18:13 +01:00
Christoph Oelckers
3b26e64404
- renamed the 'vertexbuffer' files to 'buffers' because it's now generic for all buffer types.
2018-10-28 12:04:20 +01:00
Christoph Oelckers
a1fb1f60f4
- replaced IUniformBuffer with IDataBuffer, which reuses the code for the other buffer types and is more flexible.
2018-10-28 11:54:26 +01:00
Christoph Oelckers
8abf09afe2
- consolidated buffer implementations.
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Since this is nearly identical for different buffer types they should share the same code wherever possible.
2018-10-28 09:45:51 +01:00
Christoph Oelckers
9e109995cd
- moved model renderer to hwrenderer after removing the remaining traces of OpenGL.
2018-10-28 00:40:41 +02:00
Christoph Oelckers
51acf3053c
- fixed model vertex buffer setup.
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Setting the buffer and its attribute bindings must be one step, not twp. With Vulkan this is a single API call.
This removes the now obsolete SetVertexBuffer method from the model renderer's interface.
2018-10-27 23:33:22 +02:00
Christoph Oelckers
a62cd64138
- removed all direct OpenGL dependencies from gl_models.cpp.
2018-10-27 22:55:33 +02:00
Christoph Oelckers
ac37ff422a
- removed unneeded Apply call.
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This had a problem with being called before some data was going to be deleted so its applied buffer state got lost.
2018-10-27 22:30:50 +02:00
Christoph Oelckers
83e706afe7
- - removed the remains of the old FVertexBuffer class.
2018-10-27 22:04:13 +02:00
Christoph Oelckers
067716cefb
- made sky vertex buffer backend independent.
2018-10-27 21:31:27 +02:00
Christoph Oelckers
b92b7ca0a7
- fixed a few more places where unwanted dynamic lights were still active.
2018-10-27 19:25:51 +02:00
Christoph Oelckers
537faa16dc
- fixed: Before rendering a portal the dynamic light index must be reset.
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Otherwise the portal may 'inherit' some light of the last rendered item.
This is important for non-scene portals which have no dynamic lighting.
2018-10-27 19:16:56 +02:00
Christoph Oelckers
cd8c7a17eb
- model vertex buffer converted.
2018-10-27 16:59:13 +02:00
Christoph Oelckers
5201501534
- added lock/unlock methods to the buffer implementations.
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These are not interchangeable with Map/Unmap!
Map/Unmap is for mapping a buffer for updating on old hardware, Lock/Unlock are for manually copying some initialization data directly into a static buffer.
2018-10-27 16:04:28 +02:00
Christoph Oelckers
5a4e5a8038
- moved the remaining parts of the main vertex buffer to hwrenderer.
2018-10-27 14:42:24 +02:00
Christoph Oelckers
dad3c50ebd
- renamed classes before continuing.
2018-10-27 14:27:43 +02:00
Christoph Oelckers
72bc7693bd
- refactored main vertex buffer (but didn't merge with hwrender class yet.
2018-10-27 14:24:47 +02:00
Christoph Oelckers
332ab220ad
- hooked low level buffers into render state.
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It still needs to support the old interface so the code isn't really clean
2018-10-27 10:55:35 +02:00
Christoph Oelckers
3db26a3a1b
- added an abstract index buffer implementation as well.
2018-10-27 10:26:51 +02:00
Christoph Oelckers
bb09f5488f
- added an abstract base vertex buffer class.
2018-10-27 09:07:26 +02:00
Christoph Oelckers
5cce310f11
- fixed line portal setups in one-subsector maps.
2018-10-27 00:47:24 +02:00
Christoph Oelckers
fa85717155
- a bit of code reordering.
2018-10-25 22:50:45 +02:00
Christoph Oelckers
4f4bcd2d7d
- moved DrawSorted back to HWDrawList.
2018-10-25 22:45:55 +02:00
Christoph Oelckers
21b658d34f
Merge branch 'master' into renderstate_abstraction
2018-10-25 22:30:26 +02:00
Christoph Oelckers
c98474d1c7
- portal refactoring complete.
2018-10-25 22:30:03 +02:00
Magnus Norddahl
952ffb289c
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-10-25 12:41:08 +02:00
Magnus Norddahl
2404634d5d
- fix softpoly bug where sprites and translucent walls in front of models would disappear
2018-10-25 12:40:56 +02:00
Christoph Oelckers
bc97e585ba
- removed some leftover GL2 code.
2018-10-25 01:02:16 +02:00
Christoph Oelckers
cead0194bd
- safety commit. To finalize we need a better vertex buffer interface.
2018-10-25 00:49:39 +02:00
Christoph Oelckers
3940f17980
- portals are now completely on the hwrenderer side.
...
The only thing that still needs to be on the backend side is the one function that manages the rendering.
2018-10-25 00:25:55 +02:00
Christoph Oelckers
e6b5eba469
- moved GLScenePortal to the hardware independent code.
2018-10-24 07:57:32 +02:00
Christoph Oelckers
c76c4b77ec
- merged GLPortal into HWPortal after all direct OpenGL dependencies have been removed.
2018-10-24 07:49:06 +02:00
Christoph Oelckers
d757efde96
- renamed IPortal to HWPortal
2018-10-24 07:35:22 +02:00
Christoph Oelckers
3e4dcbe2b4
- groundwork for separating the portal data from the renderer.
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With GLPortal being responsible for all the setup a lot of code was tied to the backend.
Now FDrawInfo will manage the setup and only call pure data generation functions in the actual portal object.
2018-10-24 00:19:07 +02:00
Christoph Oelckers
93dac4e4d8
- some reorganization of portal code.
2018-10-23 22:32:00 +02:00
Tommy Nguyen
75bd1b00b4
- use value initialization for secspecial_t
2018-10-23 20:30:27 +02:00
Magnus Norddahl
43c30ff485
- fix null pointer crash
2018-10-23 09:17:55 +02:00
Magnus Norddahl
22422635a0
- portal check is overridden by a different inverted check in the software renderer
2018-10-23 09:08:41 +02:00
Magnus Norddahl
af9757abaf
- Cull two-sided lines using the same rules as the software renderer is using (as suspicious as they may be)
2018-10-23 07:42:14 +02:00
Christoph Oelckers
93599e483f
- moved weapon drawing to hwrenderer.
2018-10-22 23:40:44 +02:00
alexey.lysiuk
2ba6148834
- fixed default values for S_ChangeMusic
...
https://forum.zdoom.org/viewtopic.php?t=62323#p1076849
2018-10-22 08:19:56 +03:00
Christoph Oelckers
08e1b49988
- removed include
2018-10-21 20:21:16 +02:00
Christoph Oelckers
3775c4756e
- moved sprite drawer to hwrenderer as well.
2018-10-21 17:50:01 +02:00
Christoph Oelckers
346a9ce149
- fixed initialization.
2018-10-21 14:45:03 +02:00
Christoph Oelckers
0af65a8fa0
- removed the direct setters for the blend mode state.
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This will now always have to go through the render state.
2018-10-21 14:26:14 +02:00
Christoph Oelckers
a3aaa5cc8b
- removed old RenderStyle management.
2018-10-21 14:18:08 +02:00
Christoph Oelckers
8ffeb7812f
- made wall draw code API independent.
2018-10-21 13:53:50 +02:00
Christoph Oelckers
7897f26abf
- started reworking the wall drawer.
2018-10-21 13:11:36 +02:00
Christoph Oelckers
acad8315d0
- move stencil recursion counter to render state.
2018-10-21 10:58:11 +02:00
Christoph Oelckers
a97d71a3c3
- draw decals in hardware independent code.
2018-10-21 10:51:26 +02:00
Christoph Oelckers
1768508c80
- first adjustments to decal code.
...
- moved texture mode constants to a global header and consolidated with the variants of the 2D drawer.
2018-10-21 08:14:48 +02:00
Christoph Oelckers
3b7a5da83e
- moved AddFlat to gl_drawinfo.cpp and deleted gl_flats.cpp.
2018-10-21 00:38:56 +02:00
Christoph Oelckers
d45f6b9bea
- moved the flat drawer to hwrenderer.
2018-10-21 00:35:39 +02:00
Christoph Oelckers
e8f48e7535
- moved the color/fog setters to hwrenderer.
2018-10-20 23:33:07 +02:00
Christoph Oelckers
fac7c7a31c
- abstraction of render style in render state.
2018-10-20 23:14:57 +02:00
Christoph Oelckers
9ef5e00cdf
- some cleanup and preparation on RenderState interface.
2018-10-20 21:36:50 +02:00
Christoph Oelckers
3c3be0d349
- started with an abstract render interface, most importantly handle the stencil for plane flooding through the render state object instead of changing GL state directly.
2018-10-20 21:08:24 +02:00
Rachael Alexanderson
e2f6fa95d4
- fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar.
2018-10-20 13:22:11 -04:00
Christoph Oelckers
510aa600dd
- moved hw_renderstate.h to hwrenderer folder and renamed one GL constant it was using.
2018-10-20 18:37:12 +02:00
Christoph Oelckers
a4f7fd2e46
- started splitting the render state struct.
...
Reusable parts should be in hwrenderer later.
2018-10-20 13:34:29 +02:00
Christoph Oelckers
4603d01ba1
- removed some unused content from FGLRenderState.
2018-10-20 13:11:03 +02:00
Christoph Oelckers
9a03ba3cc5
- renamed FRenderState to FGLRenderState.
2018-10-20 13:05:36 +02:00
Christoph Oelckers
5f838d52b9
- some cleanup on the OpenGL interface and its flags.
...
Most importantly, the separate command line options for switching on the legacy buffer handling have been removed.
There's really no need for them anymore, because unlike in earlier versions many of the implementation differences no longer exist - with the exception of where the light and vertex buffer contents are generated.
For testing this, -glversion 3 is sufficient.
2018-10-20 12:55:25 +02:00
Christoph Oelckers
9253118bdc
- removed the quad drawer class
...
This isn't needed anymore.
2018-10-20 11:59:12 +02:00
Christoph Oelckers
74ba142eae
- allow vertex creation for sprites in the setup pass.
...
Currently only used by legacy hardware.
2018-10-20 11:53:20 +02:00
Christoph Oelckers
d37cd63fda
- use setter methods for glow initialization of sectors.
2018-10-20 11:28:51 +02:00
Christoph Oelckers
00c8c6e3b2
- generate vertices for skybox sectors in the processing pass.
...
Aside from the sprites this was the only other remaining use of FQuadDrawer.
2018-10-20 11:22:55 +02:00
Christoph Oelckers
e5ff500c5a
- rewrote render hacks to prepare their vertex data in the processing pass.
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This eliminates 3 of the 5 remaining occurences of FQuadDrawer and gets a large section of code out of the GL backend into the common hardware rendering code.
# Conflicts:
# src/gl/scene/gl_scene.cpp
2018-10-20 10:56:12 +02:00
Christoph Oelckers
c5d1b884dd
- fixed incorrect block size calculation.
2018-10-20 10:50:22 +02:00
Christoph Oelckers
6f81310fa7
Reinstate light buffer resizing, using the same method as for the model matrix buffer
2018-10-20 10:50:02 +02:00
Christoph Oelckers
ad80efd6be
Prepared light buffer for multithreaded use
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This necessitated removing the reallocator because that cannot be done in a multithreaded context in OpenGL. The buffer should be large enough anyway, it it all gets used, slowdowns would be unavoidable.
There was also some simplification of the buffer alignment math for uniform buffers
2018-10-20 10:49:06 +02:00
Christoph Oelckers
84a55667d9
- removed more old code from flat renderer.
...
VBOHeightCheck was from early development when interpolation was not reflected by the vertex buffer.
# Conflicts:
# src/gl/scene/gl_flats.cpp
2018-10-20 10:39:28 +02:00
Christoph Oelckers
07649fd31a
- removed some leftover code for handling dynamic lights in the render pass.
...
# Conflicts:
# src/gl/scene/gl_flats.cpp
2018-10-20 10:36:39 +02:00
Christoph Oelckers
acb9505606
- fixed cherry-picked commit so that modern OpenGL can still do the light setup in the render pass.
2018-10-20 10:33:26 +02:00
Christoph Oelckers
a9c8546ba3
- changed dynamic light setup so that it is completely in the processing pass, not the render pass.
...
# Conflicts:
# src/gl/scene/gl_flats.cpp
# src/hwrenderer/scene/hw_flats.cpp
2018-10-20 09:46:53 +02:00
Magnus Norddahl
6a327ff898
Merge remote-tracking branch 'origin/master' into asmjit
2018-10-17 08:55:21 +02:00
Magnus Norddahl
295fc7d7f7
Revert "- the build tests are using some ancient dino 7.1 Windows SDK where UnwindInfoAddress isn't part of the struct yet."
...
This reverts commit 20516e1c0b
.
2018-10-17 08:54:41 +02:00
Marisa Kirisame
1e6454598c
Preserve line locknumber in savegames.
2018-10-16 08:58:37 -04:00
Magnus Norddahl
20516e1c0b
- the build tests are using some ancient dino 7.1 Windows SDK where UnwindInfoAddress isn't part of the struct yet.
2018-10-15 03:06:40 +02:00
Magnus Norddahl
1f0add9067
- update JIT PARAM handling to match the VM instruction change
2018-10-14 23:13:30 +02:00
Magnus Norddahl
70f18f87b9
Merge remote-tracking branch 'origin/master' into asmjit
2018-10-14 22:55:57 +02:00
Magnus Norddahl
1a2e5b12d0
- RUNTIME_FUNCTION only exists in 64-bit Windows
2018-10-14 22:54:30 +02:00
Rachael Alexanderson
239b57b41c
- fixed: use 'setsizeneeded' more often in the scaling code. recalculating screen geometry for 2D elements when it changes never really hurts.
2018-10-14 16:27:08 -04:00
Christoph Oelckers
dd719f0f14
- extended the register limit for 'param'.
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The instruction one free instruction byte so it's now using that to extend its argument's register range to 65535.
For param this is needed because it passes strings by reference and creating an implicit temporary copy for string constants does not work here.
2018-10-14 09:13:26 +02:00
Magnus Norddahl
cd211da2d8
- fix wrong shift direction
2018-10-14 08:53:18 +02:00
Magnus Norddahl
a3f6950a4f
- build enough of the unwind opcodes for visual studio's debugger to produce the correct call stack
2018-10-14 08:27:27 +02:00
player701
6dc026895c
- Exported PickNewWeapon function from PlayerPawn to ZScript.
2018-10-14 00:52:00 +02:00
Magnus Norddahl
cf9bae67a8
- construct our own runtime as the one provided by asmjit is too primitive
2018-10-14 00:46:54 +02:00
Magnus Norddahl
300553a21f
- add more names to asmjit objects
2018-10-12 08:02:35 +02:00
Magnus Norddahl
7ca598de2d
- remove the frameX registers as they were just constant offsets to vmframe that could be merged into other constant offsets
2018-10-12 07:41:16 +02:00
Magnus Norddahl
b15ca09486
- give the remaining virtual registers names
2018-10-12 07:05:42 +02:00
Magnus Norddahl
c86e4480b6
- give temp registers names and reuse the FString object for formatting names
2018-10-12 06:59:03 +02:00
Magnus Norddahl
0bb4a159e5
- skip RESULT opcodes when outputting assembly
2018-10-12 06:25:51 +02:00
Magnus Norddahl
44294a051a
- clean up assembly output slightly by only generating labels for the opcodes jumped to
2018-10-12 06:14:27 +02:00
Magnus Norddahl
c099b2d3c8
Merge remote-tracking branch 'origin/master' into asmjit
2018-10-12 05:38:33 +02:00
Magnus Norddahl
ade6ae24e9
- fix CASTB opcode implementation
2018-10-11 04:32:49 +02:00
Magnus Norddahl
fc870fce87
- fix missing convert from float to double in LSP and LSP_R opcodes
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- fix missing convert from double to float in SSP and SSP_R opcodes
2018-10-11 03:53:11 +02:00
Magnus Norddahl
aa6e09f7e8
- fix debug build compile error
2018-10-11 03:14:42 +02:00
Magnus Norddahl
0120ea190c
- remove the need to do any VARF_Native runtime checks by making native functions use the same calling convention as the script version
2018-10-10 23:47:56 +02:00
Magnus Norddahl
b6bc06e568
- do script calls directly from asmjit without using a lambda wrapper
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- do VARF_Native check at compile time when possible
2018-10-10 22:08:26 +02:00
Rachael Alexanderson
ec7e855a56
- g3.7pre
2018-10-10 02:25:32 -04:00
Magnus Norddahl
01825231ec
- add -dumpjit command line parameter that dumps the JIT log for all functions to dumpjit.txt
2018-10-10 06:17:35 +02:00
Magnus Norddahl
452c6fd158
- fix return warning
2018-10-10 04:57:35 +02:00
Christoph Oelckers
0dc7f6be19
- fixed: MD3s with a skin-less surface left the renderer in an undefined state.
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The frame interpolation factor wasn't reset and rendering prematurely aborted with no chance to recover.
2018-10-09 19:16:15 +02:00
Magnus Norddahl
884e185db0
- switch to using setjmp/longjmp for exception handling
2018-10-09 16:30:55 +02:00
Magnus Norddahl
2b05e75656
Merge branch 'asmjit' of https://github.com/coelckers/gzdoom into asmjit
2018-10-09 14:46:40 +02:00
Magnus Norddahl
3f4638ca31
- add disabled code that attempts to load registers directly from function arguments
2018-10-09 14:46:27 +02:00
Rachael Alexanderson
e223a25863
- fixed: smooth teleporters could fudge the player over an adjacent line, causing the player to appear on top of a cliff that is much higher than the original teleport.
2018-10-09 06:55:56 -04:00
Magnus Norddahl
9c3b8507af
- add missing include statement
2018-10-09 07:15:46 +02:00
Magnus Norddahl
f0d9b49099
- allocate VMFrame on the stack for simple functions with no strings
2018-10-09 05:19:29 +02:00
Magnus Norddahl
bee3a964ae
- remove argument not used anymore
2018-10-09 05:18:44 +02:00
Magnus Norddahl
b7c0cd5d05
- move VM creation into the jitted function. this will allow the jit compiler to skip vm frame creation when possible
2018-10-09 03:37:11 +02:00
Magnus Norddahl
e930dfaae7
- create ScriptCall function pointer on VMScriptFunction
2018-10-09 02:52:07 +02:00
Magnus Norddahl
137ef034d1
- modify the VM calling convention so that the callee sets up its own VM frame
2018-10-09 02:08:15 +02:00
Magnus Norddahl
367b60d88c
- fix wrong registers getting saved when passing parameters by reference
2018-10-08 23:44:54 +02:00
alexey.lysiuk
77b8eb6547
- reverted macOS dark mode support with old SDKs
...
This feature causes several issues with NSOpenGLView:
* Mouse event coordinates are wrong in non-retina mode on HiDPI screen
* In retina mode only 1/4 of picture is visible and its scaling is incorrect
* Some sort of filtering is applied to frontbuffer picture
* Noticeable increase in CPU load because of that filtering
Linking with macOS 10.14 SDK leads to all these issues regardless of .plist option presence and its value
2018-10-08 15:50:56 +03:00
Magnus Norddahl
d643fbd077
- removed CanJit as all opcodes are now implemented
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- fix some store bugs
2018-10-07 22:21:48 +02:00
Magnus Norddahl
47bcf318a5
- fix 32 bit compile errors
2018-10-07 20:55:06 +02:00
Magnus Norddahl
f321f64a05
- catch and rethrow c++ exceptions
2018-10-07 20:38:08 +02:00
alexey.lysiuk
4d14642cad
- enabled macOS dark mode support with pre-10.14 SDKs
...
https://developer.apple.com/documentation/appkit/nsappearancecustomization/choosing_a_specific_appearance_for_your_app
2018-10-07 11:10:29 +03:00
Magnus Norddahl
47485194f4
- reuse temp virtual registers
2018-10-07 09:02:28 +02:00
Magnus Norddahl
c5a5265e40
Merge remote-tracking branch 'origin/master' into asmjit
2018-10-07 06:32:13 +02:00
Magnus Norddahl
d47988202a
- workaround bug in asmjit's register allocator for calls where the return register is already allocated in a physical register needed by one of the call arguments
2018-10-07 06:29:54 +02:00
Magnus Norddahl
d4a64284ea
Merge pull request #586 from Talon1024/feature/objSmoothCalc
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Calculate normals for OBJ models with smooth groups
2018-10-05 21:40:16 +02:00
Rachael Alexanderson
e7f19b01cb
- added normal5x and normal6x
2018-10-04 22:09:18 -04:00
Marisa Kirisame
25ac526936
Computed facet normals for UE1 models were not normalized when they were supposed to.
2018-10-04 23:16:43 +02:00
Marisa Kirisame
c3894ee348
Exports various resurrection-related functions to ZScript.
2018-10-04 08:59:37 -04:00
Vitaly Novichkov
59c8d8ff64
Upgrade libADLMIDI and libOPNMIDI
...
Added full-panning stereo, improvement of channel management, and many other things.
Also, I have implemented an ability to use custom WOPL (for libADLMIDI) and WOPN (for libOPNMIDI) banks from the same path as "soundfonts", but also, in the same environment, the "fm_banks" folder was added for WOPL/WOPN storing purposes.
To toggle usage of embedded or custom bank, I have added togglable booleans. When bank fails to be loaded, the default embedded bank is getting to be used as fallback.
ADLMIDI 1.4.0 2018-10-01
* Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for GS way of custom drum channels (through SysEx events)
* Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
* Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
* Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
* Fixed correctness of CMF files playing
* Fixed unnecessary overuse of chip channels by blank notes
* Added API to disable specific MIDI tracks or play one of MIDI tracks solo
* Added support for more complex loop (loopStart=XX, loopEnd=0). Where XX - count of loops, or 0 - infinite. Nested loops are supported without of any limits.
* Added working implementation of TMB's velocity offset
* Added support for full-panning stereo option (Thanks to [Christopher Snowhill](https://github.com/kode54 ) for a work!)
* Fixed inability to play high notes due physical tone frequency out of range on the OPL3 chip
OPNMIDI 1.4.0 2018-10-01
* Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for GS way of custom drum channels (through SysEx events)
* Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
* Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
* Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
* Resolved a trouble which sometimes makes a junk noise sound and unnecessary overuse of chip channels
* Volume models support taken from libADLMIDI has been adapted to OPN2's chip speficis
* Fixed inability to play high notes due physical tone frequency out of range on the OPN2 chip
* Added support for full-panning stereo option
ADL&OPN Hotfix: re-calculated default banks
The fix on side of measurer of OPL3-BE and OPN2-BE where some instruments getting zero releasing time.
2018-10-04 08:58:47 -04:00
Rachael Alexanderson
b6bcc1b0f5
Add 'normalNx' texture scaling
2018-10-04 08:43:02 -04:00
alexey.lysiuk
778a7c370d
- added 5x and 6x upscaling with xBRZ
2018-10-04 08:43:02 -04:00
alexey.lysiuk
e111e2251c
- cleaned up old xBRZ 1.0 upscaler
...
Removed obsolete header comments and support for C++98
Disabled Windows only debug features
2018-10-04 08:43:02 -04:00
alexey.lysiuk
30c3f4f597
- update xBRZ upscaler to version 1.6
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Fixed build with all suported toolchains thanks to incomplete implementation of C++14 in MSVC 2015 and GCC 4.9
Removed obsolete header comments and support for C++98
Disabled Windows only debug features
https://sourceforge.net/projects/xbrz/
https://sourceforge.net/projects/xbrz/files/xBRZ/xBRZ_1.6.zip
2018-10-04 08:43:02 -04:00
Rachael Alexanderson
51dfc82153
- fix missing curly brace
2018-10-03 09:39:32 -04:00
Christoph Oelckers
797f88a6c8
- some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.
2018-10-03 13:45:54 +02:00
Christoph Oelckers
c8852b8fea
- enabled the linear shadowmap filter.
...
Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
2018-09-29 13:23:40 +02:00
Christoph Oelckers
86c7e87767
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-29 12:59:11 +02:00
Marisa Kirisame
670c86cd47
Fix a major oversight that caused UE1 models to use the normals of the first frame for all frames.
2018-09-25 21:00:04 +02:00
Marisa Kirisame
a9b25242cd
Hotfix: The output from CheckReplacement no longer permanently overrides an actor's replacement.
2018-09-23 23:40:58 +02:00
Kevin Caccamo
525ab8eda3
Attempt to fix warnings from VS2017 Win64 compiler
2018-09-22 12:49:54 -04:00
Kevin Caccamo
7d4895d9df
Calculate normals for OBJ models with smooth groups
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Add smoothGroup member to OBJFace struct, and assign the current smooth group number to it
Move face normal calculation code to CalculateNormalFlat
Add AddVertFaces method, which initializes and populates the vertFaces array of arrays, which holds references to triangle references per vertex
Only initialize and populate vertFaces if the model has missing normals and smooth groups
Assign smooth groups to triangle data
Add CalculateNormalSmooth method, which calculates the normals for each face the vertex is attached to, depending on whether or not the faces are part of the given smooth group, and averages them out
Add OBJTriRef struct, which holds references to triangles on OBJ surfaces
Make {agg,cur}SurfFaceCount unsigned ints
Change nvec to a value instead of a pointer
2018-09-22 10:24:01 -04:00
Magnus Norddahl
5bf76523d6
- switch ToMemAddress to imm_ptr where allowed
2018-09-18 18:13:53 +02:00
Magnus Norddahl
05ac219ba6
- switch from ASMJIT_ARCH_X64 to ASMJIT_ARCH_64BIT when checking if we need to use 64-bit pointers
2018-09-18 18:05:53 +02:00