Commit graph

10 commits

Author SHA1 Message Date
Christoph Oelckers
750c194959 - changed order of SwapBuffers and glFinish call. The new order with glFinish coming last is recommended by OpenGL and it fixes a stalling problem with portals and camera textures visible at the same time.
- check and use WGL_EXT_swap_control_tear extension. The above change makes the system always wait for a full vsync with a wglSwapInterval of 1, so it now uses the official extension that enables adaptive vsync. Hopefully this also works on the cards where the old setup did not.
2016-09-26 01:38:25 +02:00
Christoph Oelckers
8f535997f8 - enable core profile by default on GL 3.x.
After doing some profiling it was very obvious that this has better performance than client arrays. Persistent buffers are still better, though, especially for handling dynamic lights.
2016-08-29 11:33:20 +02:00
Magnus Norddahl
aeb7df09de Added hardware gamma option and improved window handling on Windows 2016-07-27 11:15:19 +02:00
Christoph Oelckers
e132fc5eed - replaced GLEW with GLLoadGen for GL access. This allows to have a header that only contains what's actually required, namely OpenGL 3.3 plus glBegin and glEnd which are the only compatibility functions needed for the fallback render path.
GLEW has two major problems:

- it always includes everything, there is no way to restrict the header to a specific GL version
- it is mostly broken with a core profile and only works if all sanity checks get switched off.
2014-08-21 11:02:46 +02:00
Christoph Oelckers
86d37e06f9 - lowered requirements of GL 2.x to OpenGL 3.3.
There was one issue preventing the previous 2.0 betas from running under GL 3.x: The lack of persistently mapped buffers.
For the dynamic light buffer today's changes take care of that problem.
For the vertex buffer there is no good workaround but we can use immediate mode render calls instead which have been reinstated.

To handle the current setup, the engine first tries to get a core profile context and checks for presence of GL 4.4 or the GL_ARB_buffer_storage extension.
If this fails the context is deleted again and a compatibility context retrieved which is then used for 'old style' rendering which does work on older GL versions.

This new version does not support GL 3.2 or lower, meaning that Intel GMA 3000 or lower is not supported. The reason for this is that the engine uses a few GL 3.3 features which are not present in the latest Intel driver.
In general the Intel GMA 3000 is far too weak, though, to run the demanding shader of GZDoom 2.x, so this is no real loss. Performance would be far from satisfying.

A command line option '-gl3' exists to force the fallback render path. On my Geforce 550Ti there's approx. 10% performance loss on this path.
2014-08-19 15:56:33 +02:00
Christoph Oelckers
fc0cf4f998 - GZDoom now runs on an OpenGL core profile. :)
It's probably still necessary to replace GLEW with another loader library. GLEW is pretty much broken on core OpenGL without some hacky workarounds...
2014-07-15 02:26:23 +02:00
Christoph Oelckers
84a49e37ee - handle normals for spheremapped mirror surfaces using non-deprecated features.
- move all WGL references out of global header files so that global wgl header include is no longer necessary
2014-07-14 19:54:07 +02:00
Christoph Oelckers
b61ef3a107 - bumped minimum supported OpenGL version to 1.4. The engine was already using several 1.3 and 1.4 features which would have caused problems on 1.2.
- removed gl_vid_compatibility. With the bump to 1.4 no hardware requiring this flag is supported anymore.
- disabled 16 bit framebuffers for the same reason. As a conseqence all code for rendering without stencil could also be removed.
2013-08-18 15:41:52 +02:00
Christoph Oelckers
761ab4ab78 - moved all system specific code out of gl_interface.cpp into the respective Video classes (Win32GLVideo andSDLGLVideo.) (SDL side not tested yet!) 2013-08-18 14:16:33 +02:00
Christoph Oelckers
399d0974ab - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00