Commit graph

19654 commits

Author SHA1 Message Date
Emile Belanger
53e9be1e10 Removed some unused code from GLES2 2021-05-22 11:24:00 +01:00
Emile Belanger
b57085c49e Fixed all lighting modes except 16 for GLES2 2021-05-22 11:24:00 +01:00
Emile Belanger
84e85c3a24 Added NPOT_EMULATION back in to gles2 2021-05-22 11:23:59 +01:00
Emile Belanger
33312cbcd7 Added -gles2_renderer option.
Trying to clean up code
2021-05-22 11:23:59 +01:00
Emile Belanger
0452bb4f23 Added gles_force_glsl_v100 and gles_use_mapped_buffer CVARS 2021-05-22 11:23:59 +01:00
Emile Belanger
19a0bc1ec9 Fix so GetGLSLPrecision() works 2021-05-22 11:23:59 +01:00
Emile Belanger
3991e76c13 Fix dynamic lights indexs (again) 2021-05-22 11:23:59 +01:00
Emile Belanger
665e558940 Added forceGLSLv100 option. GLES2 needs to check GL version and set it correctly 2021-05-22 11:23:59 +01:00
Emile Belanger
d9dc49cee0 Set GL capabilities from extensions 2021-05-22 11:23:59 +01:00
Emile Belanger
de244b86c2 Clean up, removed some unused gles state 2021-05-22 11:23:59 +01:00
Emile Belanger
7e9659d8f8 Disable old GLSL code for now 2021-05-22 11:23:59 +01:00
Emile Belanger
66539885d4 Some old GLES2 devices need constants only in 'for' loops in the shaders.
Testing stupid hack
2021-05-22 11:23:59 +01:00
Emile Belanger
37e782a74f Fix dynamic lights 2021-05-22 11:23:59 +01:00
Emile Belanger
5de9616c70 Trying to fix the invalid use of 'for' statement in the shader, GLES2 has strict requirements on 'for' loops and how the are constructed..this might fix it 2021-05-22 11:23:59 +01:00
Emile Belanger
2b42450f3b Move def 2021-05-22 11:23:59 +01:00
Emile Belanger
deada39d4b Added option for non combined depth-stencil buffer. Not tested 2021-05-22 11:23:59 +01:00
Emile Belanger
ebaa16fbcd Remove framebuffer double buffer, will never be needed 2021-05-22 11:23:58 +01:00
Emile Belanger
4f608996c9 Added fixed color map to the main.fp to avoid another pass. Kind of works but transparent objects don't look great TODO 2021-05-22 11:23:58 +01:00
Emile Belanger
113b314cbf Added gles_glsl_precision CVAR 2021-05-22 11:23:58 +01:00
Emile Belanger
b3608e1fdd Dont use GLAD to load GLES2 extensions, do it manually 2021-05-22 11:23:58 +01:00
Emile Belanger
0a02331609 Started adding fixed color map back in 2021-05-22 11:23:58 +01:00
Emile Belanger
1ff5040692 Fixed map buffer for GLES2 mode 2021-05-22 11:23:58 +01:00
Emile Belanger
70d7ff77aa Test double buffer framebuffer 2021-05-22 11:23:58 +01:00
Emile Belanger
fa25de3f71 Added useMappedBuffers option 2021-05-22 11:23:58 +01:00
Emile Belanger
3d89b7b07c Force gl_sort_textures on 2021-05-22 11:23:58 +01:00
Emile Belanger
bb968ff68b Use gl_pipeline_depth in normal GL renderer 2021-05-22 11:23:58 +01:00
Emile Belanger
2d5a9e5c7f Remove some more branching in fp shader 2021-05-22 11:23:58 +01:00
Emile Belanger
a65db6b79c Move gl_pipeline_depth usage to framebuffer code so it does not rely on being set externally 2021-05-22 11:23:58 +01:00
alexey.lysiuk
c1443b3e9a - use OpenGL ES renderer in Cocoa and SDL backends 2021-05-22 11:23:58 +01:00
alexey.lysiuk
4f53ca5c5a - fixed compilation of non-Windows targets 2021-05-22 11:23:58 +01:00
alexey.lysiuk
fff8b4371b - added missing .cpp file to CMake configuration 2021-05-22 11:23:58 +01:00
Emile Belanger
8bb9f64167 Added texture sampler back in. TODO, looks like it sets the filter every time it bind the texture.. 2021-05-22 11:23:58 +01:00
Emile Belanger
c10fea8894 Added missing files 2021-05-22 11:23:57 +01:00
Emile Belanger
18fe9a81b8 Changed back to highp for gles2 shaders. Medium was causes precision issues on some GPUs. Need to make run-time option. 2021-05-22 11:23:57 +01:00
Emile Belanger
bf173a19cd Forced texture filter. TODO: Fix this 2021-05-22 11:23:57 +01:00
Emile Belanger
907d83de80 Fix portals on 32bit machines 2021-05-22 11:23:57 +01:00
Emile Belanger
6bca15d827 Disable user shaders for GLES2 2021-05-22 11:23:57 +01:00
Emile Belanger
38ec705fd3 Fix moving floors update 2021-05-22 11:23:57 +01:00
Emile Belanger
bb5b3198e0 Fixed mirror effect shader 2021-05-22 11:23:57 +01:00
Emile Belanger
71cd4ff24a Added option to test not using render buffers 2021-05-22 11:23:57 +01:00
Emile Belanger
7a2ee8acdb Optimise uLightLevel 2021-05-22 11:23:57 +01:00
Emile Belanger
36f2420c32 Disabled sport light stuff in shader and removed some branches.
Need to remove spot light data from uniform array
2021-05-22 11:23:57 +01:00
Emile Belanger
f199011c08 Optimise lights to create separate shaders for different combinations. Code cleanup 2021-05-22 11:23:57 +01:00
Emile Belanger
894a731e93 Removed gl_satformula option from present.fp to save an if, could be replaces with #define 2021-05-22 11:23:57 +01:00
Emile Belanger
0a28d50b12 Optimise dyn lights a bit 2021-05-22 11:23:57 +01:00
Emile Belanger
40135c4c86 Dynamic lights hacked back in for GLES2, needs optimisation 2021-05-22 11:23:57 +01:00
Emile Belanger
f1f446d985 Fix gles2 fogboundary.fp 2021-05-22 11:23:56 +01:00
Emile Belanger
0ca27c18d8 Fix for GLES2 2021-05-22 11:23:56 +01:00
Emile Belanger
8c304d5ac6 Added texture flags to shader 2021-05-22 11:23:56 +01:00
Emile Belanger
627f6a7d1b Added DO_DESATURATE to precompiler for shader 2021-05-22 11:23:56 +01:00