Commit graph

  • c7658b691c add service interface Alexander Kromm 2020-05-13 18:48:03 +0700
  • bcccf776af Remove brackets from shader to fix Snapdragon 835 Emile Belanger 2021-05-22 11:23:10 +0100
  • ee3fece5c4 Reset vertex data pointers for Raze Emile Belanger 2021-05-13 19:33:09 +0100
  • 184a4bd595 Updated .gitattributes to stop line endings changing Emile Belanger 2021-05-10 20:35:05 +0100
  • 7252f9c3f1 Limit the number of light rendered to the maximum set per surface Emile Belanger 2021-05-05 21:12:56 +0100
  • e17be2d135 CVAR gles_max_lights_per_surface added Emile Belanger 2021-05-05 19:17:48 +0100
  • d750ac66fa Fixes for Raze Emile Belanger 2021-05-05 19:14:12 +0100
  • 1ae1704df7 Fix Build lighting mode Emile Belanger 2021-05-05 18:48:17 +0100
  • 562c0b0798 Fixed some headers Emile Belanger 2021-05-03 20:13:26 +0100
  • a1a9b9e32d Force useMappedBuffers true for PC Emile Belanger 2021-05-02 19:28:57 +0100
  • 7994dd1905 Added NextPipelineBuffer to vertex buffer and call in framebuffer Emile Belanger 2021-05-01 19:03:48 +0100
  • db0569d000 Revert changes to shaderuniforms.h, moved into GLES code Emile Belanger 2021-05-01 11:51:33 +0100
  • 53e9be1e10 Removed some unused code from GLES2 Emile Belanger 2021-04-27 19:59:10 +0100
  • b57085c49e Fixed all lighting modes except 16 for GLES2 Emile Belanger 2021-04-25 21:04:22 +0100
  • 84e85c3a24 Added NPOT_EMULATION back in to gles2 Emile Belanger 2021-04-25 16:04:00 +0100
  • 33312cbcd7 Added -gles2_renderer option. Trying to clean up code Emile Belanger 2021-04-24 17:15:14 +0100
  • 0452bb4f23 Added gles_force_glsl_v100 and gles_use_mapped_buffer CVARS Emile Belanger 2021-04-07 14:42:35 +0100
  • 19a0bc1ec9 Fix so GetGLSLPrecision() works Emile Belanger 2021-04-02 11:37:02 +0100
  • 3991e76c13 Fix dynamic lights indexs (again) Emile Belanger 2021-04-02 11:35:44 +0100
  • 665e558940 Added forceGLSLv100 option. GLES2 needs to check GL version and set it correctly Emile Belanger 2021-03-31 21:51:51 +0100
  • d9dc49cee0 Set GL capabilities from extensions Emile Belanger 2021-03-22 17:25:59 +0000
  • de244b86c2 Clean up, removed some unused gles state Emile Belanger 2021-03-22 16:54:16 +0000
  • 7e9659d8f8 Disable old GLSL code for now Emile Belanger 2021-03-22 16:53:48 +0000
  • 66539885d4 Some old GLES2 devices need constants only in 'for' loops in the shaders. Testing stupid hack Emile Belanger 2021-03-21 17:47:55 +0000
  • 37e782a74f Fix dynamic lights Emile Belanger 2021-03-21 17:33:31 +0000
  • 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 Emile Belanger 2021-03-20 15:38:20 +0000
  • 2b42450f3b Move def Emile Belanger 2021-03-20 11:12:40 +0000
  • deada39d4b Added option for non combined depth-stencil buffer. Not tested Emile Belanger 2021-03-20 11:08:08 +0000
  • ebaa16fbcd Remove framebuffer double buffer, will never be needed Emile Belanger 2021-03-20 10:42:52 +0000
  • 4f608996c9 Added fixed color map to the main.fp to avoid another pass. Kind of works but transparent objects don't look great TODO Emile Belanger 2021-03-19 18:44:35 +0000
  • 113b314cbf Added gles_glsl_precision CVAR Emile Belanger 2021-03-19 17:12:19 +0000
  • b3608e1fdd Dont use GLAD to load GLES2 extensions, do it manually Emile Belanger 2021-03-19 16:37:21 +0000
  • 0a02331609 Started adding fixed color map back in Emile Belanger 2021-03-19 16:36:02 +0000
  • 1ff5040692 Fixed map buffer for GLES2 mode Emile Belanger 2021-03-18 22:18:11 +0000
  • 70d7ff77aa Test double buffer framebuffer Emile Belanger 2021-03-18 21:51:50 +0000
  • fa25de3f71 Added useMappedBuffers option Emile Belanger 2021-03-18 21:36:28 +0000
  • 3d89b7b07c Force gl_sort_textures on Emile Belanger 2021-03-18 21:36:11 +0000
  • bb968ff68b Use gl_pipeline_depth in normal GL renderer Emile Belanger 2021-03-15 17:00:11 +0000
  • 2d5a9e5c7f Remove some more branching in fp shader Emile Belanger 2021-03-13 16:08:02 +0000
  • a65db6b79c Move gl_pipeline_depth usage to framebuffer code so it does not rely on being set externally Emile Belanger 2021-03-13 15:07:13 +0000
  • c1443b3e9a - use OpenGL ES renderer in Cocoa and SDL backends alexey.lysiuk 2021-03-13 16:24:41 +0200
  • 4f53ca5c5a - fixed compilation of non-Windows targets alexey.lysiuk 2021-03-13 16:23:14 +0200
  • fff8b4371b - added missing .cpp file to CMake configuration alexey.lysiuk 2021-03-13 16:22:57 +0200
  • 8bb9f64167 Added texture sampler back in. TODO, looks like it sets the filter every time it bind the texture.. Emile Belanger 2021-03-13 12:53:47 +0000
  • c10fea8894 Added missing files Emile Belanger 2021-03-12 13:56:36 +0000
  • 18fe9a81b8 Changed back to highp for gles2 shaders. Medium was causes precision issues on some GPUs. Need to make run-time option. Emile Belanger 2021-03-10 21:30:06 +0000
  • bf173a19cd Forced texture filter. TODO: Fix this Emile Belanger 2021-03-10 17:31:41 +0000
  • 907d83de80 Fix portals on 32bit machines Emile Belanger 2021-03-10 17:06:28 +0000
  • 6bca15d827 Disable user shaders for GLES2 Emile Belanger 2021-03-10 17:00:28 +0000
  • 38ec705fd3 Fix moving floors update Emile Belanger 2021-03-10 11:50:16 +0000
  • bb5b3198e0 Fixed mirror effect shader Emile Belanger 2021-03-09 20:55:09 +0000
  • 71cd4ff24a Added option to test not using render buffers Emile Belanger 2021-03-09 20:26:55 +0000
  • 7a2ee8acdb Optimise uLightLevel Emile Belanger 2021-03-09 20:05:06 +0000
  • 36f2420c32 Disabled sport light stuff in shader and removed some branches. Need to remove spot light data from uniform array Emile Belanger 2021-03-09 18:14:52 +0000
  • f199011c08 Optimise lights to create separate shaders for different combinations. Code cleanup Emile Belanger 2021-03-09 17:54:37 +0000
  • 894a731e93 Removed gl_satformula option from present.fp to save an if, could be replaces with #define Emile Belanger 2021-03-09 16:56:16 +0000
  • 0a28d50b12 Optimise dyn lights a bit Emile Belanger 2021-03-08 21:18:01 +0000
  • 40135c4c86 Dynamic lights hacked back in for GLES2, needs optimisation Emile Belanger 2021-03-08 20:23:12 +0000
  • f1f446d985 Fix gles2 fogboundary.fp Emile Belanger 2021-03-08 18:57:57 +0000
  • 0ca27c18d8 Fix for GLES2 Emile Belanger 2021-03-07 18:32:03 +0000
  • 8c304d5ac6 Added texture flags to shader Emile Belanger 2021-03-07 18:27:18 +0000
  • 627f6a7d1b Added DO_DESATURATE to precompiler for shader Emile Belanger 2021-03-07 18:07:47 +0000
  • 1b4533083f Moved fog enable to precompiler for shader Emile Belanger 2021-03-07 17:42:36 +0000
  • 284cda3638 Clean up main.fp more, copied Doom light equation from GZDoom 1.9.1 Emile Belanger 2021-03-07 15:58:23 +0000
  • 68988df681 Update to uniforms and shader. Emile Belanger 2021-03-07 15:25:14 +0000
  • e4c7003bb9 More removal Emile Belanger 2021-02-24 20:56:08 +0000
  • e4783c1e14 Removing post process code Emile Belanger 2021-02-24 20:42:26 +0000
  • fd9521812a Android GLES2 fixes Emile Belanger 2021-02-23 16:42:22 +0000
  • ebec44978a Fixes for Clang Emile Belanger 2021-02-23 12:21:57 +0000
  • 4d01221503 Added Glad for GLES2 Emile Belanger 2021-02-23 12:10:01 +0000
  • 366a21a613 Added gles2 shaders. Started branch-less implementation Emile Belanger 2021-02-22 23:28:58 +0000
  • d0ae020333 Updates to GLES2 Emile Belanger 2021-02-22 20:08:37 +0000
  • cf90671b21 Update to various GLES files Emile Belanger 2021-02-21 18:25:28 +0000
  • 4535c7141f Fix voxel model crash, need to fix GL_INT_2_10_10_10_REV in buffers Emile Belanger 2021-02-21 16:48:08 +0000
  • 702736c1c8 Updated shaderuniforms.h to allow for non buffered uniforms Emile Belanger 2021-02-20 21:11:33 +0000
  • cf9a5f2590 Removed gles/gles_stereo3d.cpp Emile Belanger 2021-02-20 21:03:01 +0000
  • 8d572fab17 Updated gles/gles_renderbuffers.cpp TO BE CLEANED UP! Emile Belanger 2021-02-20 21:01:22 +0000
  • 4ac0ec900d Updated gles/gles_shaderprogram.cpp Emile Belanger 2021-02-20 20:59:37 +0000
  • 05e15bf0d4 Updated gles_shader.cpp Emile Belanger 2021-02-20 20:58:11 +0000
  • 50a1bd6dac Updated rendering/gles/gles_renderstate.cpp Emile Belanger 2021-02-20 20:54:21 +0000
  • 9c74a92c83 Updated framebuffer and postprocess Emile Belanger 2021-02-20 17:16:18 +0000
  • 2abe95f098 Added 'Upload' interface to buffers.h Emile Belanger 2021-02-20 15:54:08 +0000
  • 08b10b84be Delete gles_debug and gles_samplers.cpp Emile Belanger 2021-02-20 15:52:39 +0000
  • 6fadd36475 Updated gles_renderer.cpp. Removed VAO Emile Belanger 2021-02-20 15:52:09 +0000
  • 266095825a Updated gles_hwtexture.h Emile Belanger 2021-02-20 15:48:56 +0000
  • 5ce44f1ba6 Added Upload option to flatvertices.cpp Emile Belanger 2021-02-20 15:48:30 +0000
  • 54cfeb484a Updated gles/gles_hwtexture.cpp Emile Belanger 2021-02-20 15:38:30 +0000
  • a170c99bd9 Updated gles_buffers.cpp Emile Belanger 2021-02-20 14:50:31 +0000
  • 4677b9c365 GLES now uses gles_system.h Emile Belanger 2021-02-19 12:14:09 +0000
  • 903f305763 Duplicated GL to GLES. Compiles and runs Emile Belanger 2021-02-18 19:05:08 +0000
  • 43f7ed5066 Fix sync. Disable RFL_SHADER_STORAGE_BUFFER and RFL_BUFFER_STORAGE Emile Belanger 2021-02-14 19:17:30 +0000
  • 4623261d61 Pipeline viewport and light buffers Emile Belanger 2021-02-14 17:32:32 +0000
  • c5cea637be Added pipeline to FFlatVertexBuffer Emile Belanger 2021-02-14 16:45:58 +0000
  • be4e19b07d - continuous integration: disable zipdir output alexey.lysiuk 2021-05-22 13:10:41 +0300
  • 28107df1e8 - continuous integration: download zmusic instead of building it alexey.lysiuk 2021-05-22 13:08:55 +0300
  • 7eef7614f8 - do not send depth bias changes to the GPU if nothing has changed. Christoph Oelckers 2021-05-21 21:01:20 +0200
  • 50c7793f56 - update widepix again Rachael Alexanderson 2021-05-21 10:25:54 -0400
  • f01b901a04 - fix hexen status bar as suggested in this topic: https://forum.zdoom.org/viewtopic.php?f=2&t=72332 Rachael Alexanderson 2021-05-21 04:53:10 -0400
  • fef835bcad - update widepix submodule again Rachael Alexanderson 2021-05-21 03:11:04 -0400
  • 9a860ae445 Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack This also gives the caller the information whether the LineAttack hitscan passed through a portal regardless of whether it actually hit an actor or not as a nice bonus. Cacodemon345 2021-05-20 13:51:15 +0600