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.
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.
Sadly, anything else makes no sense.
All the recently made changes live or die, depending on this extension's presence.
Without it, there are major performance issues with the buffer uploads. All of the traditional buffer upload methods are without exception horrendously slow, especially in the context of a Doom engine where frequent small updates are required.
It could be solved with a complete restructuring of the engine, of course, but that's hardly worth the effort, considering it's only for legacy hardware whose market share will inevitably shrink considerably over the next years.
And even then, under the best circumstances I'd still get the same performance as the old immediate mode renderer in GZDoom 1.x and still couldn't implement the additions I'd like to make.
So, since I need to keep GZDoom 1.x around anyway for older GL 2.x hardware, it may as well serve for 3.x hardware, too. It's certainly less work than constantly trying to find workarounds for the older hardware's limitations that cost more time than working on future-proofing the engine.
This new, trimmed down 4.x renderer runs on a core profile configuration and uses persistently mapped buffers for nearly everything that is getting transferred to the GPU. (The global uniforms are still being used as such but they'll be phased out after the first beta release.
- we need to check all GL versions when trying to get a context because some drivers only give us the version we request, leaving out newer features that are not exposed via extension.
- added some status info about uniform blocks.
- reactivate alpha testing per fixed function pipeline
- use the 'modern' way to define clip planes (GL_CLIP_DISTANCE). This is far more portable than the old glClipPlane method and a lot more robust than checking this in the fragment shader.
- added version check for Windows 8. I also would have liked to add 8.1 but due to some incredibly stupid changes in the version API it's no longer possible to reliably retrieve the correct Windows version for later builds.
- commented out output of Cr0NpxState for floating point state because this variable was renamed in most recent Windows headers.
- added CMAKE option to generate assembly output for release builds.
- added my CMake-based project directory to .gitignore.
- Added I_GetLongPathName(). It wraps the Win32 API's GetLongPathName().
DArgs::CollectFiles() now calls this for every argument it processes, so
any arguments passed using short file names will be converted to long
file names. This is mainly of interest so that savegames will never
record the short file name, which can change based on what else is in
the directory.
- 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.
- Use functions in gitinfo.cpp to retrieve the strings from gitinfo.h so
that changes to gitinfo.h only require recompiling one file instead of
several.
defaults to 200. Setting it to 0 will restore the previous behavior of having no frame rate
limit. Note that vid_maxfps 35 is NOT the same as cl_capfps 1. cl_capfps caps the frame rate
by tying the video update directly to the game timer. With vid_maxfps 35, the video update and
game timer are running on separate timers, and results will not be as good as with cl_capfps 1,
which uses only one timer.
SVN r3872 (trunk)
it's far too early to be used with I_FatalError. (But since this should always be available on
every Windows version after 95, this should be a non-issue.)
- Make unknown OS versions default to Windows 2000 instead of Windows 95.
SVN r3802 (trunk)
the one responsible for the palette change.
- Fixed: DDrawFB::CreateSurfacesComplex() starting tries at 2 instead of 0 is not "debugging cruft"
since it counts down, not up. (Partially reverts r3195)
SVN r3733 (trunk)
- Fixed: Don't access class metadata at all in DObject::PropagateMark if the type system is shutdown.
- Fixed: If FCompressedMemFile::Reopen() fails, then it would try to double-free memory when deleted.
SVN r3688 (trunk)
decided there was nothing to draw. In practical terms, this means that if your weapon is
completely invisible, the game would not draw anything outside of the main play area because
the scissor test would be left on for the entire frame and not just the weapon's quad.
Making the call to SetStyle() before the scissor check is enough to fix this.
SVN r3412 (trunk)