Commit graph

80 commits

Author SHA1 Message Date
Christoph Oelckers
29ad081368 - removed remaining DirectDraw code and a few other things that are no longer being used. 2018-03-27 21:04:01 +02:00
Christoph Oelckers
2ed744963c - Changed frame buffer locking mechanism so that the only place where a lock is needed is when the software renderer wants to access the render buffer, which is precisely for the duration of the RenderView function.
No more locking insanity! :)
There are no locking counters or other saveguards here that would complicate the implementation because there's precisely two places where this buffer must be locked - the RenderView functions of the regular and poly SW renderer which cannot be called recursively.
2018-03-27 20:02:44 +02:00
Christoph Oelckers
0c3635e22c - removed vid_hw2d CVar. 2018-03-27 17:58:25 +02:00
Christoph Oelckers
62f073ef60 - removed Accel2D variable and a little bit of locking cruft. 2018-03-27 17:13:10 +02:00
Christoph Oelckers
cff5f0e3c7 - removed DFrameBuffer's locking mechanism.
In its current form this is quite useless. What's really needed is to require a lock on the RenderBuffer for the 3D scene, but since this is not needed for the 2D stuff anymore it can be done far simpler.
2018-03-27 16:48:33 +02:00
Christoph Oelckers
c06ad5c59c - separated DFrameBuffer from DCanvas.
This was a bad idea from the start and really only made sense with DirectDraw.
These days a FrameBuffer represents an abstract hardware canvas that shares nothing with a software canvas so having these classes linked together makes things needlessly complicated.
The software render buffer is now a canvas object owned by the FrameBuffer.

Note that this commit deactivates a few things in the software renderer, but from the looks of it none of those will be needed anymore if we set OpenGL 2 as minimum target.
2018-03-27 14:14:46 +02:00
Christoph Oelckers
bb9283a9af - work on separating DFrameBuffer from DCanvas.
2D works in D3D backend, but 3D crashes because not all pointers have been rerouted yet.
2018-03-27 13:50:31 +02:00
Christoph Oelckers
1a28644d83 - cleaned out unused stuff from DCanvas.
- removed CocoaFrameBuffer because it is a software fallback which is no longer supported.
2018-03-27 11:25:06 +02:00
Christoph Oelckers
a350c43c87 . removed the texture atlases from the OpenGLSWFrameBuffer.
# Conflicts:
#	src/gl/system/gl_swframebuffer.cpp
2018-03-26 22:05:45 +02:00
Christoph Oelckers
41a0e6af4a - removed the D3D texture atlas implementation.
This is a necessary first step for simplifying the texture handling in order to refactor it.

# Conflicts:
#	src/gl/system/gl_swframebuffer.cpp
#	src/textures/textures.h
#	src/win32/fb_d3d9.cpp
2018-03-26 22:05:35 +02:00
Christoph Oelckers
d9f6546c16 - removed Shader Model 1.4 support.
The only hardware ever to support this is ATI's R200 which has been deprecated by ATI before Vista got released, and is no longer a relevant target.
2018-03-26 22:03:33 +02:00
Christoph Oelckers
40bbe5cd8a - removed DirectDraw backend. 2018-03-26 22:03:32 +02:00
Christoph Oelckers
7301001a3f - made the necessary adjustments to the HW2D interfaces to handle alpha textures properly.
These cannot be done with the regular textures so there needs to be an option to create more than one native texture per FTexture. For completeness' sake there is also the option now to create a paletted version of a texture if the regular one is true color. This fixes a long standing problem that translations were not applied to non-paletted textures.
2018-03-23 23:04:30 +01:00
alexey.lysiuk
5162e7162e Fixed overbright screenshots with hardware gamma off
When render buffers are used to apply gamma/brightness/contrast screenshots should not use PNG gamma correction
2017-12-06 11:24:10 +02:00
Rachael Alexanderson
69abf095c9 - added vid_cropaspect. This cvar turns vid_aspect into a letterboxing function that will crop the unused sides of the screen away, instead of stretching it. Requires one of the non-legacy OpenGL framebuffers to work. 2017-10-07 20:18:37 -04:00
Rachael Alexanderson
1e4d7534c4 - remove gl_legacy_mode check in the glswfb 2017-09-12 08:57:27 -04:00
Rachael Alexanderson
79fc219afd - allow OpenGL 3.0 MESA drivers to use vid_glswfb 2017-09-12 08:18:22 -04:00
Magnus Norddahl
7d21fe6d75 - Fix mouse position being wrong when vid_scalemode is active 2017-07-29 19:26:53 +02:00
Rachael Alexanderson
30087f7cd7 - cleaned up the video scale mode code a bit, in order to increase future flexibility. 2017-07-27 03:05:01 -04:00
Magnus Norddahl
e06f87cf10 - Added 0.75x scale mode 2017-07-24 08:35:27 +02:00
Magnus Norddahl
18f0f6be4b - Pixel stretch for 320x200 and 640x400 in glswfb 2017-07-23 17:26:55 +02:00
Rachael Alexanderson
2f37c4b272 - added vid_scalemode == 4 to super-sample the screen 2017-07-23 11:24:04 -04:00
Magnus Norddahl
370e53befe - Replace vid_max_width and vid_max_height with vid_scalemode for the GL software framebuffer backend
- Fix a crash if the window was resized before creating a game
- Fix main menu scaling being wrong if the video mode didn't match the unscaled screen size
2017-07-23 04:23:13 +02:00
svdijk
c698f10257 Fix setting of the gl_legacy_mode cvar. 2017-06-05 14:45:24 +02:00
Magnus Norddahl
b111a708da - Fix compile error and some warnings 2017-05-27 06:27:36 +02:00
Magnus Norddahl
3f991429d1 - Reduce the number of naked new/delete calls in OpenGLSWFrameBuffer 2017-05-27 02:31:15 +02:00
Christoph Oelckers
762ba13cd9 - store the last found OpenGL version in the INI so that modern GL related options can be removed when running old hardware with software rendering. 2017-05-08 19:30:51 +02:00
Magnus Norddahl
81de951abc - Fix missing include 2017-05-06 22:25:18 +02:00
Magnus Norddahl
f083109b51 - Add SSE code to OpenGLSWFrameBuffer::OpenGLPal::Update to workaround a broken auto-vectorizer in GCC 2017-05-06 22:03:32 +02:00
Christoph Oelckers
567c21cdeb - fixed recursion in Dim functions. When the main worker function was renamed to DoDim the Super calls were not fixed for it. 2017-05-06 10:44:29 +02:00
Magnus Norddahl
e68da4cd6b - Fix crash in glswfb if vid_hw2d is toggled off 2017-05-02 22:56:31 +02:00
Christoph Oelckers
dc5a5419fc - took DCanvas and all its subtypes out of the DObject tree.
I have no idea why they were even in there, as they intentionally circumvented all GC related features - they declared themselves fixed if prone to getting collected, they all used OF_YesReallyDelete when destroying themselves and they never used any of the object creation or RTTI features, aside from a single assert in V_Init2.

Essentially they were a drag on the system and OF_YesReallyDelete was effectively added just to deal with the canvases which were DObjects but not supposed to behave like them in the first place.
2017-04-14 10:48:18 +02:00
Magnus Norddahl
f049e6145b - remove all usage of std::make_unique to keep things C++11 compliant 2017-04-11 01:25:44 +02:00
Magnus Norddahl
9f180b29b9 - Remove GL_MAJOR_VERSION check for OpenGL ES as apparently not even this can be done right by driver writers 2017-04-08 00:19:39 +02:00
Magnus Norddahl
73effc70bb - The legacy OpenGL path resets the GLSL version, which in turn makes #version 0 crash the AMD driver. Old stuff that uses the legacy path will not get glswfb acceleration. 2017-04-07 15:45:08 +02:00
Magnus Norddahl
35c35fc26f - Check if glCreateProgram or glCreateShader fails, because apparently AMD found a way to make exactly that happen 2017-04-07 15:27:04 +02:00
Magnus Norddahl
b7482e10e2 - Detect dinosaur OpenGL and refuse to use it 2017-04-06 23:34:37 -04:00
Magnus Norddahl
e690de25a8 - Use SDL_GL_GetProcAddress on platforms where the SDL is being used. Since SDL initialized OpenGL for us, it is the only reliable way of retrieving proc addresses.
- Check if ogl_LoadFunctions failed and make OpenGLSWFrameBuffer gracefully recover from that
2017-04-06 23:33:56 -04:00
Magnus Norddahl
4268090738 - switch OpenGLSWFrameBuffer to use m_Lock instead of LockCount 2017-04-02 00:47:18 +02:00
Magnus Norddahl
0ed60b8df6 - fix OpenGLSWFrameBuffer::Begin2D 2017-04-01 22:14:04 +02:00
Christoph Oelckers
01b095c911 - added colorization for untranslated fonts. This uses the light color of the vertices. The software rendered 2D code will ignore this infomation.
- added a virtual OnRetrun method to menus.
2017-03-29 21:22:05 +02:00
Christoph Oelckers
f3db5f3803 - added a clipping rectangle to DCanvas that can be used independently of DrawTexture calls.
Currently this is only being used for draw operations that are not automap related, i.e. DrawLine, DrawPixel and FillSimplePoly are not subjected to it.
2017-03-28 13:06:24 +02:00
Christoph Oelckers
9bffe4ee50 - scriptified the main statusbar interface and the Strife status bar.
Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.

Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00
Christoph Oelckers
9a24771a7d - refactored FDynamicColormap out of sector_t.
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
2017-03-15 22:04:59 +01:00
Christoph Oelckers
fec958cc0a - finally managed to get rid of the DWORD type.
This one was particularly nasty because Windows also defines a DWORD, but in Windows it is an unsigned long, not an unsigned int so changing types caused type conflicts and not all could be removed.
Those referring to the Windows type have to be kept, fortunately they are mostly in the Win32 directory, with a handful of exceptions elsewhere.
2017-03-10 19:46:22 +01:00
Magnus Norddahl
1e7ea1c7ff Fix crash HOM effect when vid_hw2d is off 2017-03-10 12:25:05 -05:00
Christoph Oelckers
a4710bcdb0 - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
Christoph Oelckers
c008ddaf66 - replaced homegrown SWORD, SBYTE and uint32_t types. 2017-03-09 19:31:45 +01:00
Magnus Norddahl
65f8d65858 Minor code clean up 2017-03-06 23:27:02 +01:00
Rachael Alexanderson
28abc96aef - fully implemented "nolightfade" to turn off diminishing lights in the software renderer.
- unfortunately, LIGHT2SHADE had to be transformed into a namespaced function.
2017-03-06 16:14:54 -05:00