Commit graph

15639 commits

Author SHA1 Message Date
Christoph Oelckers
3c3be0d349 - started with an abstract render interface, most importantly handle the stencil for plane flooding through the render state object instead of changing GL state directly. 2018-10-20 21:08:24 +02:00
Rachael Alexanderson
e2f6fa95d4 - fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar. 2018-10-20 13:22:11 -04:00
Christoph Oelckers
510aa600dd - moved hw_renderstate.h to hwrenderer folder and renamed one GL constant it was using. 2018-10-20 18:37:12 +02:00
Christoph Oelckers
a4f7fd2e46 - started splitting the render state struct.
Reusable parts should be in hwrenderer later.
2018-10-20 13:34:29 +02:00
Christoph Oelckers
4603d01ba1 - removed some unused content from FGLRenderState. 2018-10-20 13:11:03 +02:00
Christoph Oelckers
9a03ba3cc5 - renamed FRenderState to FGLRenderState. 2018-10-20 13:05:36 +02:00
Christoph Oelckers
5f838d52b9 - some cleanup on the OpenGL interface and its flags.
Most importantly, the separate command line options for switching on the legacy buffer handling have been removed.
There's really no need for them anymore, because unlike in earlier versions many of the implementation differences no longer exist - with the exception of where the light and vertex buffer contents are generated.
For testing this, -glversion 3 is sufficient.
2018-10-20 12:55:25 +02:00
Christoph Oelckers
9253118bdc - removed the quad drawer class
This isn't needed anymore.
2018-10-20 11:59:12 +02:00
Christoph Oelckers
74ba142eae - allow vertex creation for sprites in the setup pass.
Currently only used by legacy hardware.
2018-10-20 11:53:20 +02:00
Christoph Oelckers
d37cd63fda - use setter methods for glow initialization of sectors. 2018-10-20 11:28:51 +02:00
Christoph Oelckers
00c8c6e3b2 - generate vertices for skybox sectors in the processing pass.
Aside from the sprites this was the only other remaining use of FQuadDrawer.
2018-10-20 11:22:55 +02:00
Christoph Oelckers
e5ff500c5a - rewrote render hacks to prepare their vertex data in the processing pass.
This eliminates 3 of the 5 remaining occurences of FQuadDrawer and gets a large section of code out of the GL backend into the common hardware rendering code.

# Conflicts:
#	src/gl/scene/gl_scene.cpp
2018-10-20 10:56:12 +02:00
Christoph Oelckers
c5d1b884dd - fixed incorrect block size calculation. 2018-10-20 10:50:22 +02:00
Christoph Oelckers
6f81310fa7 Reinstate light buffer resizing, using the same method as for the model matrix buffer 2018-10-20 10:50:02 +02:00
Christoph Oelckers
ad80efd6be Prepared light buffer for multithreaded use
This necessitated removing the reallocator because that cannot be done in a multithreaded context in OpenGL. The buffer should be large enough anyway, it it all gets used, slowdowns would be unavoidable.

There was also some simplification of the buffer alignment math for uniform buffers
2018-10-20 10:49:06 +02:00
Christoph Oelckers
84a55667d9 - removed more old code from flat renderer.
VBOHeightCheck was from early development when interpolation was not reflected by the vertex buffer.

# Conflicts:
#	src/gl/scene/gl_flats.cpp
2018-10-20 10:39:28 +02:00
Christoph Oelckers
07649fd31a - removed some leftover code for handling dynamic lights in the render pass.
# Conflicts:
#	src/gl/scene/gl_flats.cpp
2018-10-20 10:36:39 +02:00
Christoph Oelckers
acb9505606 - fixed cherry-picked commit so that modern OpenGL can still do the light setup in the render pass. 2018-10-20 10:33:26 +02:00
Christoph Oelckers
a9c8546ba3 - changed dynamic light setup so that it is completely in the processing pass, not the render pass.
# Conflicts:
#	src/gl/scene/gl_flats.cpp
#	src/hwrenderer/scene/hw_flats.cpp
2018-10-20 09:46:53 +02:00
Magnus Norddahl
4ac43dac36 - fix distance attenuation for PBR materials 2018-10-17 09:03:18 +02:00
Magnus Norddahl
6a327ff898 Merge remote-tracking branch 'origin/master' into asmjit 2018-10-17 08:55:21 +02:00
Magnus Norddahl
295fc7d7f7 Revert "- the build tests are using some ancient dino 7.1 Windows SDK where UnwindInfoAddress isn't part of the struct yet."
This reverts commit 20516e1c0b.
2018-10-17 08:54:41 +02:00
Erick Tenorio
c0cf19e9b5 - Visually align Doom 2 MAP04 crusher floors
Use Transfer_Heights to fake floors on the crusher sectors
2018-10-16 17:38:15 +02:00
Marisa Kirisame
1e6454598c Preserve line locknumber in savegames. 2018-10-16 08:58:37 -04:00
Christoph Oelckers
54d9ec11a8 Changed AppVeyor configuration to create the 64 bit debug build with VS 2017 and no XP toolset 2018-10-15 09:07:59 +02:00
Magnus Norddahl
20516e1c0b - the build tests are using some ancient dino 7.1 Windows SDK where UnwindInfoAddress isn't part of the struct yet. 2018-10-15 03:06:40 +02:00
Magnus Norddahl
1f0add9067 - update JIT PARAM handling to match the VM instruction change 2018-10-14 23:13:30 +02:00
Magnus Norddahl
70f18f87b9 Merge remote-tracking branch 'origin/master' into asmjit 2018-10-14 22:55:57 +02:00
Magnus Norddahl
1a2e5b12d0 - RUNTIME_FUNCTION only exists in 64-bit Windows 2018-10-14 22:54:30 +02:00
Rachael Alexanderson
239b57b41c - fixed: use 'setsizeneeded' more often in the scaling code. recalculating screen geometry for 2D elements when it changes never really hurts. 2018-10-14 16:27:08 -04:00
Erick Tenorio
cc8112f88d -Fixed many IWAD mapping errors 2018-10-14 11:44:54 +02:00
Christoph Oelckers
dd719f0f14 - extended the register limit for 'param'.
The instruction one free instruction byte so it's now using that to extend its argument's register range to 65535.
For param this is needed because it passes strings by reference and creating an implicit temporary copy for string constants does not work here.
2018-10-14 09:13:26 +02:00
Magnus Norddahl
cd211da2d8 - fix wrong shift direction 2018-10-14 08:53:18 +02:00
Magnus Norddahl
a3f6950a4f - build enough of the unwind opcodes for visual studio's debugger to produce the correct call stack 2018-10-14 08:27:27 +02:00
player701
eee0946bc5 - Fixed indentation 2018-10-14 00:52:00 +02:00
player701
6dc026895c - Exported PickNewWeapon function from PlayerPawn to ZScript. 2018-10-14 00:52:00 +02:00
Magnus Norddahl
cf9bae67a8 - construct our own runtime as the one provided by asmjit is too primitive 2018-10-14 00:46:54 +02:00
Magnus Norddahl
300553a21f - add more names to asmjit objects 2018-10-12 08:02:35 +02:00
Magnus Norddahl
7ca598de2d - remove the frameX registers as they were just constant offsets to vmframe that could be merged into other constant offsets 2018-10-12 07:41:16 +02:00
Magnus Norddahl
b15ca09486 - give the remaining virtual registers names 2018-10-12 07:05:42 +02:00
Magnus Norddahl
c86e4480b6 - give temp registers names and reuse the FString object for formatting names 2018-10-12 06:59:03 +02:00
Magnus Norddahl
0bb4a159e5 - skip RESULT opcodes when outputting assembly 2018-10-12 06:25:51 +02:00
Magnus Norddahl
44294a051a - clean up assembly output slightly by only generating labels for the opcodes jumped to 2018-10-12 06:14:27 +02:00
Magnus Norddahl
c099b2d3c8 Merge remote-tracking branch 'origin/master' into asmjit 2018-10-12 05:38:33 +02:00
Magnus Norddahl
ade6ae24e9 - fix CASTB opcode implementation 2018-10-11 04:32:49 +02:00
Magnus Norddahl
fc870fce87 - fix missing convert from float to double in LSP and LSP_R opcodes
- fix missing convert from double to float in SSP and SSP_R opcodes
2018-10-11 03:53:11 +02:00
Magnus Norddahl
aa6e09f7e8 - fix debug build compile error 2018-10-11 03:14:42 +02:00
Magnus Norddahl
0120ea190c - remove the need to do any VARF_Native runtime checks by making native functions use the same calling convention as the script version 2018-10-10 23:47:56 +02:00
Magnus Norddahl
b6bc06e568 - do script calls directly from asmjit without using a lambda wrapper
- do VARF_Native check at compile time when possible
2018-10-10 22:08:26 +02:00
Rachael Alexanderson
ec7e855a56 - g3.7pre 2018-10-10 02:25:32 -04:00