Commit graph

109 commits

Author SHA1 Message Date
Clownacy
6dac8254e2 Begin merge of Backend_Init/Backend_CreateWindow
OpenGL3+OpenGLES2 backend done so far
2020-01-22 22:19:55 +00:00
Clownacy
3baba6a727 Make FlushVertexBuffer bail when buffer is empty 2020-01-22 21:56:11 +00:00
Clownacy
2fec50ff4e Use constants for attribute locations 2020-01-21 20:16:38 +00:00
Clownacy
8d92bf2004 Double-buffer the OpenGL VBO
This should reduce stalling when the OpenGL driver is still
processing the buffer when we're about to upload to it.

Hopefully, this is what was making the OpenGL ES 2.0 renderer so much
slower than the SDLTexture renderer on the Raspberry Pi 3B (SDL uses
*8* buffers). Unfortunately, I don't have access to it right now, so
I can't test this.
2020-01-21 16:43:21 +00:00
Clownacy
f8a40318a2 OpenGL fixes and optimisations
Now the VBO isn't resized constantly, and CreateSurface preserves
the currently-bound texture.
2020-01-21 15:52:33 +00:00
Clownacy
73de1adc45 Fix a memory leak 2020-01-21 13:24:30 +00:00
Clownacy
cd7ef93f5e We don't need to initialise the VBO here 2020-01-21 13:23:33 +00:00
Clownacy
1cf5df2d72 Remove a debug print 2020-01-20 14:49:18 +00:00
Clownacy
767262ed8c Handle a malloc failure better
No memory leak
2020-01-20 14:48:12 +00:00
Clownacy
0423614dca More-efficient OpenGL ES 2.0 font textures 2020-01-20 13:52:50 +00:00
Clownacy
ede541db0a Clean up the OpenGL shaders a bit 2020-01-20 13:51:32 +00:00
Clownacy
4cbc56e272 Add OpenGL ES 2.0 renderer 2020-01-20 13:49:30 +00:00
Clownacy
0352af333b Fix another typo 2020-01-17 11:08:36 +00:00
Clownacy
a40c3d7b1b Perform cleanup when OpenGL's Backend_Init fails 2020-01-17 10:54:49 +00:00
Clownacy
faa96094b4 Use SDL's GetProcAddress function for OpenGL
Also added extra sanity checks
2020-01-17 10:25:18 +00:00
Clownacy
d76b074aa0 Switched from GLEW to GLAD
One less set of license obligations to satisfy (GLAD-generated files
are public-domain).
2020-01-15 07:11:43 +00:00
Clownacy
a0eb646a1f Add ability to lock certain parts of a surface
This avoids conditional jumps based on uninitalised memory, and
should be faster, and should be lighter on memory.
2020-01-07 03:52:37 +00:00
Clownacy
011b79a051 Shut up some more Clang warnings 2019-10-29 12:20:05 +00:00
Clownacy
67ddb8204b ...Maybe I should test these things first 2019-10-26 02:21:49 +01:00
Clownacy
ae8437009d Correct return values in OpenGL3's Backend_Init 2019-10-26 01:54:43 +01:00
Clownacy
4b8a6849d3 Actually make the surface regeneration work 2019-09-06 22:13:00 +01:00
Clownacy
4e239c3175 Restore the rendering backend callbacks
Now the SDLSurface backend survives window resizes (also triggered by
alt-tabbing while in fullscreen), and the SDLTexture backend properly
regenerates its textures after a fullscreen alt-tab in DirectX mode.
2019-09-06 19:07:49 +00:00
Clownacy
fd855ee732 Restore the new renderers 2019-09-02 22:46:36 +01:00
Clownacy
f956eb9264 Mostly ASM-accurate Draw.cpp
See #74
2019-08-31 17:43:45 +01:00
Clownacy
aaff887578 Remove old dummied-out line 2019-08-25 17:18:20 +00:00
Clownacy
739134e68a Shut up a runtime error in the OpenGL renderer 2019-08-25 16:50:06 +00:00
Clownacy
ce8b5651bc Give the FONT_PIXEL_MODE enums a type 2019-08-21 16:25:02 +00:00
Clownacy
eaae225c70 Remove deprecated GLSL function usage 2019-08-20 12:41:32 +00:00
Clownacy
a69a4cd608 Print more OpenGL debug messages 2019-08-20 12:40:37 +00:00
Clownacy
4f057dd72a Revert "Split glyph surface creation and pixel upload"
This reverts commit 5da3b72fca.
2019-08-14 16:30:48 +00:00
Clownacy
5da3b72fca Split glyph surface creation and pixel upload
When DirectX-SDL2 loses its device, it doesn't lose its textures,
just their contents, so we shouldn't remake the textures when we
regenerate the glyphs (that's coming next commit).
2019-08-13 18:02:14 +01:00
Clownacy
dddf968810 Backend_SupportsSubpixelGlyph -> Backend_SupportsSubpixelGlyphs 2019-08-13 05:14:37 +00:00
Clownacy
03f797a267 Pretty sure these #includes aren't needed 2019-08-13 05:11:40 +00:00
Clownacy
2c9fbc765e Render backend API simplification part 4: OpenGL3 2019-08-13 03:07:38 +00:00
Clownacy
85f58d7d39 Rendering backend API naming improvements 2019-08-10 19:50:10 +01:00
Clownacy
2b86db32a0 Backend_Blit always uses a colour key 2019-08-10 19:31:45 +01:00
Clownacy
64f2a78279 OpenGL: Remove SetFramebufferTarget
It's causing state conflicts in the enhanced branch. Also, with the
new vertex batching, state changes are minimised, so this function
is redundant.
2019-08-10 19:23:29 +01:00
Clownacy
fc0653e5aa Back to OpenGL 3.2 (I really want the core profile)
In OpenGL 3.1, compatibility mode was an extension, meaning it could
never actually be disabled. 3.2 fixed that with the introduction of
profiles.
2019-08-10 18:05:01 +01:00
Clownacy
3b20c5f3b8 Implement vertex batching in the OpenGL renderer
Finally, the performance issue is fixed. I can move back up to OpenGL
3.2 now, and reenable the core profile.
2019-08-10 18:01:48 +01:00
Clownacy
d5ceed4f97 Some minor OpenGL cleanup 2019-08-09 20:04:46 +01:00
Clownacy
7146288e94 Sod it, fall back on compatibility mode if it's available
This way, I can use immediate mode, which is way faster than using
buffers for some reason. Since I'm not using profiles anymore, I
dropped the minimum requirement to OpenGL 3.1. If a driver doesn't
support Legacy GL, then it can use the slow buffer code.

But seriously, I need to figure out why using buffers is so slow.
If this was a common problem, Modern OpenGL wouldn't have made it the
only option.
2019-08-09 19:19:43 +01:00
Clownacy
4afe7f4b11 Use orphaning to slightly speed up rendering GPU-side
For some reason CPU usage is still double that of the SDLTexture
backend (SDL2 uses OpenGL 2.1, with glEnable/glDisable-style
immediate mode).

If I downgrade to OpenGL 2.1, and use VBO-less glDrawArrays, I get
great performance. I just wish I knew what the AMD driver is doing
that's so much faster.
2019-08-09 16:25:36 +01:00
Clownacy
5712c4ad63 Use an appropriate usage specifier for glBufferData
Turns out DYNAMIC was so horribly wrong that it slaughtered the GPU
performance.
2019-08-09 15:58:58 +01:00
Clownacy
b1a706c312 Call glFramebufferTexture2D as rarely as possible
Turns out performance is absolutely abysmal on my laptop's copy of
Windows 10 (AMD A9 APU).

This is only one of the weird bottleecks: glFramebufferTexture2D
is a CPU sinkhole, so don't call it often.
2019-08-09 15:55:42 +01:00
Clownacy
8acd46bce6 Move the font gamma-correction up to Font.cpp
Reduces duplicate code
2019-08-08 05:04:08 +00:00
Clownacy
7e926451de Optimise the gamma-correction
I should probably create a Common.cpp file or something
2019-08-08 02:59:02 +00:00
Clownacy
fc102cd5a5 Add subpixel font rendering to the OpenGL backend
Finally, something besides the software renderer supports it
2019-08-07 22:33:13 +00:00
Clownacy
6a040c2248 Add missing #includes to rendering backends 2019-08-01 13:32:27 +00:00
Clownacy
d8aec418f9 OpenGL: Use a struct for defining 2D coordinates
Makes the code a bit more readable
2019-08-01 13:11:55 +00:00
Clownacy
67b3143ed6 OpenGL: Only enable blending for glyphs
Should improve performance
2019-08-01 01:26:04 +00:00