Commit graph

121 commits

Author SHA1 Message Date
Clownacy
dfacd62662 Fix text-flickering in the OpenGL renderers
This would occur in CSE2E's options menu.

It was caused by cute_spritebatch destroying a texture atlas that
was being used by the current unflushed vertex buffer. To solve
this, we now track what textures are being used by current buffer,
and flush the buffer when the texture are about to be
modified/deleted.

As you can guess, this issue doesn't affect the SDLTexture backend,
since its batching system is half-decent.
2020-02-03 15:44:09 +00:00
Clownacy
4190493fd8 More documentation 2020-02-02 00:34:03 +00:00
Clownacy
514d9f8739 Document the OpenGL renderer a bit more
This makes it easier to find things
2020-02-02 00:21:28 +00:00
Clownacy
d84f64a5a9 Tweak cute_spritebatch settings
1024x1024 seems like overkill
2020-02-02 00:10:01 +00:00
Clownacy
eb6ab89b85 Fixes and improvements
Made texture-atlasing occur immediately, notably.
2020-02-02 00:01:45 +00:00
Clownacy
1b2d4fdb4d Fix the other rendering backends
Also finished ripping-out the sub-pixel support
2020-02-01 22:57:07 +00:00
Clownacy
e3cd7ce353 Add glyph-batching to OpenGL renderer
Unfortunately, sub-pixel font rendering had to go. It wasn't portable
anyway (not every display is an LCD with R->G->B ordering).
2020-02-01 22:37:59 +00:00
Clownacy
eaf2de05b6 Add glyph-batching to the SDLTexture backend
Hope it will be this easy for the OpenGL backend
2020-02-01 17:49:26 +00:00
Clownacy
639039ce3a Added Backend_PrepareToDrawGlyphs
This is to reduce OpenGL context changes, and help pave the way for
glyph-batching
2020-02-01 16:40:23 +00:00
Clownacy
e3db7749ba Add verbose error-reporting to backends
Should fix #98
2020-02-01 12:22:44 +00:00
Clownacy
e33bd9c8f9 Fix visual artefacting on the Pi
I'm not sure why there was linear filtering when I was rendering at
1:1 pixel ratio, but it did happen. This fixes it by forcing
nearest-neighbour. The artefacting was caused by the linear filtering
blending with pixels outside the specified texture coordinates,
creating lines around everything.

Fun fact: the framebuffer technique CSE2 uses is demanding on the Pi
(1278x720 runs at 60 FPS when the framebuffer is forced to 852x480,
even though all the internal rendering is still 1278x720). I guess
rendering those extra 920160 pixels really takes its toll.
2020-01-25 14:26:15 +00:00
Clownacy
99a8b2bd18 Improve OpenGL performance on the Raspberry Pi
Apparently 2 VBOs wasn't enough. This bumped the framerate from 13FPS
to 20FPS in a stress-test (CSE2E at 1704x960 on a Raspberry Pi 3B
in X11 with the KMS OpenGL driver).
2020-01-25 14:22:50 +00:00
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