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path: root/backends/graphics/opengl/opengl-graphics.cpp
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2019-09-01TTS: Implement OSD message readingJaromir Wysoglad
2019-08-15BACKENDS: Handle screen shaking in WindowedGraphicsManagerCameron Cawley
2019-08-04OPENGL: Support RGBA8888 swapped textures when using OpenGL ESCameron Cawley
2019-06-24OPENGLSDL: Move stretch mode handling into OpenGLGraphicsManagerCameron Cawley
2019-06-22OPENGLSDL: Move getSupportedFormats into OpenGLGraphicsManagerCameron Cawley
2019-03-02IMAGE: Fix taking screenshots on big endian systemsCameron Cawley
2019-03-02IMAGE: Move bitmap writing code out of OpenGLGraphicsManagerCameron Cawley
2018-08-26OPENGL: Use premultiplied alpha for color-keyed cursorsBastien Bouclet
This fixes colour fringing on keyed cursors when using filtering. Fixes Trac#10594.
2017-12-01BACKENDS: Fix shake position getting stuckColin Snover
If a game is doing a screen shake (for example, DOTT when the stereo is on), and the user does an RTL, the screen shake offset may get stuck if the engine does not reset it on shutdown. To avoid this in all cases, just always reset the screen shake whenever the graphics manager is told to switch to a new graphics mode.
2017-10-15BACKENDS: Fix GraphicsManager handling of empty cursorsColin Snover
The SDL graphics manager was just ignoring calls from CursorMan to set the cursor to a blank cursor, which meant engines that did not immediately send a cursor to CursorMan at startup would still show the launcher's cursor (usually with a broken palette). The OpenGL graphics manager would try to generate and draw an invalid cursor surface when receiving an empty cursor.
2017-10-15BACKENDS: Also hide mouse cursor outside game area when an engine has hidden ↵Colin Snover
the cursor The only reason we show the system cursor outside the game area is to show users where their mouse is when the window is resized and the mouse is outside the game area. If the game cannot be interacted with, then the mouse also does not need to be shown in the black areas.
2017-10-15BACKENDS: Refactor OpenGL & SDL graphics backendsColin Snover
This patch refactors the OpenGL and SDL graphics backends, primarily to unify window scaling and mouse handling, and to fix coordinate mapping between the ScummVM window and the virtual game screen when they have different aspect ratios. Unified code for these two backends has been moved to a new header-only WindowedGraphicsManager class, so named because it contains code for managing graphics managers that interact with a windowing system and render virtual screens within a larger physical content window. The biggest behavioral change here is with the coordinate system mapping: Previously, mouse offsets were converted by mapping the whole space within the window as input to the virtual game screen without maintaining aspect ratio. This was done to prevent 'stickiness' when the mouse cursor was within the window but outside of the virtual game screen, but it caused noticeable distortion of mouse movement speed on the axis with blank space. Instead of introducing mouse speed distortion to prevent stickiness, this patch changes coordinate transformation to show the system cursor when the mouse moves outside of the virtual game screen when mouse grab is off, or by holding the mouse inside the virtual game screen (instead of the entire window) when mouse grab is on. This patch also improves some other properties of the GraphicsManager/PaletteManager interfaces: * Nullipotent operations (getWidth, getHeight, etc.) of the PaletteManager/GraphicsManager interfaces are now const * Methods marked `virtual` but not inherited by any subclass have been de-virtualized * Extra unnecessary calculations of hardware height in SurfaceSdlGraphicsManager have been removed * Methods have been renamed where appropriate for clarity (setWindowSize -> handleResize, etc.) * C++11 support improved with `override` specifier added on overridden virtual methods in subclasses (primarily to avoid myself accidentally creating new methods in the subclasses by changing types/names during refactoring) Additional refactoring can and should be done at some point to continue to deduplicate code between the OpenGL and SDL backends. Since the primary goal here was to improve the coordinate mapping, full refactoring of these backends was not completed here.
2017-08-05OPENGL: Always clear the whole backbufferBastien Bouclet
Previously we were clearing the whole backbuffer for 3 frames after a window size change, and then only clearing the game area. This assumes the OpenGL driver uses at most 3 render buffer and uses them in sequential order. This does not seem to be the case on Linux when using an Intel integrated GPU. Instead we now clear the whole backbuffer on each frame to make sure there are no leftovers remaining on the screen. All semi-recent GPUs should have hardware clear anyway so this should not impact negatively performance. Possibly fixes #10025.
2017-05-21BACKENDS: Compress screenshots using PNG if availableColin Snover
Closes gh-948.
2017-05-08OPENGL: Don't update the cursor's texture when the cursor is invisibleBastien Bouclet
Updating the cursor's texture is not necessary if it is not going to be drawn. Fixes glDrawArrays sometimes failing due to using a framebuffer with an incomplete color attachment. In SCI32 games, the framebuffer is incomplete because the engine does not define pixel data for the cursor.
2017-04-24SDL: Improve debug and warning messages when saving screenshotsThierry Crozat
In particular this adds a warning when failing to save a screenshot in OpenGL mode (there was already one in SurfaceSDL mode).
2016-10-29OPENGL: Remove hack to avoid issues with OSD messages from other threadsThierry Crozat
2016-10-13OPENGL: Add support for filtering featureThierry Crozat
This replaces the two graphics modes "OpenGL (No filtering)" and "OpenGL". Now there is a single "OpenGL" mode and filtering is controlled by the kFeatureFilteringMode.
2016-09-18OPENGL: Make sure the cloud icon is cleared immediatly after it is hiddenBastien Bouclet
2016-09-18OPENGL: Remove multithread support from displayActivityIconOnOSDBastien Bouclet
It is no longer being called by another thread.
2016-09-13OPENGL: Fix dereferencing null pointer in OpenGLGraphicsManagerThierry Crozat
This fixes a crash when calling displayActivityIconOnOSD with a NULL icon, which is used to remove the current activity icon.
2016-09-13SDL: Switch the OpenGL renderer to use small textures to draw the OSDBastien Bouclet
2016-09-05OPENGL: Implement getOSDFormat and copyRectToOSDThierry Crozat
2016-09-05OPENGL: Add missing USE_OSD defined checks around OSD codeThierry Crozat
2016-08-24GUI: Add getOSDFormat() and make OSD 32 bppAlexander Tkachev
2016-08-24GUI: Add clearOSD() methodAlexander Tkachev
So one can erase everything from OSD and then blit something on it.
2016-08-24GUI: Add copyRectToOSD()Alexander Tkachev
I was lazy to implement that in OpenGLGraphicsManager and I'm not sure it's implemented correctly in SurfaceSdlGraphicsManager, but it works for me.
2016-03-16OPENGL: Make shader pipelines use fixed shaders.Johannes Schickel
2016-03-16OPENGL: Implement CLUT8 look up as Pipeline.Johannes Schickel
2016-03-16OPENGL: Move pipeline code to pipelines/.Johannes Schickel
2016-03-16OPENGL: Do not allow direct access to Context::activePipeline.Johannes Schickel
2016-03-16OPENGL: Implement texture drawing in Pipeline instead of Surface.Johannes Schickel
2016-03-16OPENGL: Make shader/framebuffer part of pipeline state.Johannes Schickel
2016-03-16OPENGL: Don't prefix maxTextureSize variable for consistency.Johannes Schickel
2016-03-16OPENGL: Introduce abstraction for framebuffer.Johannes Schickel
This allows us to use various framebuffer settings easily. Now the GPU accelerated CLUT8 surface implementation does not need to query former framebuffer state anymore.
2016-03-16OPENGL: Introduce ShaderManager to handle builtin shaders.Johannes Schickel
2016-03-16OPENGL: Introduce pipeline abstraction to cleanup code.Johannes Schickel
2016-03-16OPENGL: Support GLSL based CLUT8 look up for GLES2+.Johannes Schickel
2016-03-16OPENGL: Simplify shader support checks.Johannes Schickel
2016-03-16OPENGL: Handle GLES2 and GL shaders uniformly.Johannes Schickel
GLES2 requires precision qualifiers to be set and allows use of precision qualifiers. For GLES2 we define a default precision now. Since precision qualifiers are not supported in the GLSL version we use for GL, we introduce compatibility #defines.
2016-03-16OPENGL: Accelerate palette lookups with shaders.Johannes Schickel
This currently is limited to GL contexts.
2016-03-16OPENGL: Introduce simple abstraction for surfaces.Johannes Schickel
This is basically an interface extracted from Texture without any knowledge about any actual implementation, except for copyRectToTexture, fill, and dirty rect handling. These are convenient helpers.
2016-03-16OPENGL: Move color key handling for CLUT8 to TextureCLUT8.Johannes Schickel
2016-03-16OPENGL: Fix texture format for BGR565.Johannes Schickel
2016-03-16OPENGL: Move max texture size information to Context.Johannes Schickel
2016-03-16OPENGL: Unify shader implementation for GL and GLES2.Johannes Schickel
2016-03-16OPENGL: (Partly) move context specific handling to Context.Johannes Schickel
This does not include (most) shader setup, and projection matrices yet.
2016-03-16OPENGL: Make Context::reset explicitly reset state.Johannes Schickel
2016-03-16OPENGL: Add support for shaders with GL contexts.Johannes Schickel
2016-03-16OPENGL: Reset context description on context destroy.Johannes Schickel