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scummvm-rg350
trimui-s
scummvm with trimui support. Forked from https://github.com/salvacam/scummvm-rg350
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2016-09-05
OPENGL: Implement getOSDFormat and copyRectToOSD
Thierry Crozat
2016-09-05
OPENGL: Add missing USE_OSD defined checks around OSD code
Thierry Crozat
2016-08-24
GUI: Add getOSDFormat() and make OSD 32 bpp
Alexander Tkachev
2016-08-24
GUI: Add clearOSD() method
Alexander Tkachev
2016-08-24
GUI: Add copyRectToOSD()
Alexander Tkachev
2016-07-23
ALL: Don't use 'defined' in macro definitions
Ori Avtalion
2016-05-03
OPENGL: Assure color attributes for shader pipeline are always set.
Johannes Schickel
2016-05-02
OPENGL: Fix potential crash
Eugene Sandulenko
2016-03-23
OPENGL: Add assertions to check for valid attribute state.
Johannes Schickel
2016-03-23
OPENGL: Fix black screen for some GL implementations with shaders.
Johannes Schickel
2016-03-16
OPENGL: Log extensions available on debuglevel 5+.
Johannes Schickel
2016-03-16
OPENGL: Flag texture dirty on allocation.
Johannes Schickel
2016-03-16
OPENGL: Do not keep uniform state for nonexistent uniforms.
Johannes Schickel
2016-03-16
OPENGL: Store logical texture dimensions in GLTexture.
Johannes Schickel
2016-03-16
OPENGL: Introduce convenience wrappers for get*Location in Shader.
Johannes Schickel
2016-03-16
OPENGL: Do not hardcode any uniform/attribute handling in Shader.
Johannes Schickel
2016-03-16
OPENGL: Let Shader store the uniform state.
Johannes Schickel
2016-03-16
OPENGL: Only set projection matrix once on pipeline activation.
Johannes Schickel
2016-03-16
OPENGL: Properly deactivate old pipeline.
Johannes Schickel
2016-03-16
OPENGL: Make shader pipelines use fixed shaders.
Johannes Schickel
2016-03-16
OPENGL: Implement CLUT8 look up as Pipeline.
Johannes Schickel
2016-03-16
OPENGL: Move pipeline code to pipelines/.
Johannes Schickel
2016-03-16
OPENGL: Only allow Pipeline to switch active Framebuffers.
Johannes Schickel
2016-03-16
OPENGL: Do not allow direct access to Context::activePipeline.
Johannes Schickel
2016-03-16
OPENGL: Implement texture drawing in Pipeline instead of Surface.
Johannes Schickel
2016-03-16
OPENGL: Make shader/framebuffer part of pipeline state.
Johannes Schickel
2016-03-16
OPENGL: Don't prefix maxTextureSize variable for consistency.
Johannes Schickel
2016-03-16
OPENGL: Introduce abstraction for framebuffer.
Johannes Schickel
2016-03-16
OPENGL: Introduce ShaderManager to handle builtin shaders.
Johannes Schickel
2016-03-16
OPENGL: Introduce pipeline abstraction to cleanup code.
Johannes Schickel
2016-03-16
OPENGL: Support GLSL based CLUT8 look up for GLES2+.
Johannes Schickel
2016-03-16
OPENGL: Detect NPOT support for GLES.
Johannes Schickel
2016-03-16
OPENGL: Simplify shader support checks.
Johannes Schickel
2016-03-16
OPENGL: Keep feature state for all contexts and log them.
Johannes Schickel
2016-03-16
OPENGL: Handle GLES2 and GL shaders uniformly.
Johannes Schickel
2016-03-16
OPENGL: Accelerate palette lookups with shaders.
Johannes Schickel
2016-03-16
OPENGL: Introduce simple abstraction for surfaces.
Johannes Schickel
2016-03-16
OPENGL: Cleanup. Remove Texture::getHardwareFormat.
Johannes Schickel
2016-03-16
OPENGL: Move color key handling for CLUT8 to TextureCLUT8.
Johannes Schickel
2016-03-16
OPENGL: Fix texture format for BGR565.
Johannes Schickel
2016-03-16
OPENGL: Move max texture size information to Context.
Johannes Schickel
2016-03-16
OPENGL: Create new abstraction for GL texture objects.
Johannes Schickel
2016-03-16
OPENGL: Remove (some) unused GL definitions.
Johannes Schickel
2016-03-16
OPENGL: Unify shader implementation for GL and GLES2.
Johannes Schickel
2016-03-16
OPENGL: Slightly cleanup programmable pipeline handling.
Johannes Schickel
2016-03-16
OPENGL: (Partly) move context specific handling to Context.
Johannes Schickel
2016-03-16
OPENGL: Make Context::reset explicitly reset state.
Johannes Schickel
2016-03-16
OPENGL: Slight simplifcation for opengl-func.h usage.
Johannes Schickel
2016-03-16
OPENGL: Handle destruction gracefully when no context is setup.
Johannes Schickel
2016-03-16
OPENGL: Add support for shaders with GL contexts.
Johannes Schickel
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