Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2016-09-03 | LINUXMOTO: Fix OSD performance when OSD is not drawn | Eugene Sandulenko | |
2016-09-03 | GPH: Fix OSD performance when OSD is not drawn | Eugene Sandulenko | |
2016-09-03 | DINGUX: Fix OSD performance when OSD is not drawn | Eugene Sandulenko | |
2016-09-03 | JANITORIAL: Remove trailing whitespaces | Eugene Sandulenko | |
2016-09-03 | SDL: Optimize OSD drawing | Eugene Sandulenko | |
2016-09-03 | LINUXMOTO: Adapt to OSD changes | Eugene Sandulenko | |
2016-09-03 | GPH: Fix formatting | Eugene Sandulenko | |
2016-09-03 | DINGUX: Adapt to new OSD changes | Eugene Sandulenko | |
2016-09-02 | GPH: Attempt to fix OSD | Eugene Sandulenko | |
2016-08-30 | SDL: Fix const cast | Willem Jan Palenstijn | |
2016-08-24 | GUI: Fix copyRectOnOSD() | Alexander Tkachev | |
Now it doesn't require full redraw, but asks to redraw the area which is copied to. | |||
2016-08-24 | GUI: Separate OSD message alpha from OSD surface | Alexander Tkachev | |
Now OSD is always drawn. | |||
2016-08-24 | GUI: Add getOSDFormat() and make OSD 32 bpp | Alexander Tkachev | |
2016-08-24 | GUI: Add clearOSD() method | Alexander Tkachev | |
So one can erase everything from OSD and then blit something on it. | |||
2016-08-24 | GUI: 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. | |||
2016-07-23 | ALL: Don't use 'defined' in macro definitions | Ori Avtalion | |
This is undefined behavior and clang warns about it. See <http://lists.llvm.org/pipermail/cfe-commits/Week-of-Mon-20160118/147239.html>. | |||
2016-07-01 | SDL: Fix mouse trailing part of bug #7141 | Ben Castricum | |
Overlays are shown with _currentShakePos offset too, so no need to compensate the mousepointer position for overlays. This compensation was done inconsistently in draw/undraw mouse causing the mouse trails. | |||
2016-05-19 | ANDROIDSDL: add androidsdl backend | lubomyr | |
2016-05-03 | OPENGL: Assure color attributes for shader pipeline are always set. | Johannes Schickel | |
2016-05-02 | OPENGL: Fix potential crash | Eugene Sandulenko | |
2016-04-10 | GCW0: Disable triple buffering. | Eugene Sandulenko | |
Too many artifacts. It is not possible with current ScummVM drawing approaches. | |||
2016-04-10 | GCW0: Enable triple buffering | Eugene Sandulenko | |
2016-04-10 | GCW0: Enable building with all scalers disabled | 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 | |
For compatibility location 0 is used to decide whether fixed function style vertex information is used in old GL contexts. In some cases drivers might assign the color information to be passed through attribute 0. This caused the array attribute status for location 0 to be disabled and resulted in wrong vertex data to be used. | |||
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 | |
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. | |||
2016-03-16 | 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 | |
For GLES1+ there exists GL_OES_texture_npot, which indicates that there is NPOT support. GLES2 always had (limited) NPOT support, which is all we require, thus we always enable it. | |||
2016-03-16 | OPENGL: Simplify shader support checks. | Johannes Schickel | |