PeterN
4031894aef
Cleanup: Remove svn-style `$Id$` comments. ( #10122 )
2022-11-01 18:24:31 -06:00
Niels Martin Hansen
345dcd3c7b
Add: Show current video driver info in Options window
2022-05-03 21:03:30 +02:00
Michael Lutz
e53313391a
Fix: [OpenGL] Check maximum supported texture size against screen resolution.
2021-04-21 22:44:59 +02:00
Michael Lutz
433602b072
Fix #9028 : [OpenGL] Clear cursor cache on destroying the OpenGL backend.
2021-04-12 22:40:40 +02:00
Jonathan G Rennison
39b7ef31f8
Fix: Data races on cursor state in OpenGL backends
2021-04-10 18:31:42 +02:00
Michael Lutz
436cdf1fc8
Fix #8825 : [OpenGL] Don't clear cursor cache from the game loop thread.
2021-03-08 21:35:35 +01:00
Patric Stout
e56d2c63c3
Add: [Video] move GameLoop into its own thread
...
This allows drawing to happen while the GameLoop is doing an
iteration too.
Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.
Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.
This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
2021-03-08 19:18:55 +01:00
Michael Lutz
d79398a1d5
Fix #8763 : [OpenGL] Cursor sprite origin can be negative.
2021-02-28 11:12:13 +01:00
Michael Lutz
e1e8cc3851
Fix #8734 : [OpenGL] Apply palette remap to cursor sprites. ( #8742 )
2021-02-24 22:10:25 +01:00
Michael Lutz
b4a3bc1ffe
Codechange: [OpenGL] Separate context state setup from general init.
2021-02-22 22:16:07 +01:00
Michael Lutz
ae7c63cc35
Codechange: [OpenGL] Use persistently mapped pixel buffers when supported.
2021-02-22 22:16:07 +01:00
Michael Lutz
200be7d20c
Add: [OpenGL] Support for a separate animation buffer that stores the palette values of the screen in addition to the colour buffer.
2021-02-22 22:16:07 +01:00
Michael Lutz
6bcc4884c2
Add: [OpenGL] Accelerated mouse cursor drawing.
2021-02-22 22:16:07 +01:00
Michael Lutz
e8fc050b6e
Add: [OpenGL] Support for 8bpp blitters.
2021-02-22 22:16:07 +01:00
Michael Lutz
acf59f6b68
Codechange: [OpenGL] Use shaders to display the video buffer on screen.
2021-02-22 22:16:07 +01:00
Michael Lutz
9a069faa01
Codechange: [Win32] Try to get an OpenGL 3.2+ context if possible.
2021-02-22 22:16:07 +01:00
Michael Lutz
a990c497b5
Codechange: [OpenGL] Use a pixel buffer object to store the video buffer.
2021-02-22 22:16:07 +01:00
Michael Lutz
5af0cfd902
Codechange: [OpenGL] Use a vertex array object to store the vertex state for the video buffer.
2021-02-22 22:16:07 +01:00
Michael Lutz
acf2ce35f7
Codechange: [OpenGL] Use a vertex buffer object to store the vertex data for the video buffer.
2021-02-22 22:16:07 +01:00
Michael Lutz
5ad545dcc1
Codechange: [OpenGL] Only update the dirty parts of the video buffer texture.
2021-02-22 22:16:07 +01:00
Michael Lutz
d7b96a424f
Codechange: [OpenGL] Use new-style extension testing introduced with OpenGL 3.0.
2021-02-22 22:16:07 +01:00
Michael Lutz
ef478ade64
Add: [Win32] Video driver that uses OpenGL to transfer the video buffer to the screen.
2021-02-22 22:16:07 +01:00