Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-04-21 | Fix: [OpenGL] Check maximum supported texture size against screen resolution. | Michael Lutz | |
2021-04-12 | Fix #9028: [OpenGL] Clear cursor cache on destroying the OpenGL backend. | Michael Lutz | |
2021-04-10 | Fix: Data races on cursor state in OpenGL backends | Jonathan G Rennison | |
2021-03-08 | Fix #8825: [OpenGL] Don't clear cursor cache from the game loop thread. | Michael Lutz | |
2021-03-08 | Add: [Video] move GameLoop into its own thread | Patric Stout | |
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. | |||
2021-02-28 | Fix #8763: [OpenGL] Cursor sprite origin can be negative. | Michael Lutz | |
2021-02-24 | Fix #8734: [OpenGL] Apply palette remap to cursor sprites. (#8742) | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Separate context state setup from general init. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use persistently mapped pixel buffers when supported. | Michael Lutz | |
2021-02-22 | Add: [OpenGL] Support for a separate animation buffer that stores the ↵ | Michael Lutz | |
palette values of the screen in addition to the colour buffer. | |||
2021-02-22 | Add: [OpenGL] Accelerated mouse cursor drawing. | Michael Lutz | |
2021-02-22 | Add: [OpenGL] Support for 8bpp blitters. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use shaders to display the video buffer on screen. | Michael Lutz | |
2021-02-22 | Codechange: [Win32] Try to get an OpenGL 3.2+ context if possible. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use a pixel buffer object to store the video buffer. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use a vertex array object to store the vertex state for ↵ | Michael Lutz | |
the video buffer. | |||
2021-02-22 | Codechange: [OpenGL] Use a vertex buffer object to store the vertex data for ↵ | Michael Lutz | |
the video buffer. | |||
2021-02-22 | Codechange: [OpenGL] Only update the dirty parts of the video buffer texture. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use new-style extension testing introduced with OpenGL 3.0. | Michael Lutz | |
2021-02-22 | Add: [Win32] Video driver that uses OpenGL to transfer the video buffer to ↵ | Michael Lutz | |
the screen. |