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2021-02-25Codechange: [OpenGL] Load all OpenGL functions dynamically.Michael Lutz
2021-02-25Codechange: [OpenGL] Simplify loading OpenGL extension functions.Michael Lutz
2021-02-24Fix #8734: [OpenGL] Apply palette remap to cursor sprites. (#8742)Michael Lutz
2021-02-24Codechange: [OSX] GameLoop is really more like MainLoopPatric Stout
MainLoop() is used to bootstrap OSX, where later a callback is done to GameLoop() to execute OpenTTD. All other video drivers don't need that, so what is in GameLoop is in MainLoop for all other drivers. This is rather confusing. So, instead, name GameLoop MainLoopReal to be more in sync with the other drivers.
2021-02-24Codechange: [Video] move InteractiveRandom() to the VideoDriverPatric Stout
2021-02-24Codechange: [Video] make the prototype of PollEvent() the same for all driversPatric Stout
Additionally, call it from the draw-tick.
2021-02-23Codechange: Switch to explicit wide stringsNiels Martin Hansen
2021-02-23Remove: [Win32] Last pretenses of being able to build for Windows 95Niels Martin Hansen
2021-02-22Fix 8706c36f: Change RELEASE code, too.Michael Lutz
2021-02-22Add: [OSX] OpenGL video driver.Michael Lutz
2021-02-22Codechange: [OpenGL] Separate context state setup from general init.Michael Lutz
2021-02-22Codechange: [OSX] Add support for (un)locking the video buffer.Michael Lutz
2021-02-22Codechange: [OSX] Separate video driver into a base and a Quartz implementation.Michael Lutz
2021-02-22Codechange: [SDL2] Split driver in base-part and default backendMichael Lutz
2021-02-22Feature: [SDL2] OpenGL supportPatric Stout
2021-02-22Codechange: [SDL] Move dirty_rect to class scope.Michael Lutz
2021-02-22Codechange: [SDL2] Allow several places to hook into the SDL driverPatric Stout
This allows future subdrivers to use these to manage their own flow.
2021-02-22Codechange: [SDL2] Move functions and variables to class-scopePatric Stout
This allows future subdrivers to override them.
2021-02-22Codechange: [SDL2] Move SDLSurface code to its own functionPatric Stout
This increases readability, and allow future subdrivers to not use SDLSurface to draw.
2021-02-22Codechange: [SDL2] Split Start() in a few more functionsPatric Stout
This makes it a bit easier to follow what is going on, and allow future subdrivers to hook into a few of these functions. Reworked the code slighly while at it, to return early where possible.
2021-02-22Codechange: [OpenGL] Let OpenGL clear the pixel buffer if possible.Michael Lutz
2021-02-22Codechange: [OpenGL] Use persistently mapped pixel buffers when supported.Michael Lutz
2021-02-22Add: [OpenGL] Support for a separate animation buffer that stores the ↵Michael Lutz
palette values of the screen in addition to the colour buffer.
2021-02-22Change: [Win32] Prioritize the OpenGL video driver over the GDI one.Michael Lutz
2021-02-22Add: [OpenGL] Accelerated mouse cursor drawing.Michael Lutz
2021-02-22Codechange: [OpenGL] Initialize backing store to opaque alpha to allow ↵Michael Lutz
blending effects.
2021-02-22Codechange: Allow video drivers to handle the cursor themselves.Michael Lutz
2021-02-22Codechange: [Win32] Use an OpenGL core context instead of a compatibility one.Michael Lutz
2021-02-22Add: [OpenGL] Support for 8bpp blitters.Michael Lutz
2021-02-22Codechange: [OpenGL] Explicitly assign which framebuffer target receives the ↵Michael Lutz
colour values.
2021-02-22Codechange: [OpenGL] Use GLSL version 1.50 if available.Michael Lutz
2021-02-22Codechange: [OpenGL] Use generic vertex attributes in the shader program.Michael Lutz
2021-02-22Codechange: [OpenGL] Use shaders to display the video buffer on screen.Michael Lutz
2021-02-22Change: [Win32] Disable VSync for OpenGL by default.Michael Lutz
2021-02-22Codechange: [Win32] Try to get an OpenGL 3.2+ context if possible.Michael Lutz
2021-02-22Codechange: [OpenGL] Use a pixel buffer object to store the video buffer.Michael Lutz
2021-02-22Codechange: [OpenGL] Use a vertex array object to store the vertex state for ↵Michael Lutz
the video buffer.
2021-02-22Codechange: [OpenGL] Use a vertex buffer object to store the vertex data for ↵Michael Lutz
the video buffer.
2021-02-22Codechange: [Win32] Move remaing global _wnd variables into the video driver.Michael Lutz
2021-02-22Change: Lock the video buffer when drawing inside the game loop to properly ↵Michael Lutz
account for threaded drawing.
2021-02-22Codechange: [Win32] Move the global video buffer pointer into the driver class.Michael Lutz
2021-02-22Codechange: [OpenGL] Only update the dirty parts of the video buffer texture.Michael Lutz
2021-02-22Codechange: [OpenGL] Enable driver debug messages if supported.Michael Lutz
2021-02-22Codechange: [OpenGL] Use new-style extension testing introduced with OpenGL 3.0.Michael Lutz
2021-02-22Add: [Win32] Video driver that uses OpenGL to transfer the video buffer to ↵Michael Lutz
the screen.
2021-02-22Codechange: [Win32] Move common initialization and finalization to the video ↵Michael Lutz
driver base class.
2021-02-22Codechange: [Win32] Move GDI-specific variables and related functions into ↵Michael Lutz
the GDI video driver class.
2021-02-22Codechange: [Win32] Move GDI specific drawing code into the GDI video driver ↵Michael Lutz
class.
2021-02-22Codechange: [Win32] Split the video driver into a base class and a GDI ↵Michael Lutz
backend class.
2021-02-22Fix #6319: [Win32] don't use clipping; draw whole screen every frame (#8726)Patric Stout
When we clip the region that is only been redrawn, something weird happens on Windows. When pushing 60 frames per second on a 60Hz monitor, it appears that the clipped region is often shown of another frame, instead of the current. Examples of this are: - pause the game, move your mouse to the left, and at the right speed it totally disappears. - fast aircrafts seem to be in several places at once, weirdly lagging behind. - in title screen, moving your mouse gives you the idea it is jumping places, instead of smooth movements. In the end, if you do nothing, everything is correct, so it is eventually consistent. Just when we are firing many BitBlt in a clipped region, the in-between is not. What goes wrong exactly, I honestly do not know. On every frame that we push to the DC is a mouse painted, but visually it sometimes appears like it is not. Recording with external software shows it really is there. It is also not our eyes playing tricks on us, as the first example makes it really clear the mouse pointer really is not painted. And to be clear, with the mouse this is easiest reproduceable, as high-speed objects are influences by this most. But this happens for all movement that redraws small regions. Either way, not using clipped regions resolves the issue completely, and there appears to be little to no penalty (I failed to measure any impact of drawing the full screen). So better have a good game than fast code, I guess?