Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-02-25 | Codechange: [OpenGL] Load all OpenGL functions dynamically. | Michael Lutz | |
2021-02-25 | Codechange: [OpenGL] Simplify loading OpenGL extension functions. | Michael Lutz | |
2021-02-24 | Fix #8734: [OpenGL] Apply palette remap to cursor sprites. (#8742) | Michael Lutz | |
2021-02-24 | Codechange: [OSX] GameLoop is really more like MainLoop | Patric 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. | |||
2021-02-24 | Codechange: [Video] move InteractiveRandom() to the VideoDriver | Patric Stout | |
2021-02-24 | Codechange: [Video] make the prototype of PollEvent() the same for all drivers | Patric Stout | |
Additionally, call it from the draw-tick. | |||
2021-02-23 | Codechange: Switch to explicit wide strings | Niels Martin Hansen | |
2021-02-23 | Remove: [Win32] Last pretenses of being able to build for Windows 95 | Niels Martin Hansen | |
2021-02-22 | Fix 8706c36f: Change RELEASE code, too. | Michael Lutz | |
2021-02-22 | Add: [OSX] OpenGL video driver. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Separate context state setup from general init. | Michael Lutz | |
2021-02-22 | Codechange: [OSX] Add support for (un)locking the video buffer. | Michael Lutz | |
2021-02-22 | Codechange: [OSX] Separate video driver into a base and a Quartz implementation. | Michael Lutz | |
2021-02-22 | Codechange: [SDL2] Split driver in base-part and default backend | Michael Lutz | |
2021-02-22 | Feature: [SDL2] OpenGL support | Patric Stout | |
2021-02-22 | Codechange: [SDL] Move dirty_rect to class scope. | Michael Lutz | |
2021-02-22 | Codechange: [SDL2] Allow several places to hook into the SDL driver | Patric Stout | |
This allows future subdrivers to use these to manage their own flow. | |||
2021-02-22 | Codechange: [SDL2] Move functions and variables to class-scope | Patric Stout | |
This allows future subdrivers to override them. | |||
2021-02-22 | Codechange: [SDL2] Move SDLSurface code to its own function | Patric Stout | |
This increases readability, and allow future subdrivers to not use SDLSurface to draw. | |||
2021-02-22 | Codechange: [SDL2] Split Start() in a few more functions | Patric 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. | |||
2021-02-22 | Codechange: [OpenGL] Let OpenGL clear the pixel buffer if possible. | 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 | Change: [Win32] Prioritize the OpenGL video driver over the GDI one. | Michael Lutz | |
2021-02-22 | Add: [OpenGL] Accelerated mouse cursor drawing. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Initialize backing store to opaque alpha to allow ↵ | Michael Lutz | |
blending effects. | |||
2021-02-22 | Codechange: Allow video drivers to handle the cursor themselves. | Michael Lutz | |
2021-02-22 | Codechange: [Win32] Use an OpenGL core context instead of a compatibility one. | Michael Lutz | |
2021-02-22 | Add: [OpenGL] Support for 8bpp blitters. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Explicitly assign which framebuffer target receives the ↵ | Michael Lutz | |
colour values. | |||
2021-02-22 | Codechange: [OpenGL] Use GLSL version 1.50 if available. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use generic vertex attributes in the shader program. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Use shaders to display the video buffer on screen. | Michael Lutz | |
2021-02-22 | Change: [Win32] Disable VSync for OpenGL by default. | 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: [Win32] Move remaing global _wnd variables into the video driver. | Michael Lutz | |
2021-02-22 | Change: Lock the video buffer when drawing inside the game loop to properly ↵ | Michael Lutz | |
account for threaded drawing. | |||
2021-02-22 | Codechange: [Win32] Move the global video buffer pointer into the driver class. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Only update the dirty parts of the video buffer texture. | Michael Lutz | |
2021-02-22 | Codechange: [OpenGL] Enable driver debug messages if supported. | 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. | |||
2021-02-22 | Codechange: [Win32] Move common initialization and finalization to the video ↵ | Michael Lutz | |
driver base class. | |||
2021-02-22 | Codechange: [Win32] Move GDI-specific variables and related functions into ↵ | Michael Lutz | |
the GDI video driver class. | |||
2021-02-22 | Codechange: [Win32] Move GDI specific drawing code into the GDI video driver ↵ | Michael Lutz | |
class. | |||
2021-02-22 | Codechange: [Win32] Split the video driver into a base class and a GDI ↵ | Michael Lutz | |
backend class. | |||
2021-02-22 | Fix #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? |