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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?
2021-02-21Codechange: [OSX] remove final bits of old debugging code (#8714)Patric Stout
2021-02-20Fix ec1dd0bf: missing override causing compiler warnings (#8708)Patric Stout
2021-02-20Codechange: Use C++-ism for zeroing.Michael Lutz
2021-02-20Fix: [OSX] Don't wait on the event loop for drawing.Michael Lutz
2021-02-20Codechange: [OSX] Only keep a total dirty rect for drawing.Michael Lutz
When drawing an 8bpp screen buffer, palette resolving was done for each dirty rectangle. In areas with high activity, this would mean a pixel might have been resolved multiple times. Also, if too many individual updates were queued, the whole screen would be refreshed, even if unnecessary. All other drivers only keep one overall dirty rect, so do it here as well.
2021-02-20Remove: [SDL] SDL 1.3 never happened, so remove all the special code for itPatric Stout
2021-02-20Codechange: deduplicate tick-handlers of all video driversPatric Stout
They were all identical, so better put this in a single place hoping it is less likely to break.
2021-02-20Change: [Win32] Remove force_full_redraw and display_hz settingsPatric Stout
These were special settings only for the win32-drivers, and introduced in the very first version we track. Time kinda had caught up with those variables, so it is time to say farewell. force_full_redraw was most likely a debug functionality "in case our dirty-rect fails". This should no longer be needed. display_hz was cute, as it had a max of 120. That is kinda out-dated information, but I also doubt anyone was really using this.
2021-02-20Codechange: [Win32] simplify when/where GdiFlush() is calledPatric Stout
2021-02-20Codechange: be consistent in what CheckPaletteAnim() does and when it is calledPatric Stout
Additionally, make sure this is a class method. Later commits will make use of this.
2021-02-20Codechange: be consistent in naming the paint function Paint()Patric Stout
Also move this function to be a class member. This to allow further deduplicating of code in a later commit.
2021-02-20Codechange: use (Un)LockVideoBuffer() to manage video bufferPatric Stout
2021-02-20Codechange: move all input-handling of video-drivers into InputLoopPatric Stout