Revision 33fde69 by Clément Foucault August 18, 2020, 19:30 (GMT) |
Cleanup: GPUState: Remove GPU_state_init() |
Revision e579623 by Clément Foucault August 18, 2020, 19:30 (GMT) |
GPUState: Use GPU_viewport to set viewport state in GPU_framebuffer also fix a small issue in GPU_texture_clear. |
Revision adca09b by Clément Foucault August 18, 2020, 19:30 (GMT) |
GPUState: Port default state to StateManager constructor |
Revision a9f2ebb by Clément Foucault August 18, 2020, 19:30 (GMT) |
Cleanup: DRW: Use GPUState instead of raw opengl calls Should not break anything! Huh! |
Revision 536c2e0 by Clément Foucault August 18, 2020, 19:30 (GMT) |
GPUState: Only apply state before drawing |
Revision 482a51a by Clément Foucault August 18, 2020, 19:30 (GMT) |
Cleanup: GPUState: Remove stack from the state manager and rename it |
Revision d10f000 by Clément Foucault August 18, 2020, 19:30 (GMT) |
GPUState: Remove gpuPushAttr/gpuPopAttr And use manual save/restore mechanism. The stack method is not used so much to be considered useful. |
Revision f30df15 by Clément Foucault August 18, 2020, 19:30 (GMT) |
GPUState: Make use of GPUStateStack class This isolate most GL calls to the GL backend. Still a few remains. |
Revision 2983295 by Clément Foucault August 18, 2020, 19:30 (GMT) |
Cleanup: GPUState: remove double GPU_blend calls |
Revision bf1b622 by Clément Foucault August 18, 2020, 19:30 (GMT) |
GPUState: GPU_blend final API renaming We now use GPU_blend for enabling / disabling blending and explicitly set the blend equation. |
Revision 10558d6 by Clément Foucault August 18, 2020, 19:30 (GMT) |
Cleanup: GPUState: remove use of GPU_blend_set_func |
Revision 969bcf0 by Clément Foucault August 18, 2020, 19:30 (GMT) |
Cleanup: GPUState: Replace blend func separate by enum |
Revision a1459b2 by Clément Foucault August 18, 2020, 19:30 (GMT) |
Cleanup: GPU: Move towards an explicit Blend state This make use of the GLStateStack functions for: - `GPU_blend()` - `GPU_blend_set_func()` - `GPU_blend_set_func_separate()` The goal is to unify them using an explicit state setting. This will remove the need to use obscure blend functions |
Revision 2ae1c89 by Clément Foucault August 18, 2020, 19:30 (GMT) |
GPUState: Add GL backend and state tracking but do not use it This is just the backend work. It is not plugged in yet because it needs more external cleanup/refactor. |
Revision 2eddfa8 by Clément Foucault August 18, 2020, 19:30 (GMT) |
Cleanup: GPU: Remove uneeded depth precision getter. We always use 24bit framebuffers nowadays. |
Revision 0f292dc by Clément Foucault August 18, 2020, 19:30 (GMT) |
Cleanup: GPUState: remove float variant of GPU_scissor_get |
Revision c78ea96 by Clément Foucault August 18, 2020, 19:30 (GMT) |
GPUShader: Add debug labels This allow better debugging inside renderdoc. |
Revision ba3c18f by Clément Foucault August 18, 2020, 19:30 (GMT) |
GPUShader: Add back vertformat_from_shader() |
Revision e8c48ce by Clément Foucault August 18, 2020, 19:30 (GMT) |
GPUShader: Improve auto name Use macro to get calling function name. Helps debugging shaders. |
Revision e43e9ca by Clément Foucault August 18, 2020, 19:30 (GMT) |
GPUShader: Rewrite error printing Now error printing only display the line related to the error. We also put char marker if present. Example: ``` -- Shader Compilation Errors : MAMaterial -- 10414 | node_fresnel(, facingnormal, viewposition, tmp34); | ^ | error: syntax error, unexpected ',', expecting ')' ---------------------------------- ``` |
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MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021