August 26, 2013, 21:35 (GMT) |
rest of changes needed for the raster shader (still incomplete, but it compiles) |
August 26, 2013, 11:38 (GMT) |
"raster" shader. meaning a shading mode that handles stippling, anti-aliasing, and wire frame. Incomplete. Checking it so I can change locations. |
August 8, 2013, 01:19 (GMT) |
cleaned up basic shader state handling somewhat. lighting seems accurate now Added automatic GPU_BASIC_TEXTURE_2D disablement if there is no texture bound. Also, added texture binding to texture object 0 where I could so this actually works. There may be cases where the bound texture gets cleared across a function call, this should manifest as a white space where I texture should be, but I haven't seen it happen yet. |
August 7, 2013, 17:15 (GMT) |
Created shader for 'DrawPixels', got 'DrawPixels' working on ES, removed last FAKE/REAL GL cruft |
August 6, 2013, 21:25 (GMT) |
Some changes to compile for ES, but it crashes. Need to try on ANGLE, so committing so I can move over to other computer. |
August 6, 2013, 20:31 (GMT) |
Tested the fixed function fallback mode for the basic shader. Also tested what happens if there is no glsl support (need to make this a debug option) Fixed memory leak that is detected when no glsl support (in the quad emulation code) |
August 6, 2013, 03:45 (GMT) |
Basic shader now runs and renders lit objects on OpenGL 3.2 Core. The lighting isn't accurate yet. Lots of glitches. On another note, Vertex Array Objects may not be as useful as I thought they'd be for saving immediate mode state. Had to work around a bug in ATI drivers that makes attribute 0 not work when changed with glVertexAttrib. |
August 5, 2013, 17:11 (GMT) |
Cleaning up shader code. Added transform code for spot lights. Still doesn't draw... |
August 5, 2013, 04:25 (GMT) |
runs without crashing, the shaders compile, but nothing draws... |
August 4, 2013, 22:37 (GMT) |
compiles again |
August 4, 2013, 10:04 (GMT) |
Committing since GPU module compiles again. I've made too many changes without being able to compile and test. Concentrating now on bringing things back into a testable state. |
August 1, 2013, 22:18 (GMT) |
In progress applying GPU_simple_shader to implemented shading on ES/COre Broken build because I ran out of steam while replacing calls to glShadeModel. Will resume after I get some sleep :-) |
July 31, 2013, 13:56 (GMT) |
got mapped vbo working in ES and Core |
July 31, 2013, 02:32 (GMT) |
fixed crash at shutdown caused by de-initializing GPU stuff after windows had been destroyed This makes me concerned about contexts and de-initialization. I think it will work OK as long as contexts share 'display lists', but there might still be some race conditions caused by resources being managed separately from the windows they are associated with... |
July 30, 2013, 04:55 (GMT) |
Blender now runs on OpenGL 3.2 Core profile without crashing. It does seem to have problems with the TRIPLE refresh method, however. Immediate mode converted to use vertex array and vertex buffer objects. ES might be broken now. |
July 29, 2013, 23:31 (GMT) |
workaround to get mali es emulator working properly, also, fixed a missing texture data format in my revised glaDrawPixelsSafe |
July 29, 2013, 20:28 (GMT) |
Generalized GL ES so that I could link to both ANGLE with Mali's OpenGL ES Emulator. I turns out that ANGLE accepts GL_UNSIGNED_INT as indexes when that isn't standard ES. I had to go ahead and fix my immediate mode index building code to be flexible about what types it uses. GLEW doesn't like Mali's driver because it eglGetCurrentDisplay doesn't work properly, but that just means it cannot load extensions, everything else seems as good as ANGLE. http://malideveloper.arm.com/develop-for-mali/tools/opengl-es-2-0-emulator/ |
July 29, 2013, 16:58 (GMT) |
Can compile with WGL to initialize ES on desktop, but it turns out my gpu doesn't support the WGL_EXT_create_context_es2_profile, so I can't test it :( |
July 29, 2013, 16:09 (GMT) |
some fixes so that the ES profile compiles and runs properly |
July 29, 2013, 14:47 (GMT) |
started working on getting blender to run under the core profile (with deprecated functions turned off), also sketching out a generic pixel format chooser |
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