July 28, 2013, 18:22 (GMT) |
A lot of misc. stuff with the WGL contexts. now the GLEW contexts get cleared and get created even if glew fails to initialize them compatibility, core, and ES profile support sRGB framebuffer creation removed dead code from WindowWin32 I'm overthinking the robustness of context creation, need to simplify later |
July 27, 2013, 20:59 (GMT) |
Got GLEW_MX working with GHOST_ContextEGL |
July 27, 2013, 20:32 (GMT) |
Enabled GLEW_MX and got it working with GHOST_ContextWGL GLEW_MX puts each set of GL entry points into its own independent context. This should reduce the possibility of WGL and GL getting mismatched. It should also allow desktop and embedded GL to live in the same program at the same time, which isn't really the end goal, but if multiple versions of OpenGL could run in the same instance of Blender it would mean that GL contexts are well managed and encapsulated. The biggest chore is probably sharing textures between alien contexts, however, I believe that problem can be solved by the same mechanism that will be needed to allow Blender to recover from power management events on mobile devices (and probably also the desktop when using ES). Not going to go too far down that road now, but this is the foundation. |
July 27, 2013, 18:09 (GMT) |
Warnings when WGL can't find the best pixel format. |
July 27, 2013, 16:38 (GMT) |
WGL_ContextEGL in working order |
July 27, 2013, 16:21 (GMT) |
Added paranoid check to make sure the context used to load WGL extensions and the context finally selected for rendering are compatible. |
July 27, 2013, 15:50 (GMT) |
GHOST_ContextWGL in working condition |
July 27, 2013, 00:55 (GMT) |
started implementation of GHOST_ContextWGL.cpp. (Incomplete) |
July 25, 2013, 10:04 (GMT) |
Implemented GHOST_ContextEGL.cpp (untested) |
July 25, 2013, 04:58 (GMT) |
Need to call eglewInit before eglBindAPI. Also fixed other problems with previous commits that I couldn't detect because I couldn't build. Also, renamed some glScissor and glViewport to gpu versions... not sure why, I'm planning on changing them back... |
July 25, 2013, 01:37 (GMT) |
Forgot to add files for the GHOST_Context base class. |
July 24, 2013, 22:48 (GMT) |
Added eglBindAPI calls in a future case where OpenGL VG or desktop OpenGL contexts are also being initialized by EGL. |
July 24, 2013, 09:54 (GMT) |
eglChooseConfig can return EGL_TRUE even if it doesn't find a suitable configuration, so you have to check the value of num_configs. Removed unused query for the total number of EGL configs. Now using a std::vector to hold the attrib_list. Put variable declarations close to their use sites. |
July 24, 2013, 09:22 (GMT) |
Added EGL multi-sampling support |
July 24, 2013, 05:12 (GMT) |
Added support for multiple EGL contexts. |
July 23, 2013, 08:39 (GMT) |
Fixed syntax errors the appeared in the WITH_GL_PROFILE_COMPAT build. |
July 23, 2013, 07:54 (GMT) |
Implemented replacement for DrawPixels so that icons and images draw on OpenGL ES and started working on the 'aspect' module, the heart of ViewportFX (finally...) |
July 22, 2013, 23:55 (GMT) |
Blender now runs when compiled with ANGLE and draws to the screen without triggering a GPU_SAFETY abort. This is a big f***ing deal. I feel like I've gotten a really nice present for my birthday today :-) |
July 22, 2013, 17:58 (GMT) |
Added EGL initialization code to GHOST_WindowWin32, but this is just temporary until I'm sure exactly how GHOST_Context will be implemented. |
July 21, 2013, 20:07 (GMT) |
Fixed up problems caused from previous update that appear when compiling WITH_GL_PROFILE_COMPAT and WITH_GL_SYSTEM_LEGACY (as opposed to WITH_GL_PROFILE_ES20 and WITH_GL_SYSTEM_EMBEDDED) |
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