jnmartin84
0cd447dbcf
don't waste a full byte on mirror/flip setting
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moved MIRROR bits into bits 2 and 3 of what used to be `uv_clamp` member of TextureObject
renamed `uv_clamp` member to `uv_wrap`
updated and commented code accessing `uv_wrap` for both clamp and mirror settings
2025-07-13 00:16:43 -04:00
jnmartin84
708566af72
initial support for GL_MIRRORED_REPEAT
2025-07-12 12:07:04 -04:00
Luke Benstead
f09760dda3
Merge branch 'tnl_effects' into 'master'
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Add support for texture and colour matrices
See merge request simulant/GLdc!157
2025-05-24 20:19:01 +00:00
T_chan
ca8ebf7fc0
Change all ifdefs to support both DC & Naomi
2025-02-22 14:42:00 +01:00
UnknownShadow200
ff942e804e
Add texture/color matrix sample
2025-02-22 10:52:09 +11:00
UnknownShadow200
e3f61f3c78
Initial work on texture and colour matrix support
2025-02-22 09:33:08 +11:00
UnknownShadow200
ebdb454a75
Simplify T&L effect code
2025-02-22 08:46:58 +11:00
UnknownShadow200
9ca7c002be
Slightly optimise matrix code to a single pointer lookup
2025-02-22 08:17:56 +11:00
UnknownShadow200
93c81739ba
WIP on a separate T&L effects file
2025-02-22 06:43:44 +11:00
David Reichelt
08b2d58b4e
Add support for glGetIntegerv(GL_MATRIX_MODE,...)
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(cherry-picked from commit 52011fe9efeb2e997637876be8a3f600bf91df25)
Co-authored-by: David Reichelt <freakdave@hotmail.com>
2025-02-09 19:13:38 +00:00
UnknownShadow200
b7ac22ec34
Fix lighting using some values calculated for last vertex, instead of the current vertex
2025-02-08 12:23:43 +11:00
Luke Benstead
9100660c78
Merge branch 'attribute_speedup' into 'master'
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Move attribute parsing into separate file and avoid recomputing parse/read functions unless necessary
See merge request simulant/GLdc!143
2025-02-02 08:32:06 +00:00
UnknownShadow200
e2fc2da055
Move error handling code into the cold path
2025-02-01 19:58:22 +11:00
UnknownShadow200
5318f11f11
Defer recomputing attributes state when possible
2025-02-01 18:17:28 +11:00
UnknownShadow200
bdecf90d64
Calculate read attribute functions when attribute states changes, instead of at every draw call
2025-02-01 15:38:59 +11:00
UnknownShadow200
2b06418fed
Fix not compiling on desktop due to relying on KOS specific frsqrt
2024-10-02 20:27:28 +10:00
UnknownShadow200
4513b040e2
Don't inline less optimal primitive modes
2024-10-02 20:07:36 +10:00
UnknownShadow200
19a76cbefd
Fix lines
2024-10-02 19:00:05 +10:00
UnknownShadow200
d570030070
Try to fix not being able to use GL_SRC_COLOR and GL_ONE_MINUS_SRC_COLOR as destination blend factor
2024-09-06 22:13:31 +10:00
UnknownShadow200
2f26574a44
Combine projection transform and viewport transform together
2024-08-03 15:52:56 +10:00
Luke Benstead
77531ca347
Drastically refactor glTexImage2D
2023-08-26 20:34:11 +01:00
Luke Benstead
026bdeff09
Fix infuriating memory corruption bug
2023-05-20 07:47:39 +01:00
Luke Benstead
1a678d2c8d
Undo some bad changes
2023-04-23 21:00:01 +01:00
Luke Benstead
0923b5c601
Further optimisations
2023-04-23 20:16:15 +01:00
Luke Benstead
c5ce81a38d
WIP: Restructure clipping to be much MUCH faster in the visible case
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This currently only works with triangles, anything more and it crashes
due to me not queuing subsequent vertices in the strip correctly
2023-04-19 20:57:44 +01:00
Luke Benstead
6ee9a823c1
Don't update lights unnecessarily
2023-03-23 20:01:41 +00:00
Luke Benstead
300f2a611e
Optimise state management
2023-03-17 20:40:45 +00:00
Luke Benstead
8789d6557e
Huge refactor of internal state
2023-03-07 21:27:48 +00:00
Luke Benstead
8beb295c6b
Refactor state management
2023-03-07 10:19:09 +00:00
Luke Benstead
a9f3e3a744
Fix alignments
2023-03-06 13:44:17 +00:00
Luke Benstead
8ca70a2920
Initialize submission target on boot to save runtime cost
2022-11-04 19:23:50 +00:00
Luke Benstead
0b62ac8673
Clean ups and optimisations
2022-08-25 21:24:08 +01:00
Luke Benstead
3d69003c5f
Allow disabling near-z
2022-06-13 20:16:37 +01:00
OzzyOuzo
1a456cb1a7
16bit palette color format support, extended 64 shared palette slots (4bpp), GL_OES_compressed_paletted_texture support
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GL_ERROR generated when texture size > 1024
2021-12-03 09:32:53 +02:00
Luke Benstead
adce2c7538
Perf tweaks
2021-09-13 12:57:52 +01:00
Luke Benstead
66d09e7d77
Error cleanup and immediate mode perf improvements
2021-09-13 10:29:04 +01:00
Luke Benstead
4adc49cd40
Optimisations
2021-09-12 15:04:52 +01:00
Luke Benstead
a79c1dd753
Set the right depth mode when autosort is on
2021-05-23 13:19:54 +01:00
Luke Benstead
06529d4fe7
Perf tweaks
2021-05-08 14:38:55 +01:00
Luke Benstead
e67f1fb8f9
Don't transform the vertex again incorrectly. Optimise
2021-04-30 07:58:57 +01:00
Luke Benstead
fcbb6418d2
Perf improvements
2021-04-26 16:16:25 +01:00
Luke Benstead
40678836e0
Refactor viewport handling
2021-04-25 13:05:56 +01:00
Luke Benstead
ea25251944
Optimisations
2021-04-20 16:08:58 +01:00
Luke Benstead
a3c4aaac8f
Don't set a zero zclip value
2021-04-19 20:51:22 +01:00
Luke Benstead
f03f0e8f04
Implement glScissor correctly
2021-04-14 21:38:33 +01:00
Luke Benstead
fe616028bb
X86
2021-04-09 15:24:47 +00:00
Luke Benstead
f9b7cd7985
Add a custom extension to query and defragment texture memory
2021-02-19 21:28:31 +00:00
Luke Benstead
9bfb0c6eea
Fix bug from last commit, don't apply lights at all if none are enabled
2020-05-22 07:20:08 +01:00
Luke Benstead
2b9d8520bc
Lighting perf improvements
2020-05-11 20:34:09 +01:00
Luke Benstead
ab6725c5e3
Restore MAX_LIGHTS to 8
2020-05-08 10:00:03 +01:00