Jukka Jylänki
43bd07f825
Fix OpenGL ES texture formats and remove runtime texture probing on WebGL.
2020-03-30 15:35:15 +00:00
Бранимир Караџић
e495c613a5
Cleanup.
2020-03-30 08:34:58 -07:00
Jukka Jylänki
d26aac6d2c
Create WebGL 2 context if available. Work around Chrome performance bug https://bugs.chromium.org/p/chromium/issues/detail?id=1045643
2020-03-30 15:27:17 +00:00
Jukka Jylänki
4a8276cb29
Optimize glUniform1iv and glUniform4fv to use faster glUniform1i and glUniform4f on WebGL.
2020-03-30 15:26:49 +00:00
Jukka Jylänki
bab9dc752e
Avoid redundant GL calls to glEnableVertexAttribArray() and glDisableVertexAttribArray(). #1960
2020-03-30 15:26:15 +00:00
Pablo Escobar
be626359f9
Fix #2071 again
2020-03-29 16:16:33 +00:00
Бранимир Караџић
6c0c5c9921
Renamed vertexdecl.* to vertexlayout.*
2020-03-28 20:06:03 -07:00
Pablo Escobar
1c9e6e6bb6
Fix #2071 , #1950
2020-03-28 16:35:41 +00:00
Pablo Escobar
1f5ca837de
Vulkan: fall back to deprecated validation layers if necessary
2020-03-27 04:35:19 +00:00
Pablo Escobar
9482c8589e
Vulkan: bind correct compute index buffer
2020-03-26 22:17:53 +00:00
Pablo Escobar
d3e4e35700
Formatting
2020-03-26 19:03:05 +00:00
Pablo Escobar
570d269b86
Vulkan: enable sRGB backbuffer and sRGB textures
2020-03-26 19:03:05 +00:00
Pablo Escobar
0636436006
Vulkan: fix validation errors, switch to new validation layers
2020-03-24 21:28:48 +00:00
Бранимир Караџић
dc25f517a2
Revert "Allow macro expansion for sampler registers with HLSL 4 and below"
...
This reverts commit 77cd6482e7 .
2020-03-23 11:49:51 -07:00
Бранимир Караџић
17d5a24279
Merge branch 'master' of github.com:bkaradzic/bgfx
2020-03-22 13:53:12 -07:00
Бранимир Караџић
34caa9cfb3
Fixed issue #2072 .
2020-03-22 13:52:50 -07:00
Pablo Escobar
77cd6482e7
Allow macro expansion for sampler registers with HLSL 4 and below
2020-03-22 20:51:37 +00:00
Бранимир Караџић
8e18824460
Cleanup.
2020-03-22 13:51:09 -07:00
Pablo Escobar
c9fcca6327
Vulkan: use correct vertex layout for calculating vertex count
2020-03-22 20:47:35 +00:00
Бранимир Караџић
126a3fa6da
Fixed issue #2072 .
2020-03-21 20:42:10 -07:00
Бранимир Караџић
387ac7fc25
Cleanup.
2020-03-18 21:39:48 -07:00
Бранимир Караџић
7f8471e168
Fixed aligned delete.
2020-03-18 18:34:05 -07:00
Cedric Guillemet
dbb83d2525
PR feedback
2020-03-18 02:14:20 +00:00
Cedric Guillemet
0881d98bd2
Discard flags for submit call
2020-03-18 02:14:20 +00:00
Бранимир Караџић
4d50e90dd2
Removed support for SteamLink (discontinued 11/2018).
2020-03-11 21:49:11 -07:00
Tobias Boogh
9f37296761
Added X86 to platform to allow metal support on iOS Simulator
2020-03-09 16:53:33 +00:00
Бранимир Караџић
aea0759457
Cleanup.
2020-03-04 08:55:03 -08:00
Robin Allen
2f58755f6d
Keep debug text colours the same with sRGB backbuffer on/off
2020-03-04 16:35:08 +00:00
Бранимир Караџић
e5b1e7a645
Cleanup.
2020-03-03 19:25:11 -08:00
Robin Allen
64c21b3f32
Create sRGB textures if the texture file specifies sRGB
2020-03-04 03:23:25 +00:00
Nick Waanders
9fffde72cf
Update renderer_mtl.mm
...
TARGET_OS_MACCATALYST is defined, but it is set to 0. Therefore the 'defined' check is not correct.
2020-03-04 03:22:51 +00:00
Бранимир Караџић
29dc60b068
Revert "Fix RGBA4 and RGB5A1 format & internalFormat"
...
This reverts commit 5b9b75abb2 .
2020-03-02 22:09:05 -08:00
Бранимир Караџић
09de2467d5
Revert "Fix RGBA4 and RGB5_A1 type. GL_UNSIGNED_SHORT_4_4_4_4_REV and GL_UNSIGNED_SHORT_1_5_5_5_REV do not exist in GLES, only in desktop OpenGL, but the non _REV verrsion is present in both"
...
This reverts commit c56d843565 .
2020-03-02 22:09:00 -08:00
Jukka Jylänki
c56d843565
Fix RGBA4 and RGB5_A1 type. GL_UNSIGNED_SHORT_4_4_4_4_REV and GL_UNSIGNED_SHORT_1_5_5_5_REV do not exist in GLES, only in desktop OpenGL, but the non _REV verrsion is present in both
2020-03-03 06:04:45 +00:00
Jukka Jylänki
5b9b75abb2
Fix RGBA4 and RGB5A1 format & internalFormat
2020-03-03 04:08:27 +00:00
Jukka Jylänki
e1b3fe6d75
Fix OpenGL ES depth&stencil format querying.
2020-03-02 16:55:39 +00:00
Jukka Jylänki
d539f3425f
Avoid querying GL_MAX_ARRAY_TEXTURE_LAYERS and GL_MAX_LABEL_LENGTH if it is known at compile time that the GL context is not new enough to have them.
2020-03-02 16:54:25 +00:00
Minmin Gong
68e27b6655
Fix a couple framebuffer related bugs in D3D renderer
...
1. A crash in D3D11 renderer when create a texture with flag BGFX_TEXTURE_RT_WRITE_ONLY then override it, bcause m_srv is NULL.
2. In headless mode, RendererContextD3D12::m_swapChain is NULL, clear it resulting a D3D12 debug error
2020-02-27 04:59:35 +00:00
Minmin Gong
ca509c136d
Store the command queue into device in D3D12 renderer
2020-02-27 04:58:27 +00:00
Sandy Carter
d7e3f03780
shaderc_glsl: Fix error when mixing SamplerArray and flat keyword
...
Use of the `flat` keyword will have `glslopt_optimize` run with glsl
version 130. In this mode, it will change calls of `texture2DArray` to
the more general `textureArray`. However, this call results in an error
when reading the compiled shader:
```
bgfx/src/renderer_gl.cpp:5904: BGFX Failed to compile shader.
0: 0(45) : error C1503: undefined variable "textureArray"
```
Defining this call to be `texture` avoids this error.
2020-02-20 16:05:00 +00:00
Minmin Gong
de4e62692d
Don't clear RTVs/DSVs after creating them
2020-02-20 05:00:04 +00:00
Minmin Gong
141aae44cd
Fix the sRGB support in D3D12 renderer
2020-02-20 04:59:03 +00:00
Minmin Gong
ccdd6676ca
Implement the overrideInternal in D3D12 renderer
2020-02-13 07:11:47 +00:00
Attila Kocsis
6f168f0ca2
Metal: Fixed msaa capture
2020-02-11 03:20:53 +00:00
Justin Murray
248c7a88df
Modified CreateShaderResourceView() calls to use descriptiors from prior SRVs to handle cases where SRV format cannot be directly deduced from texture format. This happens when using D3D11's typeless texture formats, which can be introduced into a BGFX app using overrideInternal.
2020-02-11 03:19:58 +00:00
Elviss Strazdins
ff6aa27cae
Fix MSAA sample count for Metal
2020-02-10 16:17:56 +00:00
Бранимир Караџић
17db2f79e0
Revert "d3d9: Set RGBA4 to unknown"
...
This reverts commit c776c2eaaa .
2020-02-08 09:29:14 -08:00
Sandy Carter
c776c2eaaa
d3d9: Set RGBA4 to unknown
...
Color ordering of RGBA4 is wrong and there are no A4B4G4A4 format or swizzling
options.
2020-02-08 09:21:12 -08:00
Sandy Carter
dba8b8efef
vulkan: Add swizzle definition to formats
...
Fix color ordering of RGBA4
2020-02-08 09:21:12 -08:00
Sandy Carter
77fdc487ab
opengl: Fix color ordering of RGBA4
2020-02-08 09:21:12 -08:00