Бранимир Караџић
83a211efac
Updated version number.
2020-04-01 20:51:05 -07:00
Бранимир Караџић
c306e3b4bf
Added bgfx version number.
2020-04-01 20:50:44 -07:00
Бранимир Караџић
ebc55f8083
Cleanup.
2020-03-31 18:52:02 -07:00
paul gruenbacher
c92e647b1a
add missing flags to conditional check
2020-03-31 23:47:40 +00:00
Бранимир Караџић
f2290c1b57
Move GL_CHECK to GL callsites.
2020-03-30 09:08:10 -07:00
paul gruenbacher
5b9dd78383
make sure depth textures are resolved as well when blitting frameBuffer
2020-03-30 15:57:13 +00:00
Бранимир Караџић
a594cfa391
Cleanup.
2020-03-30 08:38:33 -07:00
Jukka Jylänki
7aed93f392
Adjust integer texture format enums for desktop OpenGL < 4.0
2020-03-30 15:35:15 +00:00
Jukka Jylänki
3ad3227595
Revert back to using GL_HALF_FLOAT (that is GL_HALF_FLOAT_OES)
2020-03-30 15:35:15 +00:00
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