Vincent Pelletier
f8c3dc085c
ANDROID: Apply a few missed backports
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These make ResidualVM crash on application initialisation.
2017-04-19 11:00:15 +00:00
Bastien Bouclet
3f143ab299
BACKENDS: Add a configuration setting to enable V-Sync
2016-11-20 13:12:14 +01:00
Pawel Kolodziejski
19bcd1f3bc
ALL: Sync with ScummVM
2016-11-12 12:59:06 +01:00
Pawel Kolodziejski
9ba9c69b3f
ALL: Sync with ScummVM - rev. 823c2f899b
2016-11-12 08:49:29 +01:00
Bastien Bouclet
cdb138c796
SDL: Fix build with SDL1
2016-10-27 22:01:23 +02:00
Bastien Bouclet
5a83d2dedf
SDL: Disable alpha blending in the surface SDL backend
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Fixes black screen in fullscreen with SDL2 and TinyGL
2016-10-27 21:55:46 +02:00
Vincent Pelletier
33036790cb
SDL: Accept 32bits video mode.
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Now that TinyGL supports 32bits final framebuffer.
In SDL1, let SDL decide between 16 and 32.
In SDL2, create 32bits texture & surface.
2016-07-24 02:35:53 +02:00
Bastien Bouclet
a0dad6c8c7
Revert "SDL: Use consistent mouse grabbing API when building with SDL2"
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This reverts commit 74e99a8a62 .
2016-07-22 21:18:39 +02:00
Bastien Bouclet
74e99a8a62
SDL: Use consistent mouse grabbing API when building with SDL2
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SDL_SetWindowGrab is also used by SdlWindow::toggleMouseGrab.
Fixes the mouse cursor visibility in the GMM in Myst III.
2016-07-22 20:44:33 +02:00
Bastien Bouclet
f8cce66926
SDL: Improve code organisation and documentation
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No functional change
2016-07-14 12:04:06 +02:00
Bastien Bouclet
5b927c06f1
SDL: Ony perform framebuffer detection once on startup
2016-07-14 12:04:06 +02:00
Bastien Bouclet
2141277df9
SDL: Detect the desktop resolution earlier
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So that nothing has a chance to change it beforehand.
2016-07-14 12:04:05 +02:00
Bastien Bouclet
8927dcdcf6
SDL: Rewrite OpenGL overlay handling to use TiledSurface
2016-07-14 12:03:38 +02:00
Bastien Bouclet
287f97228f
BACKENDS: Make suggestSideTextures go through GraphicsManager
2016-07-14 12:02:55 +02:00
Bastien Bouclet
911e0e3915
BACKENDS: Remove launcherInitSize from GraphicsManager
2016-07-14 12:02:55 +02:00
Bastien Bouclet
f9a7f37579
SDL: Remove the OpenGL suffix from some method names
2016-07-14 12:02:55 +02:00
Bastien Bouclet
52f2dfc869
SDL: Split the GraphicsManager into Surface and OpenGL
2016-07-14 12:02:51 +02:00
Bastien Bouclet
a381ef0530
SDL: Add forbidden symbol exceptions for building on OSX with SDL2
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This is suspicious. Check me.
2016-06-23 21:18:03 +02:00
Bastien Bouclet
40e76b4cdd
SDL: Add initial support for building with SDL2
2016-06-12 20:39:47 +02:00
Bastien Bouclet
9b0f37993c
SDL: Don't use the screen buffer in OpenGL mode
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It makes no sense, and SDL2 does not provide one.
2016-06-12 20:17:57 +02:00
Bastien Bouclet
d4ce2d8c50
SDL: Attempt to fix build on AmigaOS
2016-06-12 20:14:59 +02:00
Bastien Bouclet
9c0950f76c
SDL: Fix build for platforms with incomplete OpenGL headers
2016-06-12 20:08:05 +02:00
Bastien Bouclet
fe4aac9ada
Merge pull request #1250 from bgK/wip-multisampling
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Multisampling for framebuffers
2016-06-12 19:53:14 +02:00
Bastien Bouclet
87ceda2324
SDL: Don't try to draw the SubScreen if it's null
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Also simplify the closeOverlay method. This has the side effect of properly freeing
SubScreen when building without OpenGL.
2016-06-11 13:32:04 +02:00
Bastien Bouclet
5ae1e3a01c
OPENGL: Honor the configured MSAA samples for FBOs
2016-06-11 13:12:37 +02:00
Dries Harnie
be5202d11d
OPENGL: Multisampling for framebuffers (SDL)
2016-06-11 13:12:37 +02:00
Bastien Bouclet
3e0136160d
SDL: Don't enable screen level multisampling when rendering to a FBO
2016-06-11 13:12:37 +02:00
Bastien Bouclet
992106596c
SDL: Rework OpenGL window creation
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The new implementation builds a list of suitable OpenGL context properties,
sorted by preference.
The context creation goes through that list and stops at the first successfully
created context.
2016-06-11 13:12:30 +02:00
Pawel Kolodziejski
68ee863367
SDL: attempt to fix compilation for AmigaOS4
2016-03-09 18:21:18 +01:00
Bastien Bouclet
19757429f2
SDL: Reorganize the game render target selection code
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Introduce a GameRenderTarget enumeration defining how the game is rendered
on the screen: directly, using a sub-surface, or using a framebuffer.
Split the video initialisation code into smaller methods.
The logic should be exactly the same as before.
2016-03-06 12:20:25 +01:00
Bastien Bouclet
31715787ca
SYSTEM: Add a system method for retrieving the screen framebuffer
2016-02-06 08:53:41 +01:00
Bastien Bouclet
e6a31b2150
SDL: Set the OpenGL context type according to the USE_GLES2 define
2016-02-06 08:53:41 +01:00
Bastien Bouclet
7eee45add3
SDL: Use the SurfaceRenderer class to draw the textures
2016-02-06 08:53:41 +01:00
Bastien Bouclet
2b85430198
SDL: Use the OpenGL Texture class to draw the overlay
2016-02-06 08:53:41 +01:00
Bastien Bouclet
ed38c20cce
OPENGL: Add a Context class used to describe the active OpenGL context
2016-02-06 08:02:50 +01:00
Bastien Bouclet
6c78bcebe4
GRAPHICS: Move opengles2 files to the opengl folder
2016-02-06 08:02:49 +01:00
Bastien Bouclet
4c2c1b4d36
GRAPHICS: Set the namespace for OpenGL classes to OpenGL
2016-02-06 08:02:27 +01:00
Pawel Kolodziejski
6c960b1d33
ALL: Sync with ScummVM
2016-01-30 21:18:08 +01:00
Bastien Bouclet
c16fec3a71
SDL: Unbind the shader after drawing
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Otherwise the next call to Shader::use may still
mistakenly consider it to be active, and do nothing.
2016-01-16 08:06:01 +01:00
Pawel Kolodziejski
2fadf2e466
ALL: Synced with ScummVM
2015-12-22 00:24:01 +01:00
Pawel Kolodziejski
baab5c4223
ALL: sync with ScummVM
2015-09-16 07:12:11 +02:00
Dries Harnie
ae4601c303
JANITORIAL: Code style fixes
2015-08-17 13:25:46 +02:00
Dries Harnie
8fc79af213
SYSTEM: Add side textures as a System feature
2015-08-17 13:25:46 +02:00
Dries Harnie
d2756876b8
GRAPHICS: Implement side textures for TinyGL
2015-08-17 13:25:45 +02:00
Dries Harnie
6a85a3360f
GRAPHICS: Factor out drawSideTexturesOpenGL
2015-08-17 13:25:45 +02:00
Dries Harnie
a07c8ce0ac
GRAPHICS: Pass Graphics::Surface* to setSideTextures
2015-08-17 13:25:45 +02:00
Dries Harnie
b2b7a0c0cb
GRAPHICS: Render side-textures with correct aspect
2015-08-14 15:24:56 +02:00
Dries Harnie
4a0738a811
GRAPHICS: Allow for flipping side textures
2015-08-14 15:24:56 +02:00
Dries Harnie
f394a6b2db
GRAPHICS: Draw side textures if fullscreen
2015-08-14 15:24:56 +02:00
Dries Harnie
4c179a5584
GRAPHICS: Merge drawFrameBufferOpenGL{,Shaders}
2015-08-14 15:24:54 +02:00