Commit Graph
279 Commits
Author SHA1 Message Date
Vincent Pelletier f8c3dc085c ANDROID: Apply a few missed backports
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
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.
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"
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
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
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
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
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
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
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
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
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
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
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