Commit Graph

1049 Commits

Author SHA1 Message Date
halx99 f0bb34dc4f Revert 'Remove callbackUniforms support" 2021-09-30 22:33:23 +08:00
halx99 986ffad3fa Use more better typecast 2021-09-30 08:18:44 +08:00
halx99 8c86e7fe59 Remove unused callbackUniforms 2021-09-30 08:18:01 +08:00
halx99 aaa479cdfb Fix #510 2021-09-30 08:16:33 +08:00
rh101 ea4b212d1f Use %d for int32_t 2021-09-02 22:45:59 +10:00
rh101 ab2aa26242 Change %lu to %u 2021-09-02 22:43:10 +10:00
rh101 568e3612bd Remove getLong() method
Change %du to %u, and %lx to %x
Use "stdint.h" instead of <cstdint> for TGAlib.h
2021-09-02 20:30:20 +10:00
rh101 de182c8360 Change %ld to %d for 32bit data types
Regenerate LUA bindings
2021-09-02 17:46:22 +10:00
rh101 0b27d0980c Add required include for uint32_t
Fix code warning
2021-09-02 16:18:32 +10:00
rh101 4d1ff40736 Usage of long and unsigned long changed to platform independent fixed-sized types where appropriate. 2021-09-02 15:39:28 +10:00
halx99 f9ac34c20f Fix byteorder detect error for win64 and some warnings 2021-08-27 11:27:33 +08:00
halx99 092b24e591 Improve code quality 2021-07-16 11:04:38 +08:00
halx99 f70ad053c0 Rename everything to adxe 2021-07-09 10:42:36 +08:00
halx99 ffcd4770cb Move GL macros to backend MacrosGL.h
a. Fix box2d-testbed crash on macos and ios
b. User should avoid use them at application
2021-07-07 13:52:56 +08:00
halx99 a84067eb74 Refactor dual sampler shader [ci build]
Since not only etc1 could use sepreate RGB, A to two texture samplers, we unify the shader name.
2021-06-27 20:58:50 +08:00
halx99 c12aa74b55 Fix #386 [ci build] 2021-06-17 22:22:41 +08:00
halx99 988fea5796
Fix android astc support check
glCompressedTexImage2D no error, regard the device support astc
2021-06-10 16:42:57 +08:00
halx99 2dcd3d64df Fix android compile error [ci build] 2021-06-10 14:17:47 +08:00
halx99 5570b17a17
Fix ci [ci build] 2021-06-10 12:55:58 +08:00
halx99 98fda4ae1e Use 1px detect method for checking whether GPU support astc [ci build] 2021-06-10 12:44:34 +08:00
halx99 43b0f8dd71 Fix ci [ci build] 2021-05-28 16:43:32 +08:00
halx99 8750096575 Use type GLchar for glGetShaderInfoLog 2021-05-27 14:52:09 +08:00
halx99 143a1ab1f6 Fix #360 2021-05-27 14:39:17 +08:00
HALX99 138781151a
Fix depth stencil state/desc (#321)
* Fix ds state

* fix 3d object not render

* Update DepthStencilStateGL.cpp

* fix ds, not complete

* fix image ref incorrect

* Fix metal captureScreen

* Share ds desc
needs restore properly after non-default render target destroy.

* fix gl compile

* Sync ds desc

* Only set vertex & index buffer once for batch draw

* Add set/get ds desc for renderer

* Refine code style

* Fix RenderTextureTest
a. should restore stencil desc properly

* Sync gl captureNode

* Sync GL
2021-01-31 22:22:52 +08:00
HALX99 46fad08e4c
Revert "Fix #313" 2021-01-21 12:41:01 +08:00
halx99 ae0c3eddef Fix #313
a. error: depthAttachment PixelFormat (MTLPixelFormatInvalid) and stencilAttachment PixelFormat (MTLPixelFormat Depth32Float_Stencil8) must match.
b. Because we only support D24S8(D32FS8) combined format, so needs check
TargetBuffferFlags::DEPTH_AND_STENCIL when setup depth and stencil
format, otherwise newRenderPipelineWithDescriptor will crash.
2021-01-16 00:01:21 +08:00
halx99 208d07697f Fix next drawable maybe nil crash[ci build] (#310) 2020-12-17 15:31:16 +08:00
halx99 108399ede3 Unify CC_COMPAT_GL to control renderer backend
win32: google angle
mac: NSGL
ios: GLES
2020-12-02 03:03:05 -08:00
rh101 17f3959a13 Allow user to set custom program type value 2020-11-27 17:26:02 +11:00
HALX99 0d04e20b50
fix metal znear range for viewport
https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515527-setviewport?language=objc
2020-11-23 09:30:51 +08:00
halx99 57c767a66d fix #260 [ci build] 2020-11-16 12:21:27 +08:00
halx99 a71788d942 Delete unused buitin shaders 2020-11-16 11:20:12 +08:00
halx99 ebb6e1963b plain include xxhash.h 2020-11-14 12:22:51 +08:00
HALX99 d4284b880e
Update comment 2020-11-06 09:33:26 +08:00
halx99 a2a7166808 [Metal] matching depth stencil state 2020-11-06 08:56:25 +08:00
halx99 8e35201726 fix #255 [ci build] 2020-11-05 22:51:33 +08:00
halx99 449d8ce0e2 fix #255 [ci build] 2020-11-05 22:24:30 +08:00
halx99 9e99cfe119 Remove unused shader files [ci build] 2020-11-04 16:35:12 +08:00
halx99 da1613a9b6 For scripting binding happy 2020-11-02 16:35:31 +08:00
halx99 b897e61c94 Improve memory use 2020-10-29 19:13:36 +08:00
halx99 e25931f686 fix compile 2020-10-27 17:01:03 +08:00
halx99 a3a92b5d81 Use DeviceGL to store defaultFBO 2020-10-27 16:58:37 +08:00
halx99 21d9cbdc11 DNT printmat by default 2020-10-27 11:21:03 +08:00
halx99 975ef2ff61 Lock name 2020-10-24 21:57:36 +08:00
halx99 5a6efdf800 Optimize includes 2020-10-23 16:40:51 +08:00
halx99 ebc89adcfc Support specific manually and more clearly comment 2020-10-23 15:27:03 +08:00
halx99 a14b7cc91e Only needs updateUniformID when set a unstable uniform variable 2020-10-23 15:07:18 +08:00
halx99 8f463be6f9 Add setUniformID manually for user to avoid calculate uniformID with uniform buffer automatically 2020-10-23 12:39:30 +08:00
halx99 a8561bba30 Remove default constructor of ProgramState 2020-10-23 12:17:36 +08:00
halx99 1fb454a7ee Since we have uniformID, CUSTOM_PROGRAM also can batch 2020-10-23 12:07:37 +08:00