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