Commit graph

217 commits

Author SHA1 Message Date
Jupeyy 9104c19a1a remove dublicate code 2021-05-06 12:48:46 +02:00
Jupeyy 6f01de1193 Fix modern GL graphic settings for the multi backend 2021-05-02 23:21:00 +02:00
Jupeyy b8f96ce500 Allow GLES3 coexists with OpenGL on Linux 2021-05-02 04:39:02 +02:00
Jupeyy e05abbaa91 Remove GL includes from headers 2021-05-01 23:56:30 +02:00
Jupeyy ecc5a7af81 Make GLES3 only makros 2021-05-01 21:21:09 +02:00
Jupeyy c0d6ce6d25 Add GLES support 2021-05-01 01:39:37 +02:00
Panagiotis Vasilopoulos 6c02076c05 Copied Teeworld patches for the Haiku operating system
Co-authored-by: Gerasim Troeglazov <3dEyes@gmail.com>
2021-04-17 20:10:56 +02:00
Jupeyy ec03261aa5 Refactor add command in graphics_threaded class 2021-04-07 19:03:07 +02:00
Jupeyy 8eac8b0afc Only remove windowed fullscreen and restore mouse focus loss behavior 2021-04-02 22:45:49 +02:00
Jupeyy f0160b5313 Differenciate better between window modes 2021-03-30 10:07:41 +02:00
Jupeyy c23f1e51be Print GPU info into console 2021-03-26 11:38:03 +01:00
def e985632fae OSX -> macOS
Changing the filenames of the releases will be a bit more annoying, so
not sure we want to do that
2021-02-12 13:41:41 +01:00
Jupeyy 288a18fa95 Don't render fully transparent quads 2020-12-29 14:59:17 +01:00
Jupeyy 54d937d88d Fix quad shader 2020-12-29 03:40:35 +01:00
Jupeyy cafd1a4e8f Allow windows resizing 2020-12-13 00:52:57 +01:00
Edgar 105b049497
Rename lock and semaphore classes to match current naming 2020-11-29 18:12:58 +01:00
bors[bot] 078247dd3e
Merge #3327
3327: Check skin/sprite images for correctness r=def- a=Jupeyy

I hope this helps with downloading things at wrong resolution again.

Note that this commit is smaller than it seems, bcs of renaming files and moving code to it.
Also this requires new translations.

In the skin database are invalid skins too:

![screenshot_2020-11-18_07-51-02](https://user-images.githubusercontent.com/6654924/99495409-e7637e80-2972-11eb-91ec-f8bb02a80e83.png)
![screenshot_2020-11-18_07-51-05](https://user-images.githubusercontent.com/6654924/99495410-e7fc1500-2972-11eb-94b8-aedc98e8ef67.png)


## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2020-11-18 12:27:47 +00:00
Jupeyy f38e4e133e Unlimited texture names 2020-11-18 12:50:53 +01:00
Jupeyy c989cd67f9 Check skin/sprite images for correctness 2020-11-18 07:59:15 +01:00
bors[bot] 11d5e87047
Merge #3255
3255: Add block list for drivers r=def- a=Jupeyy

Only briefly tested,
- the error message is bad
- the impl basically only works for the intel windows string, so its not really a generalized list

fixes #3234
## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
2020-11-12 07:40:10 +00:00
Jupeyy a77e3ca842 Remove some "if" checks from shader(check at compile time) & cleanup 2020-11-10 04:39:13 +01:00
Jupeyy 81a11532c5 Track the driver state 2020-11-07 07:01:12 +01:00
def 62e291b4d1 Allow opengl version 2.0 2020-11-06 19:00:23 +01:00
def 3b90f97aa5 Pull out blocklist_driver.cpp and unit test it 2020-11-06 19:00:14 +01:00
def 5c79e9aa80 Less deep nesting in ParseBlocklistDriverVersions 2020-11-06 17:15:47 +01:00
Jupeyy 54946518dc Add block list for drivers 2020-11-05 21:07:14 +01:00
def 5e2776de0d Fix bugprone-misplaced-widening-cast 2020-11-05 08:25:34 +01:00
def 165857a5a8 Fix variable names manually 2020-11-02 22:40:40 +01:00
def b1f0fd8969 Enable modernize-loop-convert clang-tidy check
and run clang-format afterwards

https://clang.llvm.org/extra/clang-tidy/checks/modernize-loop-convert.html
2020-11-02 22:40:24 +01:00
Dennis Felsing 23c005144b consistent formatting for dbg_msg
no capital letters, no spaces
2020-10-26 10:04:03 +01:00
Jupeyy dec7fd25fb Fix texture create with multi units 2020-10-21 00:57:20 +02:00
bors[bot] b014d6199c
Merge #3160
3160: Make gfx_quad_as_triangle 0 default r=def- a=Jupeyy

fixes #3097
I added a TrianglesBeing/End() instead for ingame quads
Let me quickly explain why #177 failed.

In the screenshots of #177 you already see the problem

the driver can built a quad like:
![image](https://user-images.githubusercontent.com/6654924/96621122-86f80780-1308-11eb-881a-eb51bdbe558c.png)

or like:

![image](https://user-images.githubusercontent.com/6654924/96621195-a131e580-1308-11eb-91c4-cc4cab96bdfd.png)

or somehow it wants, but it will always do them as triangles

And thats why the ingame quads were basically flipped in the screenshots of #177

But this almost never matters.
Tiles are single colored, text is single colored, ui elements are single colored.
So it only matters for ingame quads probably, which specify the color of each edge

Also even if it would matter, we can simply change the quads to triangles now.

Pro:
- Generally less vertices upload
- Less vertices building on CPU side

Cons:
- nothing



Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2020-10-20 20:53:54 +00:00
Jupeyy 6eacccfba6 Make gfx_quad_as_triangle 0 default 2020-10-20 19:11:19 +02:00
Jupeyy eb2689cf9e Rename QuadContainerAsSprite to QuadContainerEx, so its useful for all kind of rendering 2020-10-20 18:45:03 +02:00
bors[bot] 3bdded3c4f
Merge #3122 #3137
3122: Fix arithmentic problems r=def- a=Jupeyy

The first three commits are safe

The ones i'll add later will be inside the gamecore, so might alter behaviour.

I'll see which ones are critical, but takes me some time

i fixed most in #3081

3137: Add gfx debug r=def- a=Jupeyy

If someone wants to try, you have to execute the client with a config that contains dbg_gfx 1
If opengl debug is supported it will show "Enabled OpenGL debug mode" in the console

Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2020-10-20 16:19:55 +00:00
Jupeyy 5b4d99275f Add gfx debug 2020-10-18 14:38:19 +02:00
def ad3bc98578 Revert "Make GL 1.5 default"
As discussed with Lerath2, we should try to debug

This reverts commit 537f47d11d.
2020-10-17 23:34:16 +02:00
Дядя Женя 6708a7a69d Chat visual update 2020-10-17 15:50:35 +02:00
Jupeyy 537f47d11d Make GL 1.5 default 2020-10-15 18:47:06 +02:00
def 5c1b8cd221 Fix clang-analyzer-deadcode.DeadStores
/media/ddnet/src/game/client/components/statboard.cpp:288:3: warning: Value stored to 'tw' is never read [clang-analyzer-deadcode.DeadStores]
2020-10-14 15:45:47 +02:00
def a4f13ed4a8 Fix clang-analyzer-optin.portability.UnixAPI
and mark some false positives

/media/ddnet/src/engine/client/backend_sdl.cpp:329:30: warning: Call to 'malloc' has an allocation size of 0 bytes [clang-analyzer-optin.portability.UnixAPI]
2020-10-14 15:45:43 +02:00
Jupeyy 8e9baedf9a Use pointer directly for tile layer building 2020-10-13 19:52:14 +02:00
bors[bot] 3244eba39d
Merge #3078
3078: Make initial borderless work again r=heinrich5991 a=def-

Mistakenly disabled in https://github.com/ddnet/ddnet/pull/1418

Co-authored-by: def <dennis@felsin9.de>
2020-10-12 17:42:03 +00:00
def f85db90357 Make initial borderless work again
Mistakenly disabled in https://github.com/ddnet/ddnet/pull/1418/files
2020-10-12 16:30:50 +02:00
Learath2 200c4fc12e Fix alignment issues in CCommandBuffer 2020-10-11 17:18:49 +02:00
def 62dc12aacb Fix all Multiplication type alerts by CodeQL
> Multiplication result converted to larger type

> A multiplication result that is converted to a larger type can be a
> sign that the result can overflow the type converted from.

Example: https://github.com/ddnet/ddnet/security/code-scanning/17?query=ref%3Arefs%2Fheads%2Fmaster
2020-10-05 19:03:54 +02:00
def 406d383c45 Clean up OpenGL command processor 2020-09-30 23:59:44 +02:00
Jupeyy 6a1cf963d1 try trilinear filtering 2020-09-27 00:37:43 +02:00
Jupeyy c951fc3ee4 Allow specifying texture LOD BIAS 2020-09-27 00:37:42 +02:00
def 3be8a592e5 Run clang-format
Purely automatic change. In case of conflict with this change, apply the
other change and rerun the formatting to restore it:

$ python scripts/fix_style.py
2020-09-26 21:50:15 +02:00