Alex Szpakowski
7f3538d2ba
Merge branch 'main' into 12.0-development
2022-01-05 21:10:27 -04:00
Alex Szpakowski
8e7fd10b6f
Update copyright year for 2022
2021-12-31 18:33:40 -04:00
Alex Szpakowski
21f5ba86d3
Merge branch 'master' into 12.0-development
2021-04-07 20:33:44 -03:00
Alex Szpakowski
f89aabb0bb
Update copyright year for 2021
2021-04-04 16:14:45 -03:00
Alex Szpakowski
deff795908
Rename some internal buffer enums to better match what they do
2021-01-17 20:59:16 -04:00
Alex Szpakowski
b7400892a4
Merge branch 'master' into 12.0-development
2020-12-22 19:35:06 -04:00
Miku AuahDark
81272ba5b5
Only use pinned memory on AMD GPUs.
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As per in Discord, for some reason Intel driver in Linux(?) expose
pinned memory extension and causes driver crash in one test case.
2020-12-15 10:25:38 +08:00
Alex Szpakowski
a0a933a1b9
Merge branch 'master' into 12.0
2020-02-15 13:51:12 -04:00
Alex Szpakowski
15f0e4109b
Fix a typo in a comment
2020-02-15 13:50:47 -04:00
Alex Szpakowski
813b1e0e69
Remove debug print
2020-02-05 18:03:34 -04:00
Alex Szpakowski
ca84b6db48
More robust error handling for AMD Pinned Memory buffers (issue #1540 )
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Also print out any errors that are produced from that (for now).
2020-02-05 07:49:38 -04:00
Alex Szpakowski
51db32cfdf
Merge default into minor.
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--HG--
branch : minor
2020-01-06 22:41:01 -04:00
Alex Szpakowski
eab3b83a2e
Fix a hard freeze on AMD+Windows systems when the internal buffers used for automatic batching are resized.
2020-01-06 19:58:22 -04:00
Alex Szpakowski
5f9b5a21d0
Merge default into minor
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--HG--
branch : minor
2020-01-03 22:45:36 -04:00
Alex Szpakowski
fc4847c69d
Update copyright for the new year
2020-01-03 22:40:36 -04:00
Alex Szpakowski
bc12312f0f
macOS: rename most internal uses of "macosx" to "macos".
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--HG--
branch : minor
2019-12-22 17:54:20 -04:00
Alex Szpakowski
8e5b71e8e7
Improve automatic batching performance slightly on AMD gpus by removing some redundant/useless opengl calls (there is no mapped buffer to flush).
2019-06-01 15:58:42 -03:00
Alex Szpakowski
ddef70e141
Potentially improve automatic batching performance slightly on nvidia/intel GPUs.
2019-06-01 15:06:19 -03:00
Alex Szpakowski
0752f27bdf
Update copyright year for 2019
2019-01-03 21:09:05 -04:00
Alex Szpakowski
3af66da51e
Automatic batching: improve the consistency of performance and draw calls for the vertex buffer upload approach taken on older Windows and Linux GPUs which are only capable of GL3.
2018-12-27 23:52:54 -04:00
Alex Szpakowski
43ee232897
macOS: Use a (non-persistent) map/sync approach for stream buffers, instead of glBufferSubData. This usually won't affect performance either way, but avoids some worst-case performance cliffs on my Intel GPU in my testing.
2018-12-16 15:15:32 -04:00
Alex Szpakowski
bcc5e77632
Simplify OpenGL 3+ stream buffer syncing code used with automatic batching.
2018-12-12 17:51:03 -04:00
Alex Szpakowski
535be96f03
Optimize StreamBuffer::getUsableSize to not be a virtual method.
2018-09-29 14:50:49 -03:00
Alex Szpakowski
3857d09132
Don't use persistently mapped buffers on Intel Ivy Bridge GPUs on Windows. glClientWaitSync can hang with those drivers, apparently.
2018-01-06 00:42:16 -04:00
Bart van Strien
e80247c191
Happy new year! ✨
2018-01-03 19:47:35 +01:00
Alex Szpakowski
8672ff2272
Use a more efficient method of streaming automatically batched vertices on AMD Windows and Linux systems.
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--HG--
branch : minor
2017-11-11 20:48:02 -04:00
Alex Szpakowski
b4f8f08b70
Enable (when available) and improve performance of persistently mapped buffer path for the vertex/index buffers used with automatic batching.
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--HG--
branch : minor
2017-09-03 18:23:54 -03:00
Alex Szpakowski
f2597168a2
Fix text object drawing and a bug in stream buffers used in autobatching
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--HG--
branch : minor
2017-01-30 22:11:26 -04:00
Alex Szpakowski
7d7f8e0a92
Mark classes as ‘final’
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--HG--
branch : minor
2017-01-29 02:06:17 -04:00
Alex Szpakowski
13af754d3d
Move most of Text and Video love.graphics classes out of the opengl subfolder.
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--HG--
branch : minor
2017-01-28 21:37:09 -04:00
Alex Szpakowski
731b5d5cf0
Added support for GLSL 3 shaders (GLSL 3.30 and GLSL ES 3.00).
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To use GLSL 3 in a shader, the first line of the shader has to be: #pragma language glsl3
glsl1 is the default language.
Added “glsl3” graphics feature as part of the table returned by love.graphics.getSupported().
Added love.graphics.validateShader(boolean gles, shadercode). It returns a boolean along with an error string if the shader code has errors for its target language and platform (gles or desktop).
Implemented support for Core Profile OpenGL 3.3 in love.graphics.
--HG--
branch : minor
2017-01-22 18:54:04 -04:00