- Centralize all header includes into OGLDisplayOutput.h.
- Update all extension versions of OpenGL functions/tokens that would be core in OpenGL v1.5.
- Change the remaining FBO attachments that I missed the last time to use RGBA8 internal format.
- Fix picky ancient drivers that won't accept GL_RED as a texture internal format. It has been changed to GL_LUMINANCE.
- Fix picky ES drivers that demand that the external format used in both glTexImage2D() and glTexSubImage2D() are exactly the same.
- OpenGL ES doesn't support GL_UNSIGNED_SHORT_1_5_5_5_REV for texture data, and GL_UNSIGNED_SHORT_5_5_5_1 is incompatible with our data. So instead, all 16-bit data will be converted to 32-bit LE before uploading it via the textures, and such ES textures will now take GL_UNSIGNED_BYTE format.
- Remove the #include for EGL/egl.h in OGLRender.h, since EGL shouldn't exist at this level of the code stack.
- ColorspaceConvert5551To8888()
- ColorspaceConvert5551To6665()
- ColorspaceConvertBuffer5551To8888()
- ColorspaceConvertBuffer5551To6665()
- Also rename the existing 16-bit color conversion functions to help further distinguish the functions from one another.
- glTexParameteri() with GL_TEXTURE_2D_MULTISAMPLE throws INVALID_ENUM when trying to assign a sampler-related state, so these calls have been removed.
- glMapBufferRange() throws GL_INVALID_OPERATION if the buffer size is 0, so check for this condition first.
- Any ES-specific error messages are now reported as "OpenGL ES" instead of "OpenGL".
- Explicitly declare the internal format of all textures and RBOs used as FBO attachments as "GL_RGBA8" instead of the generic "GL_RGBA". This may fix some extremely picky ES drivers that would throw GL_INVALID_ENUM if we don't use a sized internal format.
- Hard code the read pixels format as GL_RGBA and the read data type as GL_UNSIGNED_BYTE. It is meaningless to rely on GL_IMPLEMENTATION_COLOR_READ_FORMAT and GL_IMPLEMENTATION_COLOR_READ_TYPE since we are reading from our own FBOs that are hard coded to GL_RGBA8 format.
- Require that OpenGL ES contexts support the GL_OES_surfaceless_context extension, since we are doing offscreen rendering strictly on FBOs only. This extension has been around for a very long time, and so this serves as a kind of compatibility check.
- Fix a bug where _isShaderFixedLocationSupported wasn't being set to true, causing shaders to fail.
- OpenGL version checks now account for non-compliant ES drivers that contain text before the version number.
- Manually set the default read/draw buffers for all FBOs upon creation. We shouldn't need to do this, since they should always be set later, but just in case...
- Add missing GL_BGRA macro.
- Tidy up the OpenGL naming in some error strings.
- Add support for fixed locations in shaders for OpenGL 3.3 and later.
- The fog density table texture is now a 2D texture instead of a 1D texture.
- Fix a memory leak where the polygon state texture wasn't being deleted upon the destruction of the OpenGLRenderer object.
- PBO handling now works via glMapBufferRange() instead of glMapBuffer().
- Polygon states can now be uploaded using plain integer textures. 64k UBOs and TBOs are no longer required.
- Slightly change the names of attachment defines so that they can be distinguished from the native OpenGL attachment defines.
- The minimum version driver check now accounts for OpenGL ES.
- OpenGLRendererCreate() can now handle any possible OpenGL variant, as declared in the OpenGLVariantID enum.
- Framebuffer read backs may now assigned their format and data type. (Legacy OpenGL assigns the format as GL_BGRA, while 3.2 Core Profile assigns the format as GL_RGBA.)
- All platform-specific header includes are now centralized in OGLRender.h.
- Remove all ARB and EXT versions of legacy functions (everything pre 3.0). Legacy functions now only reference their core versions.
- Do a some minor code cleanup.
* gtk: make OSD scalable
* Scale save slot indicator (oops), make text outlines look smoother, use
larger font when not scaling
* Save and load HUD layout, prefer raster font on low resolution, select
vector font size close to raster one, make OSDCLASS::scale floating point
* Build fix
* Add reset HUD layout action, only require fontconfig if libagg is found.
* Try another font in case we could not locate monospace
* Detect screen bytes per pixel instead of hardcoding it, define
AGG2D_USE_VECTORFONTS if fontconfig is found.
* Different pixel formats are handled by different draw target
implementations
* [WIP] gtk: implement GPU scale factor feature
* Replace combobox with spin button, fix taking screenshot
* Fix distorted image, add some checks for scale factor value
* Make OSD at least properly visible