~dokomix/dokomix/+git/taisei:sdf

Last commit made on 2018-10-15
Get this branch:
git clone -b sdf https://git.launchpad.net/~dokomix/dokomix/+git/taisei

Branch merges

Branch information

Name:
sdf
Repository:
lp:~dokomix/dokomix/+git/taisei

Recent commits

1dbccbd... by Andrei Alexeyev <email address hidden>

SDF fonts: messy proof of concept (fonts not included)

63c5a32... by Andrei Alexeyev <email address hidden>

i'm a fucking moron

146b751... by Andrei Alexeyev <email address hidden>

Fix stage1_water shader not compiling on some windows AMD drivers

a6d0ab5... by Andrei Alexeyev <email address hidden>

Implement hardware index buffers; some renderer refactoring

Too lazy for detailed comments, read the code

5548b6d... by Andrei Alexeyev <email address hidden>

Don't emit TE_MENU_ACCEPT events from repeated inputs

Fixes #150 and potentially other input issues

1b06a20... by Andrei Alexeyev <email address hidden>

Fix #149 and some other spell bg issues

30f5df4... by Andrei Alexeyev <email address hidden>

Fix #145

04ae457... by Andrei Alexeyev <email address hidden>

git subrepo pull external/gamecontrollerdb

subrepo:
  subdir: "external/gamecontrollerdb"
  merged: "2c1b295e"
upstream:
  origin: "https://github.com/taisei-project/SDL_GameControllerDB"
  branch: "master"
  commit: "2c1b295e"
git-subrepo:
  version: "0.3.1"
  origin: "https://github.com/ingydotnet/git-subrepo"
  commit: "a7ee886"

2414474... by Andrei Alexeyev <email address hidden>

OpenGL ES 3.0 rendering backend (#148)

* First steps towards shader transpilation

Needs to be manually enabled via -Dshader_transpiler=true.

Requires shaderc. https://github.com/google/shaderc

Not yet functional due to missing SPIRV-Cross integration. SPIRV-Cross
currently does not have an official C API, and crossc is too minimal to
be useful. The current plan is to extend crossc and vendor it, while
also sending PRs upstream.

* Integrate crossc; shader transpilation for GLES now works

* fix leak

* gles30 backend now playable on Mesa with 3.2 context

Some rendering issues are present. Identified so far:
    - Marisa's lasers are invisible
    - Death effect looks wrong

Also, a small pixmap manipulation library has been written, and the
texture uploading API redesigned around it.

* fix marisa lasers in GLES (uniform name clashed with builtin)

* fix player death effect in GLES (another name clash)

* Dump ANGLE's translated shader code in debug log

* fix screenshots

* Drop support for triangle fans, switch to strips

Fans offer no advantage over strips, and they've been removed in D3D10+,
so ANGLE has to emulate them.

* crude workaround for an ANGLE bug

* Re-enable GL debug labels, fix an issue with them that affected ANGLE (but was always technically a bug)

* fix race condition in shaderc initialization

* New SDL_RWops interface for vertex buffers

* Optimize VBO streaming via buffering updates

Measurable performance improvement even with the main gl33 renderer,
drastic improvement with ANGLE.

* Fix the depth texture binding problem under ANGLE

Apparently it hates GL_DEPTH_COMPONENT16 for some reason. Sized internal
formats are not supported in GLES 2.0 anyway, so not using them is
probably a good idea.

* fix GLES2.0 segfault (the backend still doesn't work, though)

* dump GL extensions at info log level, not debug

* get around a Mesa bug; more correct texture format table for GLES2

* Correct GLES3 texture format table according to the spec

Not a Mesa bug after all

* require crossc>=1.5.0, fallback to subproject

* Request at least 8bit per color channel in GL backends

* Forbid lto for static windows builds with shader_transpiler=true

* fix edge case segfault

* Add basic ANGLE bundling support to the build system

Windows only, and no NSIS support yet

* Fix various windows-related build system and installer brokenness

* Disable gles backends by default

* update documentation

10046ff... by holycleugh <email address hidden>

Add option and keybinding to toggle audio mute. (#147)