This adds a counter to the debug overlay that displays the average
percentage of SIMD lane utilization.
This number represents the number of pixels that were output for each
quad. A utilization of 100% means that all 4 SIMD lanes were used and
no pixels were masked out before being written to the color buffer.
This snaps vertices to 1/32 of a pixel before rasterization resulting
in smoother movement and less floaty appearance of moving triangles.
This also reduces the severity of the artifacts in the glquake port.
5 bits should allow up to 1024x1024 render targets. Anything larger
needs a different implementation.
This displays statistics regarding frame timings and number of pixels
rendered.
Timings are based on the time between draw_debug_overlay() invocations.
This measures actual number of frames presented to the user vs. wall
clock time so this also includes everything the app might do besides
rendering.
Triangles are counted after clipping. This number might actually be
higher than the number of triangles coming from LibGL.
Pixels are counted after the initial scissor and coverage test. Pixels
rejected here are not counted. Shaded pixels is the percentage of all
pixels that made it to the shading stage. Blended pixels is the
percentage of shaded pixels that were alpha blended to the color buffer.
Overdraw measures how many pixels were shaded vs. how many pixels the
render target has. e.g. a 640x480 render target has 307200 pixels. If
exactly that many pixels are shaded the overdraw number will read 0%.
614400 shaded pixels will read as an overdraw of 100%.
Sampler calls is simply the number of times sampler.sample_2d() was
called.
Texture coordinate generation is the concept of automatically
generating vertex texture coordinates instead of using the provided
coordinates (i.e. `glTexCoord`).
This commit implements support for:
* The `GL_TEXTURE_GEN_Q/R/S/T` capabilities
* The `GL_OBJECT_LINEAR`, `GL_EYE_LINEAR`, `GL_SPHERE_MAP`,
`GL_REFLECTION_MAP` and `GL_NORMAL_MAP` modes
* Object and eye plane coefficients (write-only at the moment)
This changeset allows Tux Racer to render its terrain :^)
Now that we calculate and store eye coordinates for each vertex, we
should use their `z` values for the fragment depth used in further fog
calculations.
This fixes the fog in Tux Racer :^)
This follows the OpenGL 1.5 spec much more closely. We need to store
the eye coordinates especially, since they are used in texture
coordinate generation and fog fragment depth calculation.
* LibGL now supports the `GL_NORMALIZE` capability
* LibSoftGPU transforms and normalizes the vertices' normals
Normals are heavily used in texture coordinate generation, to be
implemented in a future commit.
In the OpenGL fixed function pipeline, alpha testing should happen
before depth testing and writing. Since the tests are basically boolean
ANDs, we can reorder them however we like to improve performance and as
such, we perform early depth testing and delay the more expensive alpha
testing until we know which pixels to test.
However, we were already writing to the depth buffer during the depth
test, even if the alpha test fails later on. Depth writing should only
happen if depth testing _and_ writing is enabled.
This change introduces depth staging, deferring the depth write until
we are absolutely sure we should do so.
According to the documentation, we should switch around vertices every
other triangle to prevent front-face culling from removing them.
This allows Tux in Tux Racer to render correctly.
This adds a method `info()` to SoftGPU that returns the name of the
hardware vendor and device name, as well as the number of texture untis.
LibGL uses the returned texture unit count to initialize its internal
texture unit array.
Replaces the GLenum used in RasterizerConfig to select the draw buffer
with a simple boolean that disabled color output when the draw buffer
is set to GL_NONE on the OpenGL side.
We now sample textures from the device owned image samplers.
Passing of enabled texture units has been simplified by only passing a
list of texture unit indices.