rdb
fcfa1d2c99
gobj: Fix ShaderBuffer.prepare()
not actually doing anything
2022-11-21 18:25:46 +01:00
rdb
78c3db379c
gobj: fix tests crash due to ShaderBuffer context not cleared at GSG death
2019-11-03 11:48:51 +01:00
rdb
669a655366
Fix ShaderBuffer cleanup assertion with state cache disabled
2018-12-26 22:47:14 +01:00
rdb
fbf939141b
gobj: fix typo causing crash when preparing shader
2018-10-16 21:13:27 +02:00
Sam Edwards
b2bfb31114
general: Remove using std::*
from headers
...
Also remove most `using namespace std;` statements. The only one that remains is in py_panda.h.
Closes #350
Closes #335
2018-06-14 16:04:49 +02:00
Sam Edwards
e2b4353800
general: Replace NULL (and 0 as pointer) with C++11 nullptr
...
Exceptions to this replacement are:
- .c files
- Headers included by a .c file
- stb_image.h
- dr_flac.h
- Strings
- Comments
2018-06-03 16:35:13 -06:00
rdb
6b726fa697
general: fix various compiler warnings and issues exposed thereby
2018-05-30 11:09:35 +02:00
rdb
2e20a0f16e
Implement awaitable thread-safe future for async operations
...
This introduces AsyncFuture as a new base class of AsyncTask. It's modelled after asyncio's Future class, except that it is thread-safe and you can use result() to block the current thread waiting for the future to finish (of course this is not necessary for use with coroutines).
AsyncFuture should be used for any operation that finishes in the future, to get the benefit of awaitability within coroutines as well as a standard interface for querying status and results of the operation as well as cancelling it. As such, it's been implemented in various places, including texture.prepare() and win.trigger_copy().
Note that AsyncFuture is intended to be used *once*; it cannot be used more than once. As an example of how this works, tex.prepare() will return the same future as long as the prepare isn't complete, but when it is done, subsequent calls to tex.prepare() will return a new future.
2017-12-04 22:25:28 +01:00
rdb
34068dc0c1
Implement support for SSBOs
2016-12-13 21:22:17 +01:00
tobspr
0fcfb8e372
New file headers, new comment style
2016-02-17 17:47:48 +01:00
rdb
68f762aa20
Fix leak of prepared contexts, prevent deleting GL resources in wrong context in multi-GSG applications
2015-11-08 00:01:45 +01:00
rdb
a56f722c09
GeomPrimitive optimizations & tweaks
2015-01-23 13:54:29 +01:00
rdb
95d85819b0
Separate out sampler state from texture, support sampler objects, support LOD min/max/bias
2014-12-12 15:58:45 +01:00
David Rose
6872488839
stereo/multiview textures
2011-08-08 18:55:26 +00:00
David Rose
a21091c9dc
graphics_memory_limit_changed
2009-02-10 20:40:37 +00:00
David Rose
c32747d900
fix texture bamming
2008-09-12 23:10:21 +00:00
David Rose
d71d7a0fdb
avoid async texload race condition
2008-09-11 01:02:11 +00:00
David Rose
684810cbdd
AdaptiveLru
2008-09-04 21:26:38 +00:00
David Rose
a8ec068c05
graphics-memory-limit
2008-08-29 23:03:53 +00:00
David Rose
8c2e657f15
Add gsg::update_texture()
2008-08-25 22:58:58 +00:00
David Rose
d7e6603118
work-in-progress: asynchronous texture loads
2008-08-13 01:13:09 +00:00
David Rose
fb9c56432a
we are now using the modified BSD license
2008-05-28 18:37:20 +00:00
Josh Yelon
d8e6dc13a3
Modifications to eliminate class ShaderExpansion
2007-12-13 20:56:29 +00:00
David Rose
1073b9e643
compiler warnings
2007-11-26 20:14:43 +00:00
David Rose
923ff60d9f
temp hack fix for released-buffer-cache-size on dx8/9
2007-10-23 00:38:12 +00:00
David Rose
be8b867498
released-vbuffer-cache
2007-10-19 15:37:19 +00:00
David Rose
0df3c4849b
name more mutexes
2007-06-21 20:07:59 +00:00
David Rose
7905e4d69a
convenience methods
2007-05-11 01:17:36 +00:00
David Rose
d1a06d8f02
correctly release gsg on window close
2007-04-26 00:44:20 +00:00
David Rose
1fdb425b88
merge shader_overhaul from jyelon
2007-03-15 21:04:31 +00:00
David Rose
76ff8ab6fd
fix for reopening windows
2006-07-20 18:47:58 +00:00
David Rose
1940682af9
pass WindowProperties to GraphicsEngine::open_buffer and to related constructors
2006-06-15 14:02:40 +00:00
David Rose
ddd1046462
factor out Thread::get_current_thread() some more
2006-04-26 07:31:23 +00:00
David Rose
8a78fffd8f
multithreading optimizations, tau profiler, related changes
2006-04-05 19:36:05 +00:00
David Rose
83a6c42496
better pstats tracking of texture/vbuffer memory
2006-03-16 21:26:56 +00:00
David Rose
08a099ba3a
use ReMutex
2006-01-18 23:55:42 +00:00
Josh Yelon
2095d8c44f
New shader system
2005-09-25 04:06:31 +00:00
Josh Yelon
f7ee3b5729
New shader system
2005-09-04 19:49:55 +00:00
David Rose
bc0d509090
bam 5.0, new Geom implementation is now official
2005-06-30 17:42:21 +00:00
David Rose
c83feafc70
more robust pstats for qpgeom stuff
2005-04-16 19:59:21 +00:00
David Rose
500f17c091
robustify collect_vertex_data some more
2005-04-14 03:54:10 +00:00
David Rose
dbed74e410
ibuffers as well as vbuffers
2005-03-18 20:18:57 +00:00
David Rose
7a305f825f
fix vbuffer pstats reporting
2005-03-18 17:27:15 +00:00
David Rose
0edc10b609
beginning dx8 vbuffer support
2005-03-18 15:47:58 +00:00
David Rose
85b019feda
vertex buffers?
2005-03-18 03:32:08 +00:00
David Rose
3e548e3663
new interrogate, minor config changes
2004-10-28 18:33:45 +00:00
David Rose
50f7d0bce7
restore GeomContexts and display lists
2004-03-20 02:09:49 +00:00
David Rose
0e084fe310
make multipass work (sort of) on dx8
2004-03-04 15:48:19 +00:00
David Rose
232f9395bf
split out PreparedGraphicsObjects from GraphicsStateGuardians
2004-02-25 19:34:30 +00:00