- Improve glGetError() handling
- Improve LIBGL_FB=3 handling
- Added some ShaderHacks
- Better Renderbuffer handling
- Fixed many issues with VAO and VBO
- Improved ARB shader support
- optimized some format conversion
- Improve mipmap handling
- Improve Android support
- Added sampler handling
- Improve texture format handling
- some fixes to a few matrix computation
- Added support for a new platform: Windows (thx to @yjh-styx)
- Added some more extension to GLES2 backend
- Fixed some regression, and foobillard++ is working fine now
- Set default GL version to 2.1 (instead of 2.0) for GLES2.0 backend
- Added ARB_vertex_program and ARB_fragment_program
- Improved fpe with more compatibility fixes
- Improved Handling of DXTc textures
- Improve handling of partially mipmap'd textures
- Added PYRA Profile
- Added support for Texture LOD access in Fragment Shaders
- Increased maximum Texture Unit support to 16 (from 8)
- Added support for program without Vertex Shader
- Some fixes for program that switch GLX Context frequently.
- Fixes and improvements in fpe_shaders (less array access)
- Added support for Clipping Plane in custom shaders (help OpenMW water reflection)
- Added support for multiple FBO attachement (if hardware support it)
- Improved a bit the merger (which merge subsequent
glBegin(...)
/glEnd()
) efficiency - Removed LIBGL_BEGINEND=2 (that was not working correctly, and it complexify the code too much)
- Added some Direct Access function (from EXT_direct_access)
- Fixes and Improvements on depth (and depth_Stencil) Texture handling
- Handling of GL_BGRA color size in VA (for HumandRessourceMachine)
- Some fixes to fpe_shader (for Neverwinter Night)
- Rework of Header structure (from @rajdakin)
- Better test, using "make test" (from @rajdakin, still using apitrace for replay)
- Added PSA: Precompiled Shader Archive, to store (and fast retrieve) FPE shader (and avoid some pauses when complex FPE shaders are computed)
- Numerous optimization and changes in Batch mode.
- Fixes to GL_BGRA handling
- Improvement in texture format handling, to limit number of conversions
- Added handling of VBO. Real VBO are used (in GLES2+ only) for GL_ARRAY_BUFFER and GL_ELEMENT_ARRAY_BUFFER
- Added VBO when processing glList (only in GLES2+)
- Added a few more GL3.x functions (like glTexStorage). No real GL3.0 support yet
- Can now use GBM/DRM, using LIBGL_FB=4. Still WIP, but now it start to work (thanks to @icecream95)
- Preliminary Emscripten support (thanks to @CecilHarvey)
- AmigaOS4 support is now live (thanks to @kas1e)
- Some fixes to texture handling, when uploading (or modifying) a texture in a multi-texture context
- Small optimization some of the FPE Generated program (many fragment shaders that do texturing)
- Added support to glGetProgramBinary extension
- GL4ES has a logo now :) !
- AmigaOS4 is now fully supported! And SDK (with libs and samples) is available on os4depot
- Emscripten is now supported! A first example of a game using gl4es in a web build can be found here with Stunt Car Remake
- Default backend is now GLES2 (but not on Pandora, still GLES1.1 for compatibility reasons)
- Added LIBGL_SHADERNOGLES to remove the GLES part of shaders (if any).
- Various RPi improvements, mainly in the context creation.
- Various AmigaOS4 improvement and workaround (but still in a beta state)
- Various improvement in GLX function, with a more accurate way to emulate GLXFBConfig
- Improved the way eglSurface are created in glx.c, to avoid try to create 2 on the same window (EGL doesn't allow that)
- Added LIBGL_GLXRECYCLE to not delete eglSurface and recycle them
- Added tracking of Framebuffers Object and Renderbuffers Objects
- Added (real) support for Float and Half-float Texture (including has attachement to FBO, emulating it if not supported in Hardware)
- Added support for Depth Stencil texture when attached to an FBO
- Added LIBGL_FBO=WxH for all platform
- Fixed some issue when resized textures attached to an FBO
- Added LIBGL_NODEPTHTEX to avoid using Depth Texture when available (using renderbuffer can be faster)
- Added support for Depth Texture when attached to an FBO (if supported by Hardware)
- Fixes some isue with blitting of FBO when size of Main Framebuffer changed
- Added option LIBGL_LOGSHADERERROR to get Shader compiler log and error
- Added support for (emulated) Hardware Instancing
- Added support for GL_ARB_draw_elements_base_vertex
- Fixes and improvements to avoid unnecessary GLES state changes
- Fixes some memory issues with glBitmap
- Fixes to FPE (when using multitexture and GL_COMBINE)
- Added some TexEnv extension for GLES2 backend
- Fixes to Batch / Merger on GL_POLYGON primitives
- Fixes to LineStipple
- Pandora only: Fixed use of Texture Streaming on GLES2 backend
- Factorised "Blit" function, and implemented
glBlitFramebuffer
- Optimized
glBitmap
- Added (limited) direct support to
GL_UNSIGNED_INT
forglDrawElements
for hardware that support it - Improved (a lot)
glBegin
/glEnd
merger - Added Anisotropic filtering support, for hardware that support it.
- Changed
LIBGL_BATCH
. It will now try to merge small (parametrable) subsequentglDrawXXXX
- Changed (simplified) the way texture "0" is handled
- Improvement to
glDrawArrays
andglDrawElement
, with less copy of data - WIP AmigaOS4 support (and BigEndian architecture)
- Improved NPOT support for "Limited NPOT" hardware
- Lots of FPE fixes
- Improve the way multi glX Context are handled
- Added basic pre-proc (only handle comments for now)
- Small optimization on when using
glDrawArrays
with GL_QUADS - Improvement to GL_RENDER
- Improvement to line stipple
- Improvement to glPolygonMode(GL_LINE)
- FPE is now usable. Most function are implemented
- ShaderConv in now usable. Basic GL 2 shader are supported
- Refactored Texture cache and handling, for better Tex1D/Tex3D/TexRectangle handling
- Added GLES2 backend infrastructure
- Begin GLES2 backend
- Infrastructure for FPE (Fixed Pipeline Emulator)
- Basic and Crude Shader convertor
- Added blit function for GLES2 backend
- Added some OpenGL Builtin VAs and Uniforms
- Removed old ES2 defines (ES2 will be dynamic later)
- Added TravisCI build on github
- Added some optimization when to discard call to glBindTexture if useless (same texture) between 2 glBegin/glEnd blocks
- Stubbed glGet with GL_DRAW_BUFFER
- Improvement to Raster operations
- Factorised Blit function (only 1 function for that now)
- Tracking ShadeModel
- Tracking TexEnv
- Tracking Clip Planes
- Refactor Blitting function, and use glDrawTex extension if present
- Restructured README and split in several files
- Some improvements and fixes to LIBGL_BEGINEND=2 mode
- Some improvements to some LIBGL_SHRINK mode
- Proper support for DOT3 extension
- Some fixes to Read/Draw Buffer handling
- Some fix with the PixMap glX context creation
- Some fixes in GL_TEXTURE_RECTANGLE_ARB handling
- Some other fixes in texture handling (unpack and glList related)
- Some fix with the PBuffer glX context creation
- Tracking of glFog
- Exposed glBlendEquation if supported
- New LIBGL_AVOID16BITS parameter to prefer 32bits texture (useful on ODroid)
- Some optimisations in texture conversion
- Added some optimizations for sequential glBegin/glEnd blocks, with a switch to control them
- Fixed many issue with Lights introduced with 0.9.4
- Fixed Android build introduced with 0.9.4
- Fixed some extended functions (like glBlendFuncSeparate) not working inside list (fixing some issues with Batch mode)
- Added back GL_TEXTURE_RECTANGLE_ARB handling (and using npot texture, even limited, if available)
- Added tracking of Lights and Materials
- Fixed (Added in fact) support for Multisampling on the GLX Context creation (a bit hacky, but seems to works)
- Added LIBGL_NODOWNSAMPLING and associated Hint
- Try to implement some caching on VAO to avoid some memcpy in renderlist (with a way to disable it just in case)
- Added support for Cube Mapping (with hardware support)
- Improved Texture state tracking
- Added LIBGL_NOTEXMAT env. var. switch for Texture Matrix handling
- Added GL_EXT_vertex_array_bgra (and NEONinzed some loop)
- Finished GL_EXT_direct_state_access extension
- Mangled glX function (to be able to use apitrace to capture GL frames)
- Return some values in glXQueryServerString, coherent with glXGetClientString
- All matrix are tracked now
- Texture Matrix are 100% handled by gl4es. GLES Hardware keep an Identity matrix (TexCoord are transformed if needed). This allows a better handling of NPOT texture on hardware that doesn't support Full NPOT (fixed movies being horizontally shifted in openmw with LIBGL_NPOT=1 for example)
- Added gl4es specifics glHint capabilities. If the extension GL_GL4ES_hint is present, than a few Hint are accessible. Look in include/gl4eshint.h for the list.
- New name: gl4es