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Change-Id: Ied01ccf789877c15080797de3723588e09fa6c7c
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Change-Id: I0ba164cdc1c473184b953bffd7d264d1ec8733b6
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Change-Id: Ia6dcc352531a6bf067f3e87086cb275b00f81c97
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Change-Id: Iec854a8369a7a9f845f261233e46aea8097db109
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With ReflectionTransition requiring 3.0 instead.
Change-Id: I9497dab91017d1d81a6a5a369524849ce5774694
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Change-Id: I9bf701a7f19d0f778b8fec7a39b762cc89b061b7
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Change-Id: Ia585a5064362c261c137d8c4abefcfda7cb7bdd7
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Change-Id: Ie0be68055152347e82da66cb48cf76c54b7966c0
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Change-Id: I509dd0bdda284abb2b8abdb809bf1dec8b9632ce
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Change-Id: I57ab559112201269ce389bb6eff737168cec1e78
Reviewed-on: https://gerrit.libreoffice.org/20119
Reviewed-by: Noel Grandin <noelgrandin@gmail.com>
Tested-by: Noel Grandin <noelgrandin@gmail.com>
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This removes the hack reflections were previously, where a black quad
was drawn on top of a mirror version of the first primitive only.
Change-Id: I8c0863ab30e85d0130a8d7e838f3514e9be93788
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Change-Id: I94187b9316a206578bb738411053afe070703f09
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Many transitions don’t like the simplistic default shader, especially
since it doesn’t handle lighting or reflections properly.
Those issues are addressed in the following commits. TODO: except
lighting.
Change-Id: Ia99308deb87c97d9bbe1da32aac64d0437061a84
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...than by template parameter pack (even if that requires using ServiceDecl*, as
initializer_list cannot take reference types)
Change-Id: Ia986201b52d8daedfe925f132ebc79bc2c0ba378
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Change-Id: Ib1f06cb5f925535858bc14aab6f59ad7fd2a3a8d
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Change-Id: I89281db92f9b75e972313a95c33473d7649a9bef
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We are still using glPushMatrix/glMultMatrix/glPopMatrix until
everything is moved to shaders, at which point we will upload it with
glUniformMatrix instead.
Change-Id: I1684700eb9ed5867c5a2ae2b4e8cf2f1805f4d70
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We now set the state and upload all vertices data at once, before each
batch, in order to minimize GL calls during drawing.
The next step will be to move to shaders, in order to use per-primitive
uniforms instead of changing the global modelview matrix and issuing
another draw call.
Change-Id: I8c7cf29047047b9cad575cc6264485ae77d6ba10
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ftransform() is deprecated, and we shouldnât do an extraneous
multiplication to obtain the two matrices together.
Change-Id: Iaa16c106b8b702468f7be643a812107f0967acdd
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Change-Id: Ia45a3ec98a1f548b5a976f485d4165bb3d1ff2e4
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Change-Id: I0aefe2130a85303213e247676d45546d9859cf62
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Change-Id: I8687127cd9ccf6a6ddd87d934f7462a69a047053
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and improve the script a little
Change-Id: I2792ea4dd5df3a50736fbe209225c3f16fb86b84
Reviewed-on: https://gerrit.libreoffice.org/20033
Reviewed-by: Noel Grandin <noelgrandin@gmail.com>
Tested-by: Noel Grandin <noelgrandin@gmail.com>
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update the plugin with lessons learned from the mergeclasses plugin and
re-run it
Change-Id: I9d622eb3d05fceaf8fa764c533c8fa5dfb4c7711
Reviewed-on: https://gerrit.libreoffice.org/20015
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Noel Grandin <noelgrandin@gmail.com>
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Change-Id: I4a46f7f1ec289f96f9fd1b849317b7548ac29383
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Ported update_pch.sh to Python with improved performance
and features. The new script is invoked from the same
update_pch.sh which calls it for each library in
parallel, although it can be invoked directly.
The ported script (update_pch) updates all PCH files
in ~15 seconds where the old script took ~4500 seconds.
In addition, the new script supports 3-tiered headers
(system, module, and local) and is very flexible to
support other improvement. It has a per-library
optimal configuration settings that can be updated
using another new scripts (update_pch_autotune.sh)
which finds optimal per-PCH settings.
PCH files have been generated using the new scripts
which builds significantly faster (2-3x, depending
on module and configuration) and the intermediate
binaries are noticably smaller (by several GBs).
The new script stamps each generated PCH file with
the command that generated it to make it trivial
for users to update them, and also adds the command
to invoke another script (update_pch_bisect) that
helps find missing headers or conflicting headers
that may break the build after updating the PCH.
Finally update_pch has built-in unit-tests for
makefile parsing and other core functionality.
Change-Id: Ib933b50e50374d7e2e7e3e95ba8799b0cc8a27fa
Reviewed-on: https://gerrit.libreoffice.org/19965
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Caolán McNamara <caolanm@redhat.com>
Tested-by: Caolán McNamara <caolanm@redhat.com>
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Change-Id: I8b0475a6dcde53202a489b9d3265add9fe068cbc
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Change-Id: I0ec07eb25d538d82d740a33f05b0a4f002adf36a
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Change-Id: Ie89b64c4399cd0092eee579660c9fe85f8ca8e73
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We don't need them in a MSVC or OS X compilation either.
Change-Id: I00181fe0a047df09bbdfcce34c07eb2ebc45a2da
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The GLEW headers are enough, and what we actually use in these
places. In addition to handling GL extension things in its dynamic
fashion, GLEW headers also have declarations for standard,
non-extension, OpenGL API, including xgl and wgl ones.
Most likely we don't need mesa_headers on Windows or OS X either, and
can drop them completely.
Change-Id: Ic0d8d6238c862f8fe4a74e99e95344dcbf540980
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detect when we can convert a new/delete sequence on a local variable to
use std::unique_ptr
Change-Id: Iecae4e4197eccdfacfce2eed39aa4a69e4a660bc
Reviewed-on: https://gerrit.libreoffice.org/19884
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Noel Grandin <noelgrandin@gmail.com>
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Change-Id: Ief4dd31d68bd7c8e45070eea689d07057449ce77
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Let about half the tiles move around in one direction (in front of the
slide plane), and the rest the other direction (behind the slide
plane).
Make sure tiles that rotate into each other's location go the same way
around, so that they don't pass through each others, which looks ugly.
Avoid z-fighting by not letting the tile end up exactly on top of the
one it is replacing, in case that one has not started moving yet.
Change-Id: I232b0f815412d5d575b0dde4df2d337288e645bb
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Change-Id: I0602be9567961ca3bb5d41febd35ad65d8d7fb2a
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I was suffering from one basic misunderstanding: I did not get it that
samplers are indexed with normalized texture coordinates, i.e. 0..1.
(Note that multiplying a coordinate by any number does not break
anything horribly for this use case, looking up a pseudo-random
number, because textures by default repeat as a coordinate wraps.)
We multiply by 10 so that neighbouring pixels that map to close index
into the permTexture don't get clumped together with close sn values,
and thus same behaviour.
(Sure, the multiplication by 256 that I had changed it to worked, too,
but not the way my initial reasoning went... So let's use the original
10 to avoid somebody else thinking that we need to multiply by 256
because permTexture is built from a 256x256 array.)
(See 1877228ae8e7cc298cf4e45d061ee54774aa1d08)
Change-Id: I1d350446460fe2fdd3e55f00053a5ce01d2d117c
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Use #version 120 explicitly, and adapt the shader shader code
accordingly, to use strictly only GLSL 1.20 constructs. Also, use less
vertex attribute data in the Vortex vertex shader: We can pack the
per-vertex tile x and y index and in-tile vertex index information
into one float. Also, the shader can calculate the center of the tile
a vertex belongs to based on the knowledge of which tile it is.
Now the shader transitions work on OS X, too.
Change-Id: I93e8b5069a6d06d2e412ffee322b1eb32805e606
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Also some minor cleanups in the C++ code.
Change-Id: I106657130dd6e32b458cb416717806caac5031ce
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Change-Id: I23de1fa2f8e6c0cf6281b32eab179e131aa98056
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Change-Id: I18efe35c299bc3a4a2a5e449021323fc1f53f378
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Change-Id: Ib93d762cf523e0029bbed16e08beebd9f418ae24
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Change-Id: I9a947beefd2dfe21da8239e841ea3fb416bd1548
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Change-Id: Ib44f84ae028a73dd1940797acdadaff1e3c206d9
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It means "FireGL and Radeon for X".
Change-Id: I188fa03a113d9977a7a240bc0fc9f6dc9be054b8
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Change-Id: I37da28539b94706574116d0fff5f008aabfb5526
Reviewed-on: https://gerrit.libreoffice.org/19682
Reviewed-by: Noel Grandin <noelgrandin@gmail.com>
Tested-by: Noel Grandin <noelgrandin@gmail.com>
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Change-Id: I9f62e3f9d2bb517ad8f40400004670de1c4d06a5
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Change-Id: Id3b5cd75d4357336ed592ef11a3f34d209f8e95f
Reviewed-on: https://gerrit.libreoffice.org/19636
Reviewed-by: Noel Grandin <noelgrandin@gmail.com>
Tested-by: Noel Grandin <noelgrandin@gmail.com>
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Change-Id: I7ae3c5198c22a3937e8c3ef87f48fa2a7e562c62
Reviewed-on: https://gerrit.libreoffice.org/19664
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Noel Grandin <noelgrandin@gmail.com>
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Change-Id: Idcdc9aeb7d3fdca0a9db43c1cb518ab1d1b2f0f4
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