* WIP compressed textures, swizzles, sRGB sampling, ...
* refactor texture type info & fix random bugs
* fix preprocessing of sRGB textures
* handle y-flipped basis textures
* glcommon: better WebGL compat for compressed format detection
* missed WEBGL_compressed_texture_pvrtc
* implement compressed texture xcoding and uploading
* Add basis_universal submodule
* Reorganize texture loader code
Clean up some code
Isolate Basis Universal loader into a separate module
* Add wrapper script for encoding .basis textures
* basisu: honor custom metadata written by the mkbasis.py script
* mkbasis.py: add --incredibly-slow and --dry-run
* Move pixmap code from util/ to pixmap/
* Add an on-disk transcode cache for basis textures to speed up loads
* Compress texture cache with zlib
* Use readable format names for basisu cache filenames
* basisu: mip bias test code
* basisu: small caching cleanup
* add TAISEI_BASISU_MIP_BIAS env variable
* Improve OpenGL format matching heuristics
* Document considerations for compressed format priority
* Remove dead code
* Enable two forgotten formats, BC3_RGBA and ATC_RGBA
Also prefer BC7 over BC1/BC3
* Recognize GL_ANGLE_compressed_texture_etc for ETC2 textures
* Default depth buffers to 24-bit; remove ANGLE hack
* Fix glcommon_check_extension for GLES2/legacy gl
* Add renderer feature bit for texture swizzle masks
* glcommon: Fixup internal formats for GLES2
Sized internal formats are not allowed in GLES2
* Fix emscripten compile errors
* Update basis_universal
* remove more dead code
* revert irrelevant stage4 change
* shut up UBSan
* basisu: shut up some debug spam
* Add normalmap sampling helper to util.glslh
* basisu: add a gray-alpha mode
* mkbasis.py: Abort if image dimansions aren't multiples of 4
* Add basic Basis Universal encoding documentation (WIP)
* doc/basisu: Add paragraph about modes; minor tweaks
* basisu: workarounds for GL texture size requirements
* gles20: fix uncompressed sRGB formats
* Partial workaround for missing swizzles in gles2 and webgl
* remove invalid assertion
* New renderer API to expose glDrawBuffers-like functionality
* stagedraw: disable all color outputs for copy_depth pass
required for WebGL compatibility
* support GL_ANGLE_request_extension
* emscripten: include *.basis in gfx package
Also fix a potential problem when more than one .pkgdir is used to
construct emscripten packages
* Don't rely on emscripten runtime to enable webgl extensions
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default