GL updates - #37

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gl-updates
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GL updates#37
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Couple comments, but I don't know much about shader programming so feel free to swat em away 🫡

Comment threadData/Base.rte/Shaders/ScreenBlit.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag
@janisozaur

janisozaur commented Jan 24, 2024

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I addressed the comments. Yes, this is for GLES support, already implemented: d137251 (development...gles-v2)

I'd like to implement it either as runtime switch or as a compile time one. I prefer the runtime version, but that can cause issues with tracy requesting invalid enums at runtime and I've seen glGetInteger crash the process, so this would need to addressed first.

This is the offending call:

The changes in this PR handle commonalities.

@janisozaurjanisozaur mentioned this pull request Jan 24, 2024
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Does implementing GLES at runtime give us any real benefit? Does that just mean we can query for the best API at startup instead of (necessarily) providing different binaries, or is there some other reason?

@Causeless
Causeless added this pull request to the merge queueJan 24, 2024
Merged via the queue into development with commit 59773a9Jan 24, 2024
@Causeless
Causeless deleted the gl-updates branch January 24, 2024 21:25
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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GL updates - #37

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Causeless merged 2 commits into
developmentfrom
gl-updates
Jan 24, 2024
Merged

GL updates#37
Causeless merged 2 commits into
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gl-updates

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Couple comments, but I don't know much about shader programming so feel free to swat em away 🫡

Comment threadData/Base.rte/Shaders/ScreenBlit.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag
@janisozaur

janisozaur commented Jan 24, 2024

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I addressed the comments. Yes, this is for GLES support, already implemented: d137251 (development...gles-v2)

I'd like to implement it either as runtime switch or as a compile time one. I prefer the runtime version, but that can cause issues with tracy requesting invalid enums at runtime and I've seen glGetInteger crash the process, so this would need to addressed first.

This is the offending call:

The changes in this PR handle commonalities.

@janisozaurjanisozaur mentioned this pull request Jan 24, 2024
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Does implementing GLES at runtime give us any real benefit? Does that just mean we can query for the best API at startup instead of (necessarily) providing different binaries, or is there some other reason?

@Causeless
Causeless added this pull request to the merge queueJan 24, 2024
Merged via the queue into development with commit 59773a9Jan 24, 2024
@Causeless
Causeless deleted the gl-updates branch January 24, 2024 21:25
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

GL updates - #37

Merged
Causeless merged 2 commits into
developmentfrom
gl-updates
Jan 24, 2024
Merged

GL updates#37
Causeless merged 2 commits into
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gl-updates

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Couple comments, but I don't know much about shader programming so feel free to swat em away 🫡

Comment threadData/Base.rte/Shaders/ScreenBlit.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag
@janisozaur

janisozaur commented Jan 24, 2024

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I addressed the comments. Yes, this is for GLES support, already implemented: d137251 (development...gles-v2)

I'd like to implement it either as runtime switch or as a compile time one. I prefer the runtime version, but that can cause issues with tracy requesting invalid enums at runtime and I've seen glGetInteger crash the process, so this would need to addressed first.

This is the offending call:

The changes in this PR handle commonalities.

@janisozaurjanisozaur mentioned this pull request Jan 24, 2024
@Causeless

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Does implementing GLES at runtime give us any real benefit? Does that just mean we can query for the best API at startup instead of (necessarily) providing different binaries, or is there some other reason?

@Causeless
Causeless added this pull request to the merge queueJan 24, 2024
Merged via the queue into development with commit 59773a9Jan 24, 2024
@Causeless
Causeless deleted the gl-updates branch January 24, 2024 21:25
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

GL updates - #37

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Causeless merged 2 commits into
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gl-updates
Jan 24, 2024
Merged

GL updates#37
Causeless merged 2 commits into
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gl-updates

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Couple comments, but I don't know much about shader programming so feel free to swat em away 🫡

Comment threadData/Base.rte/Shaders/ScreenBlit.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag
@janisozaur

janisozaur commented Jan 24, 2024

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I addressed the comments. Yes, this is for GLES support, already implemented: d137251 (development...gles-v2)

I'd like to implement it either as runtime switch or as a compile time one. I prefer the runtime version, but that can cause issues with tracy requesting invalid enums at runtime and I've seen glGetInteger crash the process, so this would need to addressed first.

This is the offending call:

The changes in this PR handle commonalities.

@janisozaurjanisozaur mentioned this pull request Jan 24, 2024
@Causeless

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Does implementing GLES at runtime give us any real benefit? Does that just mean we can query for the best API at startup instead of (necessarily) providing different binaries, or is there some other reason?

@Causeless
Causeless added this pull request to the merge queueJan 24, 2024
Merged via the queue into development with commit 59773a9Jan 24, 2024
@Causeless
Causeless deleted the gl-updates branch January 24, 2024 21:25
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

GL updates - #37

Merged
Causeless merged 2 commits into
developmentfrom
gl-updates
Jan 24, 2024
Merged

GL updates#37
Causeless merged 2 commits into
developmentfrom
gl-updates

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Couple comments, but I don't know much about shader programming so feel free to swat em away 🫡

Comment threadData/Base.rte/Shaders/ScreenBlit.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag
@janisozaur

janisozaur commented Jan 24, 2024

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I addressed the comments. Yes, this is for GLES support, already implemented: d137251 (development...gles-v2)

I'd like to implement it either as runtime switch or as a compile time one. I prefer the runtime version, but that can cause issues with tracy requesting invalid enums at runtime and I've seen glGetInteger crash the process, so this would need to addressed first.

This is the offending call:

The changes in this PR handle commonalities.

@janisozaurjanisozaur mentioned this pull request Jan 24, 2024
@Causeless

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Does implementing GLES at runtime give us any real benefit? Does that just mean we can query for the best API at startup instead of (necessarily) providing different binaries, or is there some other reason?

@Causeless
Causeless added this pull request to the merge queueJan 24, 2024
Merged via the queue into development with commit 59773a9Jan 24, 2024
@Causeless
Causeless deleted the gl-updates branch January 24, 2024 21:25
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@janisozaur@Causeless@HeliumAnt
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

GL updates - #37

Merged
Causeless merged 2 commits into
developmentfrom
gl-updates
Jan 24, 2024
Merged

GL updates#37
Causeless merged 2 commits into
developmentfrom
gl-updates

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Couple comments, but I don't know much about shader programming so feel free to swat em away 🫡

Comment threadData/Base.rte/Shaders/ScreenBlit.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag
@janisozaur

janisozaur commented Jan 24, 2024

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I addressed the comments. Yes, this is for GLES support, already implemented: d137251 (development...gles-v2)

I'd like to implement it either as runtime switch or as a compile time one. I prefer the runtime version, but that can cause issues with tracy requesting invalid enums at runtime and I've seen glGetInteger crash the process, so this would need to addressed first.

This is the offending call:

The changes in this PR handle commonalities.

@janisozaurjanisozaur mentioned this pull request Jan 24, 2024
@Causeless

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Does implementing GLES at runtime give us any real benefit? Does that just mean we can query for the best API at startup instead of (necessarily) providing different binaries, or is there some other reason?

@Causeless
Causeless added this pull request to the merge queueJan 24, 2024
Merged via the queue into development with commit 59773a9Jan 24, 2024
@Causeless
Causeless deleted the gl-updates branch January 24, 2024 21:25
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@janisozaur@Causeless@HeliumAnt
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

GL updates - #37

Merged
Causeless merged 2 commits into
developmentfrom
gl-updates
Jan 24, 2024
Merged

GL updates#37
Causeless merged 2 commits into
developmentfrom
gl-updates

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Couple comments, but I don't know much about shader programming so feel free to swat em away 🫡

Comment threadData/Base.rte/Shaders/ScreenBlit.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag
@janisozaur

janisozaur commented Jan 24, 2024

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I addressed the comments. Yes, this is for GLES support, already implemented: d137251 (development...gles-v2)

I'd like to implement it either as runtime switch or as a compile time one. I prefer the runtime version, but that can cause issues with tracy requesting invalid enums at runtime and I've seen glGetInteger crash the process, so this would need to addressed first.

This is the offending call:

The changes in this PR handle commonalities.

@janisozaurjanisozaur mentioned this pull request Jan 24, 2024
@Causeless

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Does implementing GLES at runtime give us any real benefit? Does that just mean we can query for the best API at startup instead of (necessarily) providing different binaries, or is there some other reason?

@Causeless
Causeless added this pull request to the merge queueJan 24, 2024
Merged via the queue into development with commit 59773a9Jan 24, 2024
@Causeless
Causeless deleted the gl-updates branch January 24, 2024 21:25
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

GL updates - #37

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Causeless merged 2 commits into
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gl-updates
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Merged

GL updates#37
Causeless merged 2 commits into
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Couple comments, but I don't know much about shader programming so feel free to swat em away 🫡

Comment threadData/Base.rte/Shaders/ScreenBlit.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag Outdated
Comment threadData/Base.rte/Shaders/Blit8.frag
@janisozaur

janisozaur commented Jan 24, 2024

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I addressed the comments. Yes, this is for GLES support, already implemented: d137251 (development...gles-v2)

I'd like to implement it either as runtime switch or as a compile time one. I prefer the runtime version, but that can cause issues with tracy requesting invalid enums at runtime and I've seen glGetInteger crash the process, so this would need to addressed first.

This is the offending call:

The changes in this PR handle commonalities.

@janisozaurjanisozaur mentioned this pull request Jan 24, 2024
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Does implementing GLES at runtime give us any real benefit? Does that just mean we can query for the best API at startup instead of (necessarily) providing different binaries, or is there some other reason?

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Causeless added this pull request to the merge queueJan 24, 2024
Merged via the queue into development with commit 59773a9Jan 24, 2024
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Causeless deleted the gl-updates branch January 24, 2024 21:25
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@janisozaur@Causeless@HeliumAnt