Since C++17, non-member std::size() is present in the standard library
which also operates on regular C arrays. Given that, we can just replace
usages of ArraySize with that where applicable.
In many cases, we can just change the actual C array ArraySize() was
called on into a std::array and just use its .size() member function
instead.
In some other cases, we can collapse the loops they were used in, into a
ranged-for loop, eliminating the need for en explicit bounds query.
In TimeSplitters: Future Perfect, PerfQuery is used to detect
the visibility of lights and draw coronas. 25 points are drawn
for each light. However, the returned count was incorrectly
being divided by four leading to dim coronas.
Using 4x antialiasing was a workaround because of a bug where
antialiasing multiplied the PerfQuery results. This commit
fixes that bug too (but only for OpenGL).
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.
Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
GLES3 spec is worthless and only returns a boolean result for occlusion queries. This is fine for simple cellular games but we need more than a
boolean result.
Thankfully Nvidia exposes GL_NV_occlusion_queries under a OpenGL ES extension, which allows us to get full samples rendered.
The only device this change affects is the Nexus 9, since it is an Nvidia K1 crippled to only support OpenGL ES.
No other OpenGL ES device that I know of supports this extension.