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-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp10
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.h1
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp227
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h2
-rw-r--r--drivers/gles2/shaders/canvas.glsl35
-rw-r--r--drivers/gles2/shaders/cubemap_filter.glsl26
-rw-r--r--drivers/gles2/shaders/scene.glsl20
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp21
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h13
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp10
-rw-r--r--drivers/gles3/shaders/scene.glsl4
-rw-r--r--drivers/unix/dir_access_unix.cpp4
-rw-r--r--drivers/unix/dir_access_unix.h3
-rw-r--r--drivers/windows/dir_access_windows.cpp29
-rw-r--r--drivers/windows/dir_access_windows.h3
-rw-r--r--drivers/windows/thread_windows.cpp11
16 files changed, 367 insertions, 52 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index e4783e907b..ce2961170a 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -524,7 +524,11 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); //resize depth buffer
+#ifdef JAVASCRIPT_ENABLED
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
+#else
glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size);
+#endif
for (int i = 0; i < 6; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
@@ -2873,7 +2877,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
if (light->type == VS::LIGHT_OMNI) {
// cubemap only
- if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE) {
+ if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_write_depth) {
int cubemap_index = shadow_cubemaps.size() - 1;
// find an appropriate cubemap to render to
@@ -2969,7 +2973,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, false);
// convert cubemap to dual paraboloid if needed
- if (light->type == VS::LIGHT_OMNI && light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && p_pass == 5) {
+ if (light->type == VS::LIGHT_OMNI && (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_write_depth) && p_pass == 5) {
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
@@ -3131,7 +3135,7 @@ void RasterizerSceneGLES2::initialize() {
}
// cubemaps for shadows
- {
+ if (!storage->config.support_write_depth) { //not going to be used
int max_shadow_cubemap_sampler_size = 512;
int cube_size = max_shadow_cubemap_sampler_size;
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h
index 42ac621e45..0d917f4da2 100644
--- a/drivers/gles2/rasterizer_scene_gles2.h
+++ b/drivers/gles2/rasterizer_scene_gles2.h
@@ -473,6 +473,7 @@ public:
virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
virtual void light_instance_mark_visible(RID p_light_instance);
+ virtual bool light_instances_can_render_shadow_cube() const { return storage->config.support_write_depth; }
LightInstance **render_light_instances;
int render_directional_lights;
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 0622a353df..22c05d9d77 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -1715,8 +1715,196 @@ RID RasterizerStorageGLES2::mesh_create() {
return mesh_owner.make_rid(mesh);
}
+static PoolVector<uint8_t> _unpack_half_floats(const PoolVector<uint8_t> &array, uint32_t &format, int p_vertices) {
+
+ uint32_t p_format = format;
+
+ static int src_size[VS::ARRAY_MAX];
+ static int dst_size[VS::ARRAY_MAX];
+ static int to_convert[VS::ARRAY_MAX];
+
+ int src_stride = 0;
+ int dst_stride = 0;
+
+ for (int i = 0; i < VS::ARRAY_MAX; i++) {
+
+ to_convert[i] = 0;
+ if (!(p_format & (1 << i))) {
+ src_size[i] = 0;
+ dst_size[i] = 0;
+ continue;
+ }
+
+ switch (i) {
+
+ case VS::ARRAY_VERTEX: {
+
+ if (p_format & VS::ARRAY_COMPRESS_VERTEX) {
+
+ if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
+ src_size[i] = 4;
+ dst_size[i] = 8;
+ to_convert[i] = 2;
+ } else {
+ src_size[i] = 8;
+ dst_size[i] = 12;
+ to_convert[i] = 3;
+ }
+
+ format &= ~VS::ARRAY_COMPRESS_VERTEX;
+ } else {
+
+ if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
+ src_size[i] = 8;
+ dst_size[i] = 8;
+ } else {
+ src_size[i] = 12;
+ dst_size[i] = 12;
+ }
+ }
+
+ } break;
+ case VS::ARRAY_NORMAL: {
+
+ if (p_format & VS::ARRAY_COMPRESS_NORMAL) {
+ src_size[i] = 4;
+ dst_size[i] = 4;
+ } else {
+ src_size[i] = 12;
+ dst_size[i] = 12;
+ }
+
+ } break;
+ case VS::ARRAY_TANGENT: {
+
+ if (p_format & VS::ARRAY_COMPRESS_TANGENT) {
+ src_size[i] = 4;
+ dst_size[i] = 4;
+ } else {
+ src_size[i] = 16;
+ dst_size[i] = 16;
+ }
+
+ } break;
+ case VS::ARRAY_COLOR: {
+
+ if (p_format & VS::ARRAY_COMPRESS_COLOR) {
+ src_size[i] = 4;
+ dst_size[i] = 4;
+ } else {
+ src_size[i] = 16;
+ dst_size[i] = 16;
+ }
+
+ } break;
+ case VS::ARRAY_TEX_UV: {
+
+ if (p_format & VS::ARRAY_COMPRESS_TEX_UV) {
+ src_size[i] = 4;
+ to_convert[i] = 2;
+ format &= ~VS::ARRAY_COMPRESS_TEX_UV;
+ } else {
+ src_size[i] = 8;
+ }
+
+ dst_size[i] = 8;
+
+ } break;
+ case VS::ARRAY_TEX_UV2: {
+
+ if (p_format & VS::ARRAY_COMPRESS_TEX_UV2) {
+ src_size[i] = 4;
+ to_convert[i] = 2;
+ format &= ~VS::ARRAY_COMPRESS_TEX_UV2;
+ } else {
+ src_size[i] = 8;
+ }
+
+ dst_size[i] = 8;
+
+ } break;
+ case VS::ARRAY_BONES: {
+
+ if (p_format & VS::ARRAY_FLAG_USE_16_BIT_BONES) {
+ src_size[i] = 8;
+ dst_size[i] = 8;
+ } else {
+ src_size[i] = 4;
+ dst_size[i] = 4;
+ }
+
+ } break;
+ case VS::ARRAY_WEIGHTS: {
+
+ if (p_format & VS::ARRAY_COMPRESS_WEIGHTS) {
+ src_size[i] = 8;
+ dst_size[i] = 8;
+ } else {
+ src_size[i] = 16;
+ dst_size[i] = 16;
+ }
+
+ } break;
+ case VS::ARRAY_INDEX: {
+
+ src_size[i] = 0;
+ dst_size[i] = 0;
+
+ } break;
+ }
+
+ src_stride += src_size[i];
+ dst_stride += dst_size[i];
+ }
+
+ PoolVector<uint8_t> ret;
+ ret.resize(p_vertices * dst_stride);
+
+ PoolVector<uint8_t>::Read r = array.read();
+ PoolVector<uint8_t>::Write w = ret.write();
+
+ int src_offset = 0;
+ int dst_offset = 0;
+
+ for (int i = 0; i < VS::ARRAY_MAX; i++) {
+
+ if (src_size[i] == 0) {
+ continue; //no go
+ }
+ const uint8_t *rptr = r.ptr();
+ uint8_t *wptr = w.ptr();
+ if (to_convert[i]) { //converting
+
+ for (int j = 0; j < p_vertices; j++) {
+ const uint16_t *src = (const uint16_t *)&rptr[src_stride * j + src_offset];
+ float *dst = (float *)&wptr[dst_stride * j + dst_offset];
+
+ for (int k = 0; k < to_convert[i]; k++) {
+
+ dst[k] = Math::half_to_float(src[k]);
+ }
+ }
+
+ } else {
+ //just copy
+ for (int j = 0; j < p_vertices; j++) {
+ for (int k = 0; k < src_size[i]; k++) {
+ wptr[dst_stride * j + dst_offset + k] = rptr[src_stride * j + src_offset + k];
+ }
+ }
+ }
+
+ src_offset += src_size[i];
+ dst_offset += dst_size[i];
+ }
+
+ r = PoolVector<uint8_t>::Read();
+ w = PoolVector<uint8_t>::Write();
+
+ return ret;
+}
+
void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes, const Vector<AABB> &p_bone_aabbs) {
- PoolVector<uint8_t> array = p_array;
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
@@ -1735,6 +1923,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
Surface::Attrib attribs[VS::ARRAY_MAX];
int stride = 0;
+ bool uses_half_float = false;
for (int i = 0; i < VS::ARRAY_MAX; i++) {
@@ -1763,6 +1952,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
if (p_format & VS::ARRAY_COMPRESS_VERTEX) {
attribs[i].type = _GL_HALF_FLOAT_OES;
stride += attribs[i].size * 2;
+ uses_half_float = true;
} else {
attribs[i].type = GL_FLOAT;
stride += attribs[i].size * 4;
@@ -1823,6 +2013,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
if (p_format & VS::ARRAY_COMPRESS_TEX_UV) {
attribs[i].type = _GL_HALF_FLOAT_OES;
stride += 4;
+ uses_half_float = true;
} else {
attribs[i].type = GL_FLOAT;
stride += 8;
@@ -1838,6 +2029,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
if (p_format & VS::ARRAY_COMPRESS_TEX_UV2) {
attribs[i].type = _GL_HALF_FLOAT_OES;
stride += 4;
+ uses_half_float = true;
} else {
attribs[i].type = GL_FLOAT;
stride += 8;
@@ -1900,6 +2092,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
}
//validate sizes
+ PoolVector<uint8_t> array = p_array;
int array_size = stride * p_vertex_count;
int index_array_size = 0;
@@ -1931,6 +2124,15 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
ERR_FAIL_COND(array.size() != array_size);
+ if (!config.support_half_float_vertices && uses_half_float) {
+
+ uint32_t new_format = p_format;
+ PoolVector<uint8_t> unpacked_array = _unpack_half_floats(array, new_format, p_vertex_count);
+
+ mesh_add_surface(p_mesh, new_format, p_primitive, unpacked_array, p_vertex_count, p_index_array, p_index_count, p_aabb, p_blend_shapes, p_bone_aabbs);
+ return; //do not go any further, above function used unpacked stuff will be used instead.
+ }
+
if (p_format & VS::ARRAY_FORMAT_INDEX) {
index_array_size = attribs[VS::ARRAY_INDEX].stride * p_index_count;
@@ -4007,7 +4209,11 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glGenRenderbuffers(1, &rt->depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
+#ifdef JAVASCRIPT_ENABLED
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height);
+#else
glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, rt->width, rt->height);
+#endif
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -4218,7 +4424,11 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) {
glGenRenderbuffers(1, &cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, cls->size, cls->height);
+#ifdef JAVASCRIPT_ENABLED
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
+#else
+ glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, cls->size, cls->height);
+#endif
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
@@ -4665,6 +4875,19 @@ void RasterizerStorageGLES2::initialize() {
config.support_32_bits_indices = config.extensions.has("GL_OES_element_index_uint");
#endif
+#ifdef GLES_OVER_GL
+ config.support_write_depth = true;
+#else
+ config.support_write_depth = config.extensions.has("GL_EXT_frag_depth");
+#endif
+
+#ifdef JAVASCRIPT_ENABLED
+ config.support_half_float_vertices = false;
+#else
+ //every other platform, be it mobile or desktop, supports this (even if not in the GLES2 spec).
+ config.support_half_float_vertices = true;
+#endif
+
frame.count = 0;
frame.delta = 0;
frame.current_rt = NULL;
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index ae14aaa9c0..ed21238db6 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -80,6 +80,8 @@ public:
bool use_rgba_2d_shadows;
bool support_32_bits_indices;
+ bool support_write_depth;
+ bool support_half_float_vertices;
} config;
struct Resources {
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 0de60d7421..45d26e7254 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -215,6 +215,26 @@ VERTEX_SHADER_CODE
/* clang-format off */
[fragment]
+#ifndef USE_GLES_OVER_GL
+
+#ifdef GL_EXT_shader_texture_lod
+#extension GL_EXT_shader_texture_lod : enable
+#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
+#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
+#endif
+
+#ifdef GL_ARB_shader_texture_lod
+#extension GL_ARB_shader_texture_lod : enable
+#endif
+
+#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
+#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
+#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
+#endif
+
+#endif
+
+
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
@@ -433,19 +453,14 @@ FRAGMENT_SHADER_CODE
#ifdef SHADOW_USE_GRADIENT
-#define SHADOW_TEST(m_ofs) \
- { \
- highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
- shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); \
- }
+ /* clang-format off */
+ /* GLSL es 100 doesn't support line continuation characters(backslashes) */
+#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); }
#else
-#define SHADOW_TEST(m_ofs) \
- { \
- highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); \
- shadow_attenuation += step(sz, sd); \
- }
+#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += step(sz, sd); }
+ /* clang-format on */
#endif
diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl
index 06274a7698..c9a0fd4ba2 100644
--- a/drivers/gles2/shaders/cubemap_filter.glsl
+++ b/drivers/gles2/shaders/cubemap_filter.glsl
@@ -25,11 +25,23 @@ void main() {
/* clang-format off */
[fragment]
+#ifndef USE_GLES_OVER_GL
+
+#ifdef GL_EXT_shader_texture_lod
+#extension GL_EXT_shader_texture_lod : enable
+#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
+#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
+#endif
+
+#ifdef GL_ARB_shader_texture_lod
#extension GL_ARB_shader_texture_lod : enable
+#endif
+
+#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
+#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
+#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
+#endif
-#ifndef GL_ARB_shader_texture_lod
-#define texture2DLod(img, coord, lod) texture2D(img, coord)
-#define textureCubeLod(img, coord, lod) textureCube(img, coord)
#endif
#ifdef USE_GLES_OVER_GL
@@ -118,7 +130,13 @@ vec3 texelCoordToVec(vec2 uv, int faceID) {
faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face
// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
- vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
+ vec3 result;
+ for (int i = 0; i < 6; i++) {
+ if (i == faceID) {
+ result = (faceUvVectors[i][0] * uv.x) + (faceUvVectors[i][1] * uv.y) + faceUvVectors[i][2];
+ break;
+ }
+ }
return normalize(result);
}
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index b2b9458ed2..148b5ae7ef 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -655,13 +655,27 @@ VERTEX_SHADER_CODE
/* clang-format off */
[fragment]
+
+#ifndef USE_GLES_OVER_GL
+
+#ifdef GL_EXT_shader_texture_lod
+#extension GL_EXT_shader_texture_lod : enable
+#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
+#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
+#endif
+
+#ifdef GL_ARB_shader_texture_lod
#extension GL_ARB_shader_texture_lod : enable
+#endif
+
+#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
+#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
+#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
+#endif
-#ifndef GL_ARB_shader_texture_lod
-#define texture2DLod(img, coord, lod) texture2D(img, coord)
-#define textureCubeLod(img, coord, lod) textureCube(img, coord)
#endif
+
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index d53b27eb88..b831197759 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1832,6 +1832,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
storage->info.render.vertices_count += s->index_array_len * amount;
} else
#endif
+
if (s->index_array_len > 0) {
glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
@@ -2677,13 +2678,6 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
-// Drop -O3 for this function as it triggers a GCC bug up until at least GCC 8.2.1.
-// This refers to GH issue #19633.
-// The bug has been reported to the GCC project.
-#if defined(__GNUC__) && !defined(__clang__)
-#pragma GCC push_options
-#pragma GCC optimize("-O2")
-#endif
void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows) {
LightInstance *li = directional_lights[p_index];
@@ -2784,7 +2778,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview;
- store_camera(shadow_mtx, &ubo_data.shadow_matrix1[16 * j]);
+ store_camera(shadow_mtx, &ubo_data.shadow.matrix[16 * j]);
ubo_data.light_clamp[0] = atlas_rect.position.x;
ubo_data.light_clamp[1] = atlas_rect.position.y;
@@ -2801,9 +2795,6 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.directional_ubo);
}
-#if defined(__GNUC__) && !defined(__clang__)
-#pragma GCC pop_options
-#endif
void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas) {
@@ -2898,7 +2889,7 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
Transform proj = (p_camera_inverse_transform * li->transform).inverse();
- store_transform(proj, ubo_data.shadow_matrix1);
+ store_transform(proj, ubo_data.shadow.matrix1);
ubo_data.light_params[3] = 1.0; //means it has shadow
ubo_data.light_clamp[0] = float(x) / atlas_size;
@@ -2987,7 +2978,7 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview;
- store_camera(shadow_mtx, ubo_data.shadow_matrix1);
+ store_camera(shadow_mtx, ubo_data.shadow.matrix1);
}
li->light_index = state.spot_light_count;
@@ -3123,7 +3114,7 @@ void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalida
GLenum attachments[2] = {
GL_COLOR_ATTACHMENT0,
- GL_DEPTH_STENCIL_ATTACHMENT
+ GL_DEPTH_ATTACHMENT
};
glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments);
@@ -4173,7 +4164,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
- glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
//bind depth for read
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 9772b5dd23..325617745a 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -569,10 +569,15 @@ public:
float light_params[4]; //spot attenuation, spot angle, specular, shadow enabled
float light_clamp[4];
float light_shadow_color_contact[4];
- float shadow_matrix1[16]; //up to here for spot and omni, rest is for directional
- float shadow_matrix2[16];
- float shadow_matrix3[16];
- float shadow_matrix4[16];
+ union {
+ struct {
+ float matrix1[16]; //up to here for spot and omni, rest is for directional
+ float matrix2[16];
+ float matrix3[16];
+ float matrix4[16];
+ };
+ float matrix[4 * 16];
+ } shadow;
float shadow_split_offsets[4];
};
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 24673c8755..4818fd4927 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -6931,7 +6931,12 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glGenTextures(1, &rt->exposure.color);
glBindTexture(GL_TEXTURE_2D, rt->exposure.color);
+#ifdef IPHONE_ENABLED
+ ///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures...
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 1, 1, 0, GL_RED, GL_FLOAT, NULL);
+#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL);
+#endif
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -7163,7 +7168,12 @@ RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
if (config.use_rgba_2d_shadows) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
} else {
+#ifdef IPHONE_ENABLED
+ ///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures...
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL);
+#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL);
+#endif
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 86aac2801a..1a8ad5e1ef 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -165,10 +165,8 @@ uniform int spot_light_count;
out vec4 diffuse_light_interp;
out vec4 specular_light_interp;
-
void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, inout vec3 diffuse, inout vec3 specular) {
-
float NdotL = dot(N, L);
float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
@@ -225,8 +223,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, in
specular += specular_brdf_NL * light_color * (1.0 / M_PI);
}
-
-
}
void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) {
diff --git a/drivers/unix/dir_access_unix.cpp b/drivers/unix/dir_access_unix.cpp
index 7284226ae7..e011176806 100644
--- a/drivers/unix/dir_access_unix.cpp
+++ b/drivers/unix/dir_access_unix.cpp
@@ -407,6 +407,10 @@ size_t DirAccessUnix::get_space_left() {
#endif
};
+String DirAccessUnix::get_filesystem_type() const {
+ return ""; //TODO this should be implemented
+}
+
DirAccessUnix::DirAccessUnix() {
dir_stream = 0;
diff --git a/drivers/unix/dir_access_unix.h b/drivers/unix/dir_access_unix.h
index 4da7e42b64..b85ae719ff 100644
--- a/drivers/unix/dir_access_unix.h
+++ b/drivers/unix/dir_access_unix.h
@@ -82,6 +82,9 @@ public:
virtual size_t get_space_left();
+ virtual String get_filesystem_type() const;
+
+
DirAccessUnix();
~DirAccessUnix();
};
diff --git a/drivers/windows/dir_access_windows.cpp b/drivers/windows/dir_access_windows.cpp
index c20f707684..c32e063736 100644
--- a/drivers/windows/dir_access_windows.cpp
+++ b/drivers/windows/dir_access_windows.cpp
@@ -346,6 +346,35 @@ size_t DirAccessWindows::get_space_left() {
return (size_t)bytes;
}
+String DirAccessWindows::get_filesystem_type() const {
+ String path = fix_path(const_cast<DirAccessWindows*>(this)->get_current_dir());
+ print_line("fixed path: "+path);
+ int unit_end = path.find(":");
+ ERR_FAIL_COND_V(unit_end==-1,String());
+ String unit = path.substr(0,unit_end+1) + "\\";
+ print_line("unit: "+unit);
+
+ TCHAR szVolumeName[100] = "";
+ TCHAR szFileSystemName[10] = "";
+ DWORD dwSerialNumber = 0;
+ DWORD dwMaxFileNameLength = 0;
+ DWORD dwFileSystemFlags = 0;
+
+ if(::GetVolumeInformation(unit.utf8().get_data(),
+ szVolumeName,
+ sizeof(szVolumeName),
+ &dwSerialNumber,
+ &dwMaxFileNameLength,
+ &dwFileSystemFlags,
+ szFileSystemName,
+ sizeof(szFileSystemName)) == TRUE) {
+
+ return String(szFileSystemName);
+ }
+
+ ERR_FAIL_V("");
+}
+
DirAccessWindows::DirAccessWindows() {
p = memnew(DirAccessWindowsPrivate);
diff --git a/drivers/windows/dir_access_windows.h b/drivers/windows/dir_access_windows.h
index 2e2d23f4e2..b8599d5c26 100644
--- a/drivers/windows/dir_access_windows.h
+++ b/drivers/windows/dir_access_windows.h
@@ -82,6 +82,9 @@ public:
//virtual FileType get_file_type() const;
size_t get_space_left();
+ virtual String get_filesystem_type() const;
+
+
DirAccessWindows();
~DirAccessWindows();
};
diff --git a/drivers/windows/thread_windows.cpp b/drivers/windows/thread_windows.cpp
index 1bcd5a10d4..8a2992e0c2 100644
--- a/drivers/windows/thread_windows.cpp
+++ b/drivers/windows/thread_windows.cpp
@@ -52,6 +52,7 @@ DWORD ThreadWindows::thread_callback(LPVOID userdata) {
t->id = (ID)GetCurrentThreadId(); // must implement
t->callback(t->user);
+ SetEvent(t->handle);
ScriptServer::thread_exit();
@@ -63,13 +64,9 @@ Thread *ThreadWindows::create_func_windows(ThreadCreateCallback p_callback, void
ThreadWindows *tr = memnew(ThreadWindows);
tr->callback = p_callback;
tr->user = p_user;
- tr->handle = CreateThread(
- NULL, // default security attributes
- 0, // use default stack size
- thread_callback, // thread function name
- tr, // argument to thread function
- 0, // use default creation flags
- NULL); // returns the thread identifier
+ tr->handle = CreateEvent(NULL, TRUE, FALSE, NULL);
+
+ QueueUserWorkItem(thread_callback, tr, WT_EXECUTELONGFUNCTION);
return tr;
}