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-rw-r--r--drivers/coreaudio/audio_driver_coreaudio.cpp2
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp7
-rw-r--r--drivers/gles3/rasterizer_gles3.h2
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp8
-rw-r--r--drivers/gles3/shaders/scene.glsl6
5 files changed, 12 insertions, 13 deletions
diff --git a/drivers/coreaudio/audio_driver_coreaudio.cpp b/drivers/coreaudio/audio_driver_coreaudio.cpp
index c531d6af9d..313704ae2e 100644
--- a/drivers/coreaudio/audio_driver_coreaudio.cpp
+++ b/drivers/coreaudio/audio_driver_coreaudio.cpp
@@ -220,7 +220,7 @@ OSStatus AudioDriverCoreAudio::output_callback(void *inRefCon,
while (frames_left) {
int frames = MIN(frames_left, ad->buffer_frames);
- ad->audio_server_process(frames, ad->samples_in.ptr());
+ ad->audio_server_process(frames, ad->samples_in.ptrw());
for (int j = 0; j < frames * ad->channels; j++) {
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index 89766b6110..cd0adbd0d1 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -352,7 +352,7 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
canvas->canvas_end();
}
-void RasterizerGLES3::end_frame() {
+void RasterizerGLES3::end_frame(bool p_swap_buffers) {
#if 0
canvas->canvas_begin();
@@ -384,7 +384,10 @@ void RasterizerGLES3::end_frame() {
canvas->draw_generic_textured_rect(Rect2(0,0,15,15),Rect2(0,0,1,1));
#endif
- OS::get_singleton()->swap_buffers();
+ if (p_swap_buffers)
+ OS::get_singleton()->swap_buffers();
+ else
+ glFinish();
/* print_line("objects: "+itos(storage->info.render_object_count));
print_line("material chages: "+itos(storage->info.render_material_switch_count));
diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h
index 4bfec09bf3..c27af7d019 100644
--- a/drivers/gles3/rasterizer_gles3.h
+++ b/drivers/gles3/rasterizer_gles3.h
@@ -59,7 +59,7 @@ public:
virtual void restore_render_target();
virtual void clear_render_target(const Color &p_color);
virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0);
- virtual void end_frame();
+ virtual void end_frame(bool p_swap_buffers);
virtual void finalize();
static void make_current();
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 89d3d7ff75..fc9150ecdc 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -5694,13 +5694,9 @@ void RasterizerStorageGLES3::update_particles() {
else
frame_time = 1.0 / 30.0;
- float delta = particles->pre_process_time;
- if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
- delta = 0.1;
- }
- float todo = delta;
+ float todo = particles->pre_process_time;
- while (todo >= frame_time) {
+ while (todo >= 0) {
_particles_process(particles, frame_time);
todo -= frame_time;
}
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 9880663143..b7f205d8bb 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1423,7 +1423,7 @@ uniform highp float gi_probe_normal_bias2;
uniform bool gi_probe2_enabled;
uniform bool gi_probe_blend_ambient2;
-vec3 voxel_cone_trace(sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
+vec3 voxel_cone_trace(mediump sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
float dist = p_bias;//1.0; //dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0;
float alpha=0.0;
@@ -1445,7 +1445,7 @@ vec3 voxel_cone_trace(sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, b
return color;
}
-void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_size,vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient,float multiplier, mat3 normal_mtx,vec3 ref_vec, float roughness,float p_bias,float p_normal_bias, inout vec4 out_spec, inout vec4 out_diff) {
+void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_size,vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient,float multiplier, mat3 normal_mtx,vec3 ref_vec, float roughness,float p_bias,float p_normal_bias, inout vec4 out_spec, inout vec4 out_diff) {
@@ -2048,7 +2048,7 @@ FRAGMENT_SHADER_CODE
if (fog_height_enabled) {
float y = (camera_matrix * vec4(vertex,1.0)).y;
- fog_amount = max(fog_amount,pow(1.0-smoothstep(fog_height_min,fog_height_max,y),fog_height_curve));
+ fog_amount = max(fog_amount,pow(smoothstep(fog_height_min,fog_height_max,y),fog_height_curve));
}
float rev_amount = 1.0 - fog_amount;