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path: root/drivers/gles2/rasterizer_gles2.cpp
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2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-09-03Respect splash fullsize option on GLES2volzhs
2018-08-26Fall back to GLES2 if GLES3 is not workingHein-Pieter van Braam
This adds a static is_viable() method to all rasterizers which has to be called before initializing the rasterizer. This allows us to check what rasterizer to use in OS::initialize together with the GL context initialization. This commit also adds a new project setting "rendering/quality/driver/driver_fallback" which allows the creator of a project to specify whether or not fallback to GLES2 is allowed. This setting is ignored for the editor so the editor will always open even if the project itself cannot run. This will hopefully reduce confusion for users downloading projects from the internet. We also no longer crash when GLES3 is not functioning on a platform. This fixes #15324
2018-08-24Add print_verbose to print to stdout only in verbose modeRémi Verschelde
Equivalent of the cumbersome: if (OS::get_singleton()->is_stdout_verbose()) print_line(msg);
2018-08-23[GLES2] fix canvas_item sampler allocationThomas Herzog
2018-08-20Revert "Batch GLES2 draw calls"Marcin Zawiejski
This reverts commit f55039b194bbbd8d797b667d67e5677fb429d356. The GLES2 batching seems to require more testing and tweaking in order to actually make the performance better on Android devices. It's been proved with #21184 that the current implementation has it's drawbacks therefore I suggest reverting the commit for now.
2018-08-14Batch GLES2 draw callsMarcin Zawiejski
Adds GLES2 draw calls batching for the same render list item that uses multiple rasterizer commands (e.g. Label node; a node with multiple GDScript draw_* calls).
2018-07-30add 3D texturesThomas Herzog
2018-07-27add initial GLES2 3D rendererkarroffel
2018-07-25Merge pull request #20448 from volzhs/duplicated-codeRémi Verschelde
Remove duplicated codes
2018-07-25Merge pull request #18368 from Gamblify/RasterizerEngineSyncRémi Verschelde
sync rasterizers with engine
2018-07-25Remove duplicated codesvolzhs
2018-07-18Style: Format code with clang-format 6.0.1Rémi Verschelde
2018-06-05Rasterizers are now in sync with engineGustav Lund
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time This fix lets the rasterizers get the frame delta through the draw call That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine. Remove unused rasterizer storage variable frame.prev_tick variable were not used anywhere and has been removed
2018-05-18Fix UWP build after #14622.bruvzg
2018-04-07Experimental support for windows with per-pixel transparency (macOS, X11 and ↵bruvzg
Windows).
2018-03-21s/2017/2018/g for gles2, websocket, linux appdataPoommetee Ketson
2018-03-05Add GL_ARB_framebuffer_object extension support check and ↵bruvzg
GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings). Add GL_ARB_debug_output extension support check on all platforms.
2018-03-02GLES2 renderer support on macOS.bruvzg
2018-03-01add GLES 2 renderer for 2Dkarroffel
This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Removed unnecessary assignmentsWilson E. Alvarez
2017-08-17Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-07-22Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-17-Reorganized all properties of project settings (Sorry, Again).Juan Linietsky
(Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-08Refactor 'treshold' to 'threshold'Poommetee Ketson
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-15Merge pull request #7513 from djrm/compilation_fixRémi Verschelde
Matrix32 -> Transform2D
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-13Matrix32 -> Transform2DDaniel J. Ramirez
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
2016-10-03Merge pull request #6605 from zaps166/old-gl-ext-funcsRémi Verschelde
Add compatibility with old OpenGL 2.1 drivers
2016-10-03Limit directional shadow draw distance, fixes #559, optimization (#1991)mookiexl
* Shadow fadeout exponent hardcoded for now, should be user configurable. * optimization - skip shadows outside visible range
2016-10-03Merge pull request #6606 from zaps166/don-crash-on-unsupported-glRémi Verschelde
Don't crach when OpenGL version is unsupported
2016-09-25Don't crash in "_process_hdr()" if "framebuffer.luminance" is emptyBłażej Szczygieł
If "glFramebufferTexture2D()" fails on old drivers the Vector is empty. Don't allow to read from empty Vector (NULL pointer).
2016-09-25Don't crach when OpenGL version is unsupportedBłażej Szczygieł
2016-09-25Add compatibility with old OpenGL 2.1 driversBłażej Szczygieł
If ARB_framebuffer_object is not supported, try to fall-back to EXT_framebuffer_object if present. In current version of godot, the way framebuffers are used is backward compatible with the older EXT_framebuffer_object extension. Fixes #6591 Done with SuperUserNameMan