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path: root/drivers/gles2/rasterizer_storage_gles2.h
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2019-11-11Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisationBastiaan Olij
2019-10-25WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmapRémi Verschelde
While OpenGL ES 3.0 and WebGL 2.0 both support non power-of-2 (NPOT) textures in their specification, the situation seems to be less clear about *compressed* NPOT textures using repeat or mipmap flags. At least Chrome on Linux doesn't seem to support this combination, and a variety of mobile hardware have similar limitations. As a workaround, we force decompressing such textures when running on WebGL 2.0, at the cost of loading time and memory usage. Fixes #33058.
2019-09-30Implement DOF blur, Glow, and BCS in GLES2clayjohn
2019-09-23Merge pull request #32275 from godotengine/skin_supportRémi Verschelde
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-22Fix GLES2 skinning where VERTEX_TEXTURE not supportedlawnjelly
Although the backup USE_SKELETON_SOFTWARE skinning path is currently used when float texture is not supported, the default skinning path still fails when float texture is supported but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is 0, i.e. the device cannot read from texture during vertex shader. This PR adds the logic to activate the SKELETON_SOFTWARE path if either of these cases occur, preventing crashes on devices which have this combination of features.
2019-09-18Added skin support and simplified APIs to override bone position.Juan Linietsky
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-05-13Implement ability to render viewports directly to screenclayjohn
2019-05-13Merge pull request #28518 from clayjohn/GLES2-MSAARémi Verschelde
Added MSAA to GLES2 backend
2019-05-02added MSAA to GLES backendclayjohn
2019-04-30Merge pull request #25670 from aqnuep/bake_mode_affect_gi_proveRémi Verschelde
Disable GI probe capturing lights with bake mode disabled
2019-04-23Disable GI probe capturing lights with bake mode disabledDaniel Rakos
The bake mode property of lights previously didn't affect GI probes. This change makes the GI probe ignore lights that have their bake mode set to disabled.
2019-04-06Add option to have viewport render into supplied textureBastiaan Olij
2019-03-07Use glCopyTexSubImage2D instead of glCopyTexImage2D, should be safer and faster.Juan Linietsky
May be a solution to #26500
2019-03-03Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky
fixes #26468
2019-03-01Fixed RGTC (and other compressed) texture supports in GLES2. Fixes #26414 an ↵Juan Linietsky
probably others.
2019-03-01Clean up blend shape support in GLES2 and GLES3.Juan Linietsky
2019-03-01Strive for maximum compatibility in GLES2 regarding depth buffers.Juan Linietsky
2019-02-27Detect for 24 bits oes support on GLES2, closes #26344Juan Linietsky
2019-02-26-Remove harcoded opengl extension testing from OS, ask rasterizer instead.Juan Linietsky
-Fixed a bug where etc textures were imported broken
2019-02-25Several fixes to make GLES2 on HTML5 work much better.Juan Linietsky
Changed math class error reporting to be a bit less paranoid.
2019-02-24Many separate fixes to ensure non power of 2 textures work on GLES2, closes ↵Juan Linietsky
#25897 and many others
2019-02-12Core: Ensure classes match their header filenameRémi Verschelde
Also drop some unused files. Renamed: - `core/dvector.h` -> `pool_vector.h` - `core/io/resource_import.h` -> `resource_importer.h` - `core/sort.h` -> `sort_array.h` - `core/string_db.h` -> `string_name.h` Dropped: - `core/allocators.h` - `core/os/shell.h` - `core/variant_construct_string.cpp`
2019-01-27Properly get proxy texture size for canvas light, fixes #17067Juan Linietsky
2019-01-22Implement unpacking for compressed vertex formats on GLES2 when not ↵Juan Linietsky
supported, fixes #22957
2019-01-22Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132Juan Linietsky
2019-01-18Use 16 bit indices on phones that dont support 32, fixes #19797Juan Linietsky
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-29Fix texture type not being initialisedBastiaan Olij
2018-12-27-Implented 2D Mesh support for GLES2Juan Linietsky
-Implemented 2D Skeleton deform for GLES2 -Implement Multimesh support for GLES2, closes #20524, closes #21839
2018-12-20Remove usage of VAO, which does not work in GLES2Juan Linietsky
2018-12-20Support lights and shadows in GLES2, fixes #21853Juan Linietsky
2018-12-11Moved member variables to initializer listWilson E. Alvarez
2018-11-19Do not draw particles if they are not processing at all, fixes #19507Juan Linietsky
2018-11-14Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617Juan Linietsky
2018-11-12Merge pull request #23254 from ibrahn/gles2-var-init-cleanupRémi Verschelde
Cleaning up some uninitialised variables in GLES2 stuff.
2018-11-04Remove animation loop from ParticlesMaterial + improvements to CPUParticles2DJFonS
Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu.
2018-11-02Cleaning up some uninitialised variables in GLES2 stuff.Ibrahn Sahir
Initialise keep_original_textures and use_fast_texture_filter in storage config. Removed any other variables from storage config that were both unused and uninitialised to avoid future confusion (if they're needed it's easier to spot an uninitialised variable problem in a PR that adds the variable again rather than just uses it). Copied storage Texture struct constructor from GLES3 implementation (except where variables were already initialised with different values). Gives us sensible tested defaults for previously uninitialised vars. Added assignments for state.current_main_tex based on same in GLES3.
2018-10-13Removed duplication of include(s):M. Huri
- "collision_solver_sat.h". - "shaders/copy.glsl.gen.h"
2018-09-29Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders.Juan Linietsky
2018-09-28-Lightmap and lightmap capture support for GLES2Juan Linietsky
-Added hint to not show some properties when running on low end gfx
2018-09-28Reflection probe support in GLES2 back-end.Juan Linietsky
2018-09-23-Rewrote GLES2 lighting and shadows and optimized state changes, did many ↵Juan Linietsky
optimizations, added vertex lighting. -Did some fixes to GLES3 too
2018-09-13Set uniform default values in inspectorJFonS
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.
2018-08-27Revert "Fix some 3D texture issues"Juan Linietsky
2018-08-26Partial fixes for 3D texture issueselasota
2018-08-21BPTC supportelasota
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).