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path: root/drivers/gles2/rasterizer_storage_gles2.h
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2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-11Custom material support seems complete.Juan Linietsky
2020-02-11basic 2D engine is more or less working with Vulkan, including editor.Juan Linietsky
Still a lot to do
2020-02-11A lot of progress with canvas rendering, still far from working.Juan Linietsky
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11Refactored RID/RID_Owner to always use O(1) allocation.Juan Linietsky
* Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now.
2020-01-31Add support for 3D textures to GLES2clayjohn
2020-01-06Add VisualServer methods to get the video adapter name and vendorHugo Locurcio
These methods can be used in scripts to retrieve the OpenGL `GL_RENDERER` and `GL_VENDOR` strings (respectively). This closes #28404.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-11-23Restructure depth_internalformat code to work on mobileclayjohn
This changes the code path so that `glRenderBufferStorage*` always uses values appropriate for renderbuffers and `glTexImage2D` never uses an internalformat meant for buffers. Fixes #33825.
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.