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2019-07-21fix gles2 shadow transparency bugclayjohn
2019-07-20Merge pull request #30576 from qarmin/lgtm_coverageRémi Verschelde
Changed some code reported by LGTM and Coverity
2019-07-20Changed some code showed in LGTM and Coverageqarmin
2019-07-17Merge pull request #30570 from SonerSound/gles2_inconsistent_fixRémi Verschelde
Fix inconsistent lighting in GLES2
2019-07-16Added local array initializerChaosus
2019-07-15Implemented local shader arraysChaosus
2019-07-14Fix inconsistent lighting in GLES2SonerSound
Issue was possibily being caused by duplicating a light even when that light was not in the render_light_instances array.
2019-07-12Implement CanvasItem line antialiasing in GLES2Hugo Locurcio
This is a straight copy-paste of the code from `drivers/gles3/rasterizer_canvas_gles3.cpp`. It is subject to the same restrictions as the GLES3 implementation: it only works on desktop platforms as they use OpenGL instead of OpenGL ES.
2019-07-06Added release function to PoolVector::Access.Ibrahn Sahir
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
2019-07-05Prevent GLES2 bool uniforms from having a precision type set.Marcus Brummer
When setting the default precision type for uniforms (before compiling the shader) prevent boolean uniforms from having one set. Booleans can't have a precision type and on some Android devices this caused a compilation failure. Fixes #30317
2019-07-01Merge pull request #29909 from clayjohn/gles2-light-scaleRémi Verschelde
Scale vertex lit lights by environment scale
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-20Merge pull request #29283 from qarmin/fix_some_always_same_valuesRémi Verschelde
Remove always true/false values
2019-06-20Fix always true/false valuesqarmin
2019-06-19scale vertex lit lights by envorionment scaleclayjohn
2019-06-19Made constants fully upper case in camera serverBastiaan Olij
2019-06-18Merge pull request #29751 from lawnjelly/skin-fixRémi Verschelde
Fixes crash with rigged meshes on some OpenGLES2 devices
2019-06-18Fixes crash with rigged meshes on some OpenGLES2 deviceslawnjelly
Non-tools OpenGLES2 devices that use the USE_SKELETON_SOFTWARE path (i.e. do not support float texture) depend on surface->data being set containing the bone IDs and weights (rasterizer_scene_gles2.cpp, line 1456, RasterizerSceneGLES2::_setup_geometry). However currently if TOOLS_ENABLED is not defined, surface->data is not stored in main memory in rasterizer_storage_gles2.cpp. This causes a crash in rasterizer_scene_gles2.cpp when a rigged object comes into view. This fix addresses the specific case of skinned objects when USE_SKELETON_SOFTWARE is active, and stores a copy of the bone data, as is done when TOOLS_ENABLED is defined. This fixes the crash by allowing the same mechanism as on desktop, without adding the memory overhead of storing all vertex data where not required. Fixes #28298
2019-06-16Merge pull request #29764 from Calinou/boot-splash-no-filter-optionRémi Verschelde
Add an option to disable boot splash filtering
2019-06-15Add an option to disable boot splash filteringHugo Locurcio
Disabling filtering is usually desired in projects using a pixel art style. This closes #19415.
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.
2019-06-14Fix HTML5 build failed due to undefined symbolFabio Alessandrelli
2019-06-12Merge pull request #29316 from Chaosus/shader_constRémi Verschelde
Added constant support to shaders
2019-06-12Merge pull request #29306 from qarmin/small_code_fixesRémi Verschelde
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-11Add missing license headersRémi Verschelde
Make `fix_headers.py` script compatible with Python 3.
2019-06-11Merge pull request #29496 from clayjohn/dlopen-fix-gles2Rémi Verschelde
Use def ANDROID_ENABLED so android features are not included in web builds
2019-06-04use def ANDROID_ENABLED so android features are not included in javascript ↵clayjohn
builds
2019-06-03Small fixes to unrechable code, possibly overflows, using NULL pointersqarmin
2019-06-03added MultiMeshInstance2D node for using MultiMesh in 2Dclayjohn
2019-06-01Added constant support to shadersChaosus
Co-authored-by: DavidSichma <sichmada@gmail.com>
2019-05-30Merge pull request #29236 from clayjohn/gles2-mirrorRémi Verschelde
Separate culling state management from material state in GLES2
2019-05-29Fix -Werror=maybe-uninitialized in GLES2 on release buildsRémi Verschelde
Issue introduced in #28796.
2019-05-27separate culling state management from materialclayjohn
2019-05-27Merge pull request #29014 from mbrlabs/gles2_precision_fixRémi Verschelde
Use highp precision in the gles2 fragment shader if available
2019-05-25Use highp precision for gles2 shader uniforms if not explicitly set.Marcus Brummer
The use of different default precision values (highp in vertex; mediump in fragment) for uniform variables caused the shader program to not link properly on some android devices/emulators.
2019-05-24Merge pull request #29132 from clayjohn/sort_depth_fixRémi Verschelde
Fix "no depth test" and render_priority sorting
2019-05-24Merge pull request #28796 from clayjohn/GLES2-optimizationRémi Verschelde
GLES2: Allow Viewports to render directly to screen
2019-05-23do not compute fog when using unshaded in GLES2clayjohn
2019-05-23fix no depth test and render_priority sortingclayjohn
2019-05-21Implement shadow to opacityBastiaan Olij
2019-05-19Fix typos with codespellRémi Verschelde
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-05-14Merge pull request #27898 from clayjohn/metallic_radianceRémi Verschelde
Added radiance when using clear color
2019-05-13Implement ability to render viewports directly to screenclayjohn
2019-05-13added radiance when using clear color and fixed brdfclayjohn
2019-05-13Merge pull request #27798 from clayjohn/gles2-proj-mat-bugRémi Verschelde
Fixes bug when setting projection matrix in shader GLES2
2019-05-13Merge pull request #28518 from clayjohn/GLES2-MSAARémi Verschelde
Added MSAA to GLES2 backend
2019-05-13Merge pull request #28723 from SouzaGuilherme/fix_shadowsRémi Verschelde
Fix SHADOWS_DISABLED flag in GLES2
2019-05-08Fix texture resource reload bugDaniel Rakos
If a non-imported texture resource file (e.g. DDS) gets updated the editor doesn't reload it. The cause of the problem is two-fold: First, the code of ImageTexture assumes that textures are always imported from an image, but that's not the case for e.g. DDS. This change thus adds code to issue a resource reload in case an image reload is not possible (which is the case for non-imported texture resources). Second, the code is filled with bogus calls to Image::get_image_data_size() to determine the mipmap offset when that should be done using Image::get_image_mipmap_offset(). Previous code literally passed the integer mip level value to Image::get_image_data_size() where that actually expects a boolean. Thus this part of the change might actually solve some other issues as well. To be pedantic, the texture_get_data() funciton of the rasterizer drivers is still quite a mess, as it only ever returns the whole mipchain when GLES_OVER_GL is set (practically only on desktop builds) but this change does not attempt to resolve that.
2019-05-07Fix SHADOWS_DISABLED flag in GLES2Guilherme Souza
Signed-off-by: Guilherme Souza <gdsdsilva@inf.ufpel.edu.br>
2019-05-02added MSAA to GLES backendclayjohn