summaryrefslogtreecommitdiff
path: root/drivers/gles3/rasterizer_gles3.cpp
AgeCommit message (Collapse)Author
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.
2018-08-26Fall 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);
2018-07-30add 3D texturesThomas Herzog
2018-07-29Clear color was not correctly being set, fixes #4939Juan Linietsky
2018-07-25Merge pull request #20448 from volzhs/duplicated-codeRémi Verschelde
Remove duplicated codes
2018-07-25Remove duplicated codesvolzhs
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
2018-05-08Merge pull request #14622 from bruvzg/non-rectangular-windowsHein-Pieter van Braam
Experimental support for windows with per-pixel transparency.
2018-04-21Fixes logically dead code (Coverity)Crazy-P
Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
2018-04-07Experimental support for windows with per-pixel transparency (macOS, X11 and ↵bruvzg
Windows).
2018-03-13Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and ↵Wilson E. Alvarez
RasterizerGLES3
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.
2018-01-10Fix stretch aspect keep modevolzhs
Fix #15407 Fix #15514
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-02Some fixes to improve precision and speed on Android. Fixes precision issues ↵Juan Linietsky
on Mali and PowerVR.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-17Cleanup some #if 0'd codeRémi Verschelde
2017-11-26Merge pull request #13264 from zatherz/feature/projectsettings_limitsJuan Linietsky
Add range to anisotropic filter level
2017-11-25Add range to anisotropic filter level (1 to 16 with integer steps)Zatherz
2017-11-25Add ability to opt-out buffer swapping in `VS::draw()`Pedro J. Estébanez
2017-11-19Check whether GL context supports the expected APIRémi Verschelde
I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
2017-11-13Disable OpenGL warnings unless running with -v, closes #7171Juan Linietsky
2017-11-06Remove performance warnings, closes #11585Juan Linietsky
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26Added/Fixed null pointer checksWilson E. Alvarez
2017-08-08sorry, leftover bug fixedJuan Linietsky
2017-08-08-Made visual server time affected by global time scale, closes #5583Juan Linietsky
-Restored time rollover in visual server
2017-08-02remove meaningless print line from editor consoleIndah Sylvia
2017-07-22Several changes to better run in mobile.Juan Linietsky
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)
2017-06-26-Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky
-Fixded BackBuffercopy object
2017-06-11Restored everything related to information polling, and added information ↵Juan Linietsky
box for viewport.
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-29Fix compilation for UWPGeorge Marques
2017-04-09Restored (And auto-generated) splash imageJuan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
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
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
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..
2017-02-16a ton of bug fixes to the rendererJuan Linietsky
2017-02-06shadows were not working in-editor for nvidia, fixed nowJuan Linietsky
2017-01-16Working on compile issues for iOSBastiaanOlij
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.
2017-01-05Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
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
2017-01-04First set of changes to fix compilation errors and initialise the gles3 ↵BastiaanOlij
renderer for Mac OS X. Still broken at this point.