Age | Commit message (Collapse) | Author |
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Split FOG
Split visibility notifier
Final cleanup of storage classes
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Use IGN instead of white noise for sky dithering
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As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
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Rename `hint_albedo`, `hint_white/black` in shaders
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
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This includes all three light types and IBL, but does not include shadows or any form of GI
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
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Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
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fixed and simplified gl_manager_windows
swap buffers now called for all windows
fixed missing pixel format setting in additional windows
this makes them work in OpenGL contexts
changed verbose error printing to write once
this error message happens very frequently while opengl3 is not finished
removed dead code no longer needed after changes
fixed comments that were misinformation
window messages during window creation now handled
these were previously discarded
messages now tunnel the required context
changed failure to create opengl3 window on windows to be more fatal
marked a problem with pen code
conditional compilation of vulkan and opengl3 on windows fixed
windows debug builds now show messages on debug console also
rendering driver selection box now shows only compiled drivers
marked some problematic code
thanks to akien-mga for patiently rewriting my style mistakes
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Safer guards for debug functions.
GL_FRAMEBUFFER_INCOMPLETE_* functions seem to be OpenGL 4.
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Add LightStorage functions to GLES3 renderer
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Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
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These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
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Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
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drivers/gles3/storage/material_storage.cpp
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This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
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Split canvas_texture_storage and texture_storage from render_storage class
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