summaryrefslogtreecommitdiff
path: root/drivers/gles3/storage
AgeCommit message (Collapse)Author
2023-05-12Fix Rotation Issue with NODE_POSITION_VIEW Visual Shader NodePatrick
(cherry picked from commit e35bbd76a314aeabf9aae79cd20bca4d9c4241a9)
2023-04-24Properly calculate lifetime_split for particlesclayjohn
(cherry picked from commit f35ca4a9c735e49d496c4e733e7dc9a072841f92)
2023-03-27Commit Fix for GLES3 point size not workingLandoUWB
(cherry picked from commit f23f0a27c11334c73b09ce86add8a6511010696f)
2023-03-27Incorporating the availability of screen and depth textures for the GLES3 ↵LandoUWB
backend (cherry picked from commit 98697b05d86b0bc81a950278be7aaafcdcfa7f82)
2023-03-14Fix AABB calculation for meshes using Skeleton2DSlugFiller
(cherry picked from commit 06a1fe03644c57256b90b2840db1ef902187145a)
2023-03-13Add proper default texture filter and repeat modes for Canvas shaders in the ↵clayjohn
OpenGL3 renderer (cherry picked from commit 46b416f3b1376c78e3ad8c8cd05e619f7b01f407)
2023-03-13Avoid copying CanvasTexture when updating proxyclayjohn
(cherry picked from commit 84482ef90bf5f902f14594d957af8c0e3866f88c)
2023-02-26Add warnings for unsupported features in mobile and gl_compatibility backendsclayjohn
2023-02-21Forbid passing multiview sampler to the custom function in shadersYuri Rubinsky
2023-02-14Merge pull request #73263 from clayjohn/render_priorityRémi Verschelde
Notify mesh surface when render_priority changes
2023-02-13Notify mesh surface when render_priority changesclayjohn
This ensures that the mesh properly takes render_priority into account when changed
2023-02-13Merge pull request #69001 from dzil123/fix_rendering_checksRémi Verschelde
Fix various missing rendering parameter checks
2023-02-06Implement cull_mask for decals and lights in mobile and compatibility backendsclayjohn
2023-02-03Fix MultiMesh visible_instance_count being ignored after the first frameRicardo Buring
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-02-02Notify dependencies when setting custom mesh AABBRicardo Buring
Fixes SoftBody3D culling issues.
2023-02-01Merge pull request #72485 from BastiaanOlij/add_eye_matrix_accessRémi Verschelde
Expose EYE_OFFSET to gdshader code
2023-02-01Merge pull request #72474 from clayjohn/GL-leaky-texRémi Verschelde
Avoid leaking texture->tex_id when clearing render targets
2023-02-01Merge pull request #72075 from Maran23/extents-to-sizeRémi Verschelde
Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
2023-02-01Expose EYE_OFFSET to gdshader codeBastiaan Olij
2023-01-31Avoid leaking texture->tex_id when clearing render targetsclayjohn
2023-01-31Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and ↵Marius Hanl
GPUParticles*3D - Extents are replaced by Size (Size is Extents * 2) - The UI text displays 'Size' - Snapping is adjusted to work with Size - _set and _get handle extents for compatibility Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
2023-01-30Refactor high quality texture importJuan Linietsky
* Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-27Automatically transform Skeleton2D calculations so pivots are not neededclayjohn
2023-01-26Properly append global uniform buffer name in gl_compatibility shadersclayjohn
Also error when using instance uniforms
2023-01-26Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depthRémi Verschelde
Make screen texture and depth texture work in Multiview
2023-01-25Make screen texture and depth texture work in MultiviewBastiaan Olij
2023-01-24fix ReflectionProbe rendering extents for (10,10,10)jainl28patel
2023-01-22[iOS] Restore OpenGLES3 renderer support.bruvzg
2023-01-20Sort decals and lights based on camera originclayjohn
Also implement sort_offset for decals Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-01-18Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTUREclayjohn
in favour of texture hints
2023-01-17Decompress RA_AS_RG formats on Web platform in GLES3 renderer and disable ↵clayjohn
texture swizzling While using compressed formats is allowed, the RA_AS_RG formats need texture swizzling which is not available on web
2023-01-14Merge pull request #71309 from BastiaanOlij/improve_renderscaling_optionsRémi Verschelde
Improving communication of scaling settings to renderer implementation
2023-01-13Clear material arrays to prevent freeing of invalid texture RIDYuri Rubinsky
2023-01-13Improving communication of scaling settings to renderer implementationBastiaan Olij
2023-01-11OpenGL: Support FORMAT_{ETC2,DXT5}_RA_AS_RGrsjtdrjgfuzkfg
This commit adds support for FORMAT_EXT2_RA_AS_RG and FORMAT_DXT5_RA_AS_RG with OpenGL, fixing VRAM compression with the normal map option enabled.
2023-01-06Properly map shader language texture hints to sampler hints in GLES3 rendererclayjohn
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-03Ignore depth draw optimization when using depth draw alpha prepassclayjohn
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2022-12-23Cleanup and improve sky renderBastiaan Olij
2022-12-17Merge pull request #70091 from clayjohn/bone-aabbsRémi Verschelde
Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain
2022-12-17Merge pull request #70132 from clayjohn/RT-updateRémi Verschelde
Implement render_target_was_used API so that Viewports can properly check if they have been used.
2022-12-17Merge pull request #70163 from clayjohn/particles-sdfRémi Verschelde
Transform sdf xfrom by particle emission transform when particles are in global space
2022-12-17Merge pull request #70087 from clayjohn/mesh-aabbRémi Verschelde
Cache mesh AABB when modified by skeleton and update instance AABB when skeleton changes
2022-12-16Transform sdf xfrom by particle emission transform when particles are in ↵clayjohn
global space
2022-12-16Implement render_target_was_used API so that Viewports can properly check if ↵clayjohn
they have been used. For the RD renderer, this does not work for Viewports used in scene shaders yet
2022-12-15Merge pull request #70065 from clayjohn/GLES3-attribsRémi Verschelde
Use instanced array buffer instead of UBO for canvas item batching
2022-12-15Merge pull request #70016 from Chaosus/refactor_rd_shader_dataYuri Rubinsky
fixed https://github.com/godotengine/godot/issues/69949
2022-12-15Use instanced array buffer instead of UBO for canvas item batchingclayjohn
This simplifies the generated shader code which increases both performance and compile time on low end devices
2022-12-15Fix typos with codespellRémi Verschelde
2022-12-15Refactor `ShaderData` & fix the sorting of shader uniformsYuri Rubinsky