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2018-08-27Merge pull request #21387 from hpvb/fix-15324Rémi Verschelde
Fall back to GLES2 if GLES3 is not working
2018-08-27Revert "Fix some 3D texture issues"Juan Linietsky
2018-08-27Merge pull request #21469 from akien-mga/glsl-clang-formatRémi Verschelde
Style: Enable clang-format on GLSL shaders
2018-08-27Merge pull request #21467 from elasota/fix-3d-texturesRémi Verschelde
Fix some 3D texture issues
2018-08-27Style: Enable clang-format on GLSL shadersRémi Verschelde
As of clang-format 6.0.1, putting the `/* clang-format off */` hint around our "invalid" `[vertex]` and `[shader]` statements isn't enough to prevent a bogus indent of the next comments and first valid statement, so we need to enclose that first valid statement in the unformatted chunk.
2018-08-26Partial fixes for 3D texture issueselasota
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
2018-08-26Fixes several resource leaks in ...Crazy-P
- gdscript - gdscript_compiler - regex - android/export - gles3/rasterizer (scene and storage)
2018-08-24Fix generation of env map, closes #18880Juan Linietsky
2018-08-24Merge pull request #21364 from akien-mga/shaders-styleRémi Verschelde
Style: Fix code formatting in GLSL shaders
2018-08-24Added a more minimal test to avoid crash in #20677 but I dont think this is ↵Juan Linietsky
the cause
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-08-24Style: Fix code formatting in GLES3 shadersRémi Verschelde
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);
2018-08-21BPTC supportelasota
2018-08-12Fix handling of normals that approach 1Nick Hahn
2018-08-08Merge pull request #20681 from DavidSichma/masterJuan Linietsky
Keeping track of discard
2018-08-07Tweak the default SpatialMaterial propertiesHugo Locurcio
Roughness is now set to 1 by default and albedo is now white, even on meshes that do not have any materials defined. This means there is no longer a visual difference between a mesh with no materials defined and a mesh with a default SpatialMaterial defined.
2018-08-06Added proper import support for 3D and Array texturesJuan Linietsky
2018-08-02Keeping track of discardDavid Sichma
Shader compilation now keeps track of the discard key word. Previously only variables were monitored. But discard, which needs special treatment in some cases, went unnoticed by the compiler as discard is not a variable but a flow control. This commit adds monitoring for discard.
2018-07-30add 3D texturesThomas Herzog
2018-07-29Clear color was not correctly being set, fixes #4939Juan Linietsky
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-25Merge pull request #20448 from volzhs/duplicated-codeRémi Verschelde
Remove duplicated codes
2018-07-25Merge pull request #18368 from Gamblify/RasterizerEngineSyncRémi Verschelde
sync rasterizers with engine
2018-07-25Remove duplicated codesvolzhs
2018-07-23Implemented Soft bodyAndreaCatania
- Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer
2018-07-23Added some API to visual server so from control VRAM buffer is more easyAndreaCatania
2018-07-22transmission was broken, fix was made. Also fixed treshold.Juan Linietsky
2018-07-22Fix opaque pre pass not casting shadowsJuan Linietsky
2018-07-22Shader lang: Properly assign INSTANCE_ID to gl_InstanceIDRémi Verschelde
Note that gl_InstanceID is not supported in OpenGL ES 2.0, so in the gles2 backend we assign it to 0. Also clean up some duplicates/commented out code. Fixes #20088.
2018-07-19-Project/Editor settings now use new inspectorJuan Linietsky
-Project/Editor settings now show tooltips properly -Settings thar require restart now will show a restart warning -Video driver is now visible all the time, can be changed easily -Added function to request current video driver
2018-07-17Add disable ambient light flag to shaders and materialsAlex Roman
2018-07-17Revert "Fix #19507 Not emitted particles affects performance"Max Hilbrunner
2018-07-17Merge pull request #19764 from malbach/godot_malbachMax Hilbrunner
Fix #19507 Not emitted particles affects performance
2018-07-16Finally figured out how to implement AnimatedTexture properly.Juan Linietsky
2018-07-12Merge pull request #20096 from CptPotato/19163-aces-whitepointMax Hilbrunner
Fix missing whitepoint for ACES tonemapping
2018-07-12reformatted and restructured tonemap.glslalex-poe
2018-07-12Merge pull request #19707 from toger5/fix_clipping_vflipMax Hilbrunner
fix clipping with v_flip fixes: #18600
2018-07-11added 'whitepoint' to ACES tonemappingalex-2b17x4
2018-07-10fix wrong loop condition in MultiMesh allocationkarroffel
2018-07-06Support for CPU based particles, which aids compatibility with OpenGL ES 2.0Juan Linietsky
2018-07-05Move light 2D rotation to vertex shaderJFonS
2018-07-04Fix regression of 2D light heightJFonS
2018-07-04Merge pull request #19807 from JFonS/fix_light_vec_rotationRémi Verschelde
Fix rotation of 2D lights
2018-07-04Merge pull request #19786 from JFonS/correct_normal_scalingRémi Verschelde
Add render mode to ensure correct normals when using non-uniform scaling
2018-07-03Merge pull request #19682 from dragmz/particles_redraw_fixMax Hilbrunner
Prevent redraws when an inactive Particles2D node is present
2018-07-02Added ability for SSAO to affect AO textures tooJuan Linietsky
2018-06-25Fix #19507 Not emitted particles affects performancemalbach
2018-06-21Add render mode to ensure correct normals when using non-uniform scalingJFonS