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2018-02-21Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky
2018-02-20Merge pull request #16467 from godotengine/gles3-light-shader-timeRémi Verschelde
using TIME in light shader enables uses_fragment_time
2018-02-20Merge pull request #16834 from bojidar-bg/x-rendering-gles3-bugRémi Verschelde
Fix a rendering bug with screen_texture
2018-02-19Fix a rendering bug with screen_textureBojidar Marinov
2018-02-18[X11] Improving error detection in move_to_trashIskustvo
2018-02-17Clean up some bad words from code commentsArtem Varaksa
2018-02-15Create and return LightmapCapture.K. S. Ernest (iFire) Lee
2018-02-15Add dummy audio driver, fix dummy rasterizerK. S. Ernest (iFire) Lee
2018-02-15Fixes to OS_Server and DummyRasterizer to match new signaturesFabio Alessandrelli
2018-02-15Add dummy Texture handlingFabio Alessandrelli
2018-02-15Disable GLES builders and source from server compilationFabio Alessandrelli
2018-02-15Add dummy resterizer driverFabio Alessandrelli
2018-02-14Fix for a possible compile error under OS XMarcelo Fernandez
2018-02-14Merge pull request #15710 from AndreaCatania/p1Rémi Verschelde
Fixed sky reflection rendering when transparent BG
2018-02-14Merge pull request #15875 from marcelofg55/wasapi_device_changeRémi Verschelde
Improved WASAPI driver so that it always uses the default audio device
2018-02-14Merge pull request #16408 from Calinou/remove-debugging-printsRémi Verschelde
Remove a few debugging prints
2018-02-07using TIME in light shader enables uses_fragment_timekarroffel
The GLES3 shader compiler performs certain checks to enable or disable the usage of certain uniform variables (and with that the set-up of UBOs). If the `TIME` variable gets used inside the `vertex` function then the renderer knows that it has to insert that value into the UBO. The same applies to the `fragment` function. The `light` function gets executed inside the fragment shader for every light source that is relevant to the current pixel. If the `TIME` variable gets used in that function then it needs to be present in the fragment-UBO. The check for this was missing, so if a shader uses `TIME` inside `light` but not inside `fragment` then the uniform will not actually be set up.
2018-02-05Remove a few debugging printsHugo Locurcio
2018-02-04fix buffer write performance on Windows and UnixMarcin Zawiejski
2018-02-02Add a proper error when safe save fails.Juan Linietsky
2018-01-30Display set_nodelay to GDScriptMarlon Henry Schweigert
Pass enabled arg Rename set_nodelay to set_no_delay Add description to the method Change description
2018-01-19Improved WASAPI driver so that it always uses the default audio deviceMarcelo Fernandez
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18Convert special case RGB10_A2 to RGBA8 when obtaining texture databinbitten
2018-01-15Fix copy shader in GLSL ES 3.0Leon Krause
2018-01-15Fix Particles2D in WebGL 2.0Leon Krause
2018-01-14Fixed sky reflection rendering when transparent BGAndreaCatania
2018-01-13Merge pull request #15636 from mrcdk/fix_canvas_lightRémi Verschelde
Set correct types on a couple variables inside light_compute in canvas.glsl
2018-01-13Merge pull request #15633 from binbitten/fix-mat2-alignRémi Verschelde
Fix mat2 alignment
2018-01-12Fix mat2 alignmentbinbitten
2018-01-12Set correct types on a couple variables inside the canvas.glslMrCdK
2018-01-12Attempt renaming multiple times on safe file save, and make the behavior ↵Juan Linietsky
optional. Fixes #14339.
2018-01-12Fix mat2 alignmentJuan Linietsky
2018-01-12Fix uniform alignment, closes #14962Juan Linietsky
2018-01-12Instance dependency for particles was not being get rid of. Again fixes #15591Juan Linietsky
2018-01-11Properly fix blend equations for both transparent and non transparent ↵Juan Linietsky
framebuffers. Closes #15047
2018-01-11Fixed graphic artifact caused by anisotropic filterAndreaCatania
2018-01-10Merge pull request #15555 from BastiaanOlij/clamp_blendsRémi Verschelde
Clamp blend to fix screen space reflections
2018-01-10Clamp blend to fix screen space reflectionsBastiaan Olij
2018-01-10Merge pull request #15553 from AlmightyScientist/issue-15453Rémi Verschelde
Shader Language: Fixes EXTRA_MATRIX undefined.
2018-01-10Shader Language: Fixes EXTRA_MATRIX undefined.AlmightyScientist
Fixes #15453.
2018-01-10Fix stretch aspect keep modevolzhs
Fix #15407 Fix #15514
2018-01-09Fix shader compile error on Androidvolzhs
**ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed: 23:191: S0001: Type mismatch, cannot convert from 'int' to 'float' At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed:
2018-01-08removed unused project setting rendering/quality/depth_prepass/disableJerome67000
2018-01-08Fix use of execvp, earlier fix was short sighted and only workedsambler
when godot could be found in PATH. The correct fix is to use sysctl to get the path to the current executable this also fixes the ability to call external commands.
2018-01-06properly blend interior and exterior ambient in reflection probes, fixes #14695Juan Linietsky
2018-01-06Properly dispose of instance capture data, fixes #14795Juan Linietsky
2018-01-06Use better initialization value for normalmap, fixes #14720Juan Linietsky
2018-01-06Ensure depth reads go via alpha render list, fixes #14759Juan Linietsky
2018-01-06Improve detection of variable writing in shader, fixes #15177Juan Linietsky