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2019-01-26Further fixes to avoid memory corruption, closes #25336Juan Linietsky
2019-01-25Properly dispose of custom shaders, closes #19300Juan Linietsky
2019-01-25Do not use depth prepass if effects are disabled, fixes #25267Juan Linietsky
2019-01-26Revert "Fix GLES3 error 502 on iOS"Bastiaan Olij
2019-01-25Ensure contact shadows are only used when lights use them.Juan Linietsky
2019-01-26Fix GLES3 error 502 on iOSBastiaan Olij
2019-01-25Fix depth prepass in GLES2, closes #23321Juan Linietsky
2019-01-24Ensure WebGL uses highp by default, and fix some wrong mediump usages. Fixes ↵Juan Linietsky
#22962.
2019-01-24Fix crash with cube shadows in gles2, closes #22635Juan Linietsky
2019-01-24Revert "Fix errors on iOS"Juan Linietsky
2019-01-24Makes screen texture work in GLES2 (2D for now), fixes #23604Juan Linietsky
2019-01-24Merge pull request #25257 from karroffel/tex3d-get-data-fixRémi Verschelde
implemented texture_get_data() for TextureLayered
2019-01-23Fix problem with texture2Dlod, closes #25263Juan Linietsky
2019-01-23implemented texture_get_data() for TextureLayeredthomas.herzog
2019-01-23Merge pull request #25242 from BastiaanOlij/fix_ios_issuesRémi Verschelde
Fix errors on iOS
2019-01-23Remove unused method in RasterizerStorageGLES2Rémi Verschelde
Added in 4f4e46edd539b0c26a6b086aa19c303b10de66b1 but not used in the end.
2019-01-23Fix errors on iOSBastiaan Olij
2019-01-22Implement unpacking for compressed vertex formats on GLES2 when not ↵Juan Linietsky
supported, fixes #22957
2019-01-22Do not use shadow cubemaps if depth write is not supported to avoid errors, ↵Juan Linietsky
closes #25219
2019-01-22Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132Juan Linietsky
2019-01-22WebGL1 some changessantouits
glRenderBufferStorage doesn't accept the _DEPTH_COMPONENT24_OES so I changed it to GL_DEPTH_COMPONENT16 https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/renderbufferStorage https://www.khronos.org/registry/webgl/extensions/rejected/OES_depth24/ Enabled ext_shader_texture_lod extension. I guess it does the same like the GL_ARB_shader_texture_lod extension, but in WebGL1 https://www.khronos.org/registry/webgl/extensions/EXT_shader_texture_lod/ And last WebGL1 doesn't allow indexes not constant, so I changed it into a loop reading this: https://stackoverflow.com/questions/19529690/index-expression-must-be-constant-webgl-glsl-error
2019-01-21Merge pull request #25196 from santouits/webgl-backslashesRémi Verschelde
webgl1 in firefox doesn't like backslashes in #define directive
2019-01-21Add function to obtain filesystem type from DirAccess.Juan Linietsky
Change EditorFileSystem to not use directory modification times on FAT32, fixes #20946
2019-01-21webgl1 doesn't like backslashes in #definesantouits
According to https://www.khronos.org/registry/OpenGL/specs/es/2.0/GLSL_ES_Specification_1.00.pdf , backslashes aren't necessary supported as line continuation characters in preprocessor directives
2019-01-21Merge pull request #25115 from marxin/fix-19633-properRémi Verschelde
Fix #19633 by proper store to &ubo_data.shadow_matrix[1234].
2019-01-21Merge pull request #25117 from dragmz/patch-6Rémi Verschelde
Replace CreateThread with QueueUserWorkItem
2019-01-21Cleanup after @reduz :)Rémi Verschelde
Fixes #25172.
2019-01-19Fix #19633 by proper store to &ubo_data.shadow_matrix[1234].marxin
It is not valid in C++ to store into shadow_matrix1[16] with shadow_matrix1[16 * j] (for j > 0). Even though there's a valid space in a struct after shadow_matrix1. Knowing that GCC performs aggressive optimizations that eventually lead to a wrong code. Code has been changed into union where one can either use shadow_matrix[4 * 16], or individual shadow_matrix1, shadow_matrix2, etc. GCC pragma is not needed any longer.
2019-01-19Fix excluding GCC pragmas from ClangRémi Verschelde
Why the heck does Clang define __GNUC__...
2019-01-19Only define GCC pragmas for GCCRémi Verschelde
2019-01-19Replace CreateThread with QueueUserWorkItemMarcin Zawiejski
Fixes #24869 stuttering on Windows by reusing long running threadpool threads instead of creating a new thread on each call to Thread::start.
2019-01-18Use 16 bit indices on phones that dont support 32, fixes #19797Juan Linietsky
2019-01-18Merge pull request #25101 from hpvb/fix-19633Juan Linietsky
Work around a GCC optimizer bug at -O3
2019-01-18Work around a GCC optimizer bug at -O3Hein-Pieter van Braam
This bug has been reported upstream, once it gets fixed we'll add some version guards to only disable this for specific GCC versions. This fixes #19633
2019-01-18Merge pull request #25070 from RedMser/shader_errors_linefixRémi Verschelde
Fix shader compile error line numbers starting at 0
2019-01-17Fix enum scopeEmanuele Fornara
2019-01-17Fix shader compile error line numbers starting at 0.RedMser
2019-01-17Fixes to 2D lights, closes #24750Juan Linietsky
2019-01-16Ensure texture hints are obeyed, fixes #24875Juan Linietsky
2019-01-15Ensure canvas copy texscreen will not crash if render target is configured ↵Juan Linietsky
without copy buffers. Closes #24749.
2019-01-15GLES2: Fix typo in project settingRémi Verschelde
It used a different name than the equivalent GLES3 parameter.
2019-01-14Use GLES2 approach to vertex shading in GLES3, which has been more ↵Juan Linietsky
developed. Fixes #21852
2019-01-14Implement black margins in GLES2, which was missing, fixes #24556Juan Linietsky
2019-01-14GLES2: Make Nvidia flicker workaround opt-inRémi Verschelde
It has a big impact on 2D and text rendering performance (cf. #24466) so the solution seems worse than the bug it aims to work around. It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" for those who need it and have a simple enough game for the performance drop not to be an issue. Fixes #24466.
2019-01-14Was not properly re-setting light uniforms, fixes #24976Juan Linietsky
2019-01-14Do not use the workaround for desktop nvidia on mobile and html5.Juan Linietsky
2019-01-11GLES2: Clarify why we exclude debug code on iOSRémi Verschelde
Supersedes and closes #24873.
2019-01-10Consistency in resource format saver/loader de-registrationRémi Verschelde
Some used 'is_valid()' checks, others not. Validity is already checked in 'unref()', and 'remove_resource_format_*()' has an ERR_FAIL condition on 'is_null()' already (which shouldn't happen since we're only unregistering things that we previously registered. Also add missing GDCLASS statement in ResourceFormatLoaderVideoStreamGDNative, missed in #20552 which was last amended before #19501 was merged.
2019-01-07Merge pull request #24301 from marcelofg55/default_device_pulseaudioRémi Verschelde
PulseAudio driver will now change the device if the default system device changes
2019-01-07Fix background color rendering on GLES2 (linear should not be used)Juan Linietsky