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2022-12-10Invalidate the previous index array after calling glBindVertexArray, as this ↵Malcolm Nixon
call clears the GL_ELEMEMT_ARRAY_BUFFER when changing the state. Update rasterizer_scene_gles3.cpp Fix white-space to match godotengine checks.
2022-12-08Merge pull request #69735 from clayjohn/Particles2D-sdfRémi Verschelde
Detect and report if 2D particles use the screen SDF
2022-12-07Merge pull request #69733 from clayjohn/GLES3-skeleton-leakRémi Verschelde
Properly free Skeleton RID in RenderingServer.free()
2022-12-07Detect and report if 2D particles use the screen SDFclayjohn
This ensures that the SDF is updated even if not used in a canvas_item shader
2022-12-07Properly free Skeleton RID in RenderingServer.free()clayjohn
2022-12-06Merge pull request #69322 from BastiaanOlij/fix_vulkan_versionsRémi Verschelde
Fix issue around incorrect Vulkan version
2022-12-06Merge pull request #69636 from Malcolmnixon/vulkan-mobile-sky-matrixRémi Verschelde
Fix mobile renderer sky_transform operations
2022-12-06Modified the mobile renderer to apply the sky_transform operations in the ↵Malcolm Nixon
same order as the forward_plus renderer. Update rasterizer_scene_gles3.cpp Apply sky_transform order fix to the gles3 renderer.
2022-12-06Merge pull request #65035 from nathanfranke/fix-aabb-meshRémi Verschelde
Fix AABB errors on meshes with bones on multiple surfaces
2022-12-06Merge pull request #69634 from clayjohn/GLES3-specRémi Verschelde
Clean up specialization constants in OpenGL scene renderer
2022-12-06Merge pull request #69633 from clayjohn/GLES3-texturesRémi Verschelde
Use internal texture name when setting texture uniform location in OpenGL renderer
2022-12-06Merge pull request #69581 from dsnopek/openxr-opengl-flip-screenRémi Verschelde
[opengl] Don't flip render target when blitting it to screen if it wasn't rendered upside down
2022-12-05Clean up specialization constants in OpenGL scene rendererclayjohn
Also add support for disabling omni and spot lights when not used
2022-12-05Use internal texture name when setting texture uniform location in OpenGL ↵clayjohn
renderer
2022-12-05Merge pull request #69521 from clayjohn/GLES3-glslRémi Verschelde
Expose emulated *Unorm4x8 glsl functions in non-android builds
2022-12-05Fix issue where we should be using device supported version instead of ↵Bastiaan Olij
instance version for Vulkan
2022-12-04Exposure emulated *Unorm4x8 glsl functions in non-android buildsclayjohn
Originally these functions were exposed on all GLSL ES 300 devices. However, that causes a build error as Android devices expose the *Unorm4x8 functions despite them not being in the ES 300 spec
2022-12-04fix aabb errors on meshes with bones on multiple surfacesNathan Franke
2022-12-04[opengl] Don't flip render target when blitting it to screen if it wasn't ↵David Snopek
rendered upside down
2022-12-03Implement CAMERA_VISIBLE_LAYERS as built-in shader variableNumbuhFour
2022-12-03Merge pull request #69522 from clayjohn/IBL-black-metalRémi Verschelde
Allow black metallic materials to reflect IBL
2022-12-03Merge pull request #69514 from clayjohn/IBL-roughnessRémi Verschelde
Properly remap roughness when reading from radiance map
2022-12-02Allow black metallic materials to reflect IBLclayjohn
2022-12-02Properly remap roughness when reading from radiance mapclayjohn
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
2022-12-02Merge pull request #68870 from dsnopek/master-webxr-inputRémi Verschelde
Get WebXR fully working in Godot 4!
2022-12-01Get WebXR fully working in Godot 4!David Snopek
2022-12-01Merge pull request #69325 from clayjohn/GLES3-skeletonsRémi Verschelde
Add Skeletons and Blend Shapes to the OpenGL renderer
2022-11-29Enable GLES3 on Androidclayjohn
Add necessary build flags and switch from using a GLES2 context to a GLES3 one. This also enables building for OpenXR Co-authored-by: m4gr3d <fhuyakou@gmail.com> Co-authored-by: dsnopek <dsnopek@gmail.com>
2022-11-29Add Skeletons and Blend Shapes to the OpenGL rendererclayjohn
This uses a similar multipass approach to blend shapes as Godot 3.x, the major difference here is that we need to convert the normals and tangents to octahedral for rendering. Skeletons work the same as the Vulkan renderer except the bones are stored in a texture as they were in 3.x.
2022-11-28Merge pull request #68740 from bruvzg/ios_fixesRémi Verschelde
[iOS] Fix getting Unicode executable path, fix error spam on start.
2022-11-26Changed `RenderingDevice::TextureUsageBits` type to enum flagsYuri Rubinsky
2022-11-24Fix drawing of Mesh2Dclayjohn
The batch was being discarded if no instance buffer was present, but an instance buffer is only needed for MultiMesh and particles.
2022-11-24Improve logic for detecting and tracking extensionsBastiaan Olij
2022-11-22Merge pull request #68942 from Chaosus/barrier_mask_flagsRémi Verschelde
Expose `BarrierMask` as flags enum in `RenderingDevice`
2022-11-22Expose `BarrierMask` as flags enum in `RenderingDevice`Yuri Rubinsky
2022-11-21Expose model_matrix in GLES3 scene fragment shaderclayjohn
2022-11-21Merge pull request #68527 from pkdawson/vertex-array-offsetsRémi Verschelde
Add `offsets` parameter to RenderingDevice::vertex_array_create
2022-11-20Merge pull request #68830 from Ayush-singla27/issuebranchRémi Verschelde
fixed incorrect mesh normals in shaders
2022-11-18Fix drawing of 2D skeletons in the RD renderer.clayjohn
Also clean up skeleton code in preparation for adding them to GLES3 Properly update Mesh2D AABBs when skeleton is updated
2022-11-19fixed incorrect mesh normals in shadersAyush Singla
2022-11-18Merge pull request #68710 from BastiaanOlij/fix_vrsRémi Verschelde
Fix VRS issues
2022-11-16GLES3 TextureStorage - add missing null checksdzil123
2022-11-16[iOS] Fix getting Unicode executable path, fix "!configured" and ↵bruvzg
"!classes.has(ti.inherits)" error spam on start.
2022-11-17Fix VRS issuesBastiaan Olij
2022-11-15Merge pull request #68372 from Riteo/glad2Rémi Verschelde
Regenerate GL loader code with GLAD 2
2022-11-15Merge pull request #68426 from clayjohn/GLES3-particlesRémi Verschelde
Add GPUParticles to the OpenGL3 renderer.
2022-11-15Merge pull request #68628 from clayjohn/shadowsRémi Verschelde
Implement is_animated and casts_shadows
2022-11-14Add GPUParticles to the OpenGL3 renderer.clayjohn
This includes collision (2D SDF, Box, Sphere, Heightmap), attraction (Box, Sphere), and all sorting modes. This does not include 3D SDF collisions, trails, or manual emission.
2022-11-14Merge pull request #68657 from Sauermann/fix-redundant-initializationRémi Verschelde
Remove redundant non-trivial Variant types initializations
2022-11-14Regenerate GL loader code with GLAD 2Riteo
GLAD 1 creates unusable loaders for EGL, while the newly released GLAD 2 does not, so for consistency I thought that it would be a good idea to uniform things beforehand. While it had some API changes some renames were all that was needed and everything works like before, at least on the Wayland branch. I've kept the structure identical, although this new generator has quite a few hefty features, such as a single header mode. I've also added GLAD to `thirdparty/README.md`, but I haven't specified that in the commit title because it's a very small "fix".