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2019-12-11SCons: Add 'split_libmodules' option to workaround linker issueRémi Verschelde
The new 'split_libmodules=yes' option is useful to work around linker command line size limitations when linking a huge number of objects. We're currently over 64k chars when linking libmodules.a on Windows with MinGW, which triggers issues as seen in #30892. Even on Linux, we can also reach linker command line size limitations by adding more custom modules. We force this option to True for MinGW on Windows, which fixes #30892. Additional changes to lib splitting: - Fix linking of the split module libs with interdependent symbols, hacking our way into LINKCOM and SHLINKCOM to set the `--start-group` and `--end-group` flags. - Fix Python 3 compatibility in `methods.split_lib()`. - Drop seemingly obsolete condition for 'msys' on 'posix'. - Drop the unnecessary 'split_drivers' as the drivers lib is no longer too big since we moved all thirdparty builds to modules. Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2019-12-10Merge pull request #34238 from clayjohn/GLES2-use-renderbuffer-post-processRémi Verschelde
Use renderbuffer depth for post-process buffers when appropriate
2019-12-09Use renderbuffer depth for post-process buffers when appropriateclayjohn
2019-12-09Force 32 bit depth buffer for WebGLclayjohn
2019-12-09GLES3: Properly unbind buffers after draw commandsRémi Verschelde
Patch provided by @oeleo1. Fixes #34120.
2019-12-05GLES2: Fix uninitialized members in ShaderGLES2::VersionRémi Verschelde
Fixes #34109.
2019-12-04Properly orphan polygon index buffer after binding (take 2)Rémi Verschelde
Follow-up to #34088, patch by @oeleo1 from https://github.com/godotengine/godot/issues/34065#issuecomment-561530896
2019-12-03properly orphan polygon index buffer after bindingclayjohn
2019-12-03Merge pull request #33857 from nekomatata/polygon-2d-antialiasingRémi Verschelde
Fixed antialiased option for Polygon2D
2019-12-03Merge pull request #33836 from clayjohn/blinn-fixRémi Verschelde
Fix Specular Blinn function
2019-12-02Merge pull request #33985 from nekomatata/shadow_viewportRémi Verschelde
Disable shadow map sampling when shadows are not used in GLES3
2019-11-29Removed duplicated conditional in GLES2PouleyKetchoupp
2019-11-29Disable shadow map sampling when shadows are not used in GLES3PouleyKetchoupp
Fixes #20742
2019-11-28Fixed antialiased option for Polygon2D / Line2DPouleyKetchoupp
Polygon2D: The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing. Line2D: Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly. Fixes #26823
2019-11-28Merge pull request #33963 from clayjohn/GLES3-sky-mipmaps-on-mobileRémi Verschelde
Fix radiance map generation on mobile
2019-11-27Fix radiance map generation on mobileclayjohn
2019-11-26Use ANGLE multisample extensions for UWPGeorge Marques
2019-11-23Restructure depth_internalformat code to work on mobileclayjohn
This changes the code path so that `glRenderBufferStorage*` always uses values appropriate for renderbuffers and `glTexImage2D` never uses an internalformat meant for buffers. Fixes #33825.
2019-11-23glTexImage2D: Fix confusion between format and internal formatRémi Verschelde
The `format` parameter is similar to `internalFormat` but takes different values, and especially only `GL_DEPTH_COMPONENT` for depth, without size specifier. Cf. https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml Fixes a regression from #33278 and another occurrence.
2019-11-22Fix Specular Blinn functionclayjohn
2019-11-21Fix GL error by properly using float uniformclayjohn
2019-11-20Fix bugs introduced by IBL fixesclayjohn
2019-11-20Merge pull request #33583 from qarmin/fix_overflows_unitializedRémi Verschelde
Fix some overflows and unitialized variables
2019-11-20Fix some overflows and unitialized variablesRafał Mikrut
2019-11-20Merge pull request #33668 from clayjohn/Fix_environment_mapping_issuesRémi Verschelde
Fix issues with environment mapping
2019-11-19Fix issues with environment mappingclayjohn
2019-11-19Merge pull request #33720 from BastiaanOlij/fix_gles2_rgb8Rémi Verschelde
Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2
2019-11-19Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2Bastiaan Olij
2019-11-19Merge pull request #33527 from clayjohn/GLES2-bufferdata_optimizationRémi Verschelde
Improve glBufferSubData usage where safe
2019-11-17Fix negative light flickeringclayjohn
2019-11-11Improve glBufferSubData usage where safeclayjohn
2019-11-11Merge pull request #33517 from madmiraal/fix-_MSG-macrosRémi Verschelde
Send *_MSG macros' explanations directly to the _err_print_error().
2019-11-11Merge pull request #33518 from BastiaanOlij/msaa_ext_modesRémi Verschelde
Add MSAA mode for Quest
2019-11-11Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisationBastiaan Olij
2019-11-11Remove all uses of ERR_EXPLAIN macros.Marcel Admiraal
2019-11-10Handle missing file properly when checking for case mismatchPouleyKetchoupp
This was causing false alarms to be randomly reported on Windows for files that didn't exist.
2019-11-08Make MSAA work with external textureBastiaan Olij
2019-11-08Revert "fix #33188 MSAA depth buffer not used for external texture"Bastiaan Olij
This reverts commit 418b035ddaaf9b40892ba88632c3aa6f3bf128b5.
2019-11-08Merge pull request #33291 from NeoSpark314/fix_#33188Rémi Verschelde
fix #33188 MSAA depth buffer not used for external texture
2019-11-07Partial revert of #32657, undoing line shifting by 0.5Rémi Verschelde
As discussed in #32657, this can't be done here as lines can be used with a canvas scale, and this breaks them. A suggestion is to do the pixel shifting at matrix level instead. Fixes #33393. Fixes #33421.
2019-11-04fix #33188 MSAA depth buffer not used for external textureHolger Dammertz
When rendering to an external texture and MSAA was active (as happened in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct depth buffer and multisample texture target was not used. This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54
2019-11-03Merge pull request #33278 from clayjohn/GLES2-depth-formatRémi Verschelde
Fix depth format on Android in GLES2
2019-11-02Fix depth format on Android in GLES2clayjohn
2019-11-02Merge pull request #33259 from Chaosus/remove_gles2_switch_opRémi Verschelde
Removed switch operator from GLES2 shader back-end
2019-11-02Removed switch operator from GLES2 shader back-endYuri Roubinsky
2019-11-01Fix some crashes, overflows and using variables without valuesRafał Mikrut
2019-10-30When framebuffer allocation fails for MSAA in GLES2 revert to normal without ↵clayjohn
ERR_FAIL
2019-10-28Merge pull request #33104 from qarmin/fix_some_crashesRémi Verschelde
Fix some crashes and using null pointers
2019-10-28Merge pull request #33097 from clayjohn/GLES2-HTML-sampler_limitRémi Verschelde
Fixed using compressed textures and add work around for firefox webgl mesa sampler limit
2019-10-28Fix some crashes and using null pointersRafał Mikrut