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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
2019-01-06Change blend equation for canvasitemsDaeil Kim
2019-01-04Merge pull request #24568 from Shinryuuji/fix-wrong-texture-array-targetRémi Verschelde
Fix wrong default target for sampler2DArray
2019-01-04Merge pull request #24539 from BastiaanOlij/override_gl_positionRémi Verschelde
Override GL_position
2019-01-04Merge pull request #24575 from nekomatata/android-curve-textureRémi Verschelde
Fixed CurveTexture with GLES3 on Android
2019-01-02Fix negative size rectangle drawingMarcin Zawiejski
Fixes rectangle being drawn as it was a non-negative size in case it actually is. This can be observed e.g. when drawing a negative size selection rectangle (i.e. press mouse button and move cursor up and left).
2019-01-01Merge pull request #24687 from DavidSichma/draw-rect-rotRémi Verschelde
fix draw_rect rotation
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2019-01-01Fix missing/malformed license headersRémi Verschelde
2018-12-31fix draw_rect rotationDavid Sichma
2018-12-30Fixed CurveTexture with GLES3 on AndroidPouleyKetchoupp
2018-12-30Merge pull request #24661 from humblers/fix-unshaded-gles2Rémi Verschelde
Fix unshaded light mode on GLES2
2018-12-30Merge pull request #24653 from avril-gh/fixes-syntax-error-in-scene-glslRémi Verschelde
fixes glsl syntax error
2018-12-30Change unshaded logic to match with GLES3Daeil Kim
2018-12-29fixes glsl syntax errorAvril
2018-12-29Override GL_positionBastiaan Olij
2018-12-29Fix texture type not being initialisedBastiaan Olij
2018-12-27-Implented 2D Mesh support for GLES2Juan Linietsky
-Implemented 2D Skeleton deform for GLES2 -Implement Multimesh support for GLES2, closes #20524, closes #21839
2018-12-23Fix wrong default target for sampler2DArrayShinryuuji
2018-12-21Fixed fragment shader compilation error on android (S0001: Cannot compare ↵PouleyKetchoupp
'float' with 'int')
2018-12-21GLES2: Define 'lowp' for OpenGL 2.1Rémi Verschelde
Precision qualifiers are only used on OpenGL ES 2.0 and 3.0, and while OpenGL 3.3 defines them for compatibility (but without practical effect), they're missing from OpenGL 2.1, so we define them to prevent compilation errors. Fixes #24521.
2018-12-21Reverse RGBA shadow test on GLES2Juan Linietsky