Age | Commit message (Collapse) | Author |
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Add 2D shadows and canvas SDF to OpenGL3 renderer
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This allows using texture_2d_get on all platforms which is needed for the get_image function
This commit also fixes some OpenGL warnings on the Web platform that came from attempting to map a buffer with zero length
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Unify usage of GLOBAL/EDITOR_GET
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Fix MIDI input with ALSA
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Check for a Vulkan extension before checking its features
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Add OpenGL timer queries to OpenGL3 backend
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This is an initial implementation based on the current RD implementation
Performance will improve later
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Fix ambient_light_disabled render mode flag
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Prevent windows from having a size greater than device limit
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Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color
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Fix EXE_BAD_ACCESS caused by optional argument
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This argument is now non optional, but this never hits the same bad access.
I voted to simplify the code here since the argument is never used optionally in our codebase.
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Let the RD driver itself expose subgroup caps
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[opengl] Add multiview to the opengl3 driver
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For some reason AFAICT mesa reports a feature as enabled even when its
extension isn't supported. The Vulkan specification says nothing aboutd
this so this is technically more of a workaround, but it works.
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Reworked the handling of ALSA RawMidi input to support:
- Running Status.
- RealTime Category messages arriving during other messages data.
- Multiple connected RawMidi interfaces.
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Make some Image methods static
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Fix drawing of 2D primitives in OpenGL3 renderer
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Previously the wrong vertices were used when assembling the second triangle
of a quad
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objects not drawing in the GLES3 backend.
Issue came from not binding a light UBO when using the DISABLE_LIGHTING
code path
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to parent alpha value, but still retaining
parent color
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Add 2D lights to OpenGL3 canvas renderer
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Use radial distance for making LOD decisions.
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This is an initial implementation using the same single-pass approach as the RenderingDevice.
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Previously, only forward basis distance from the camera was used.
This means that unnecessarily high LOD levels were used for objects located to the side of the camera.
The distance from the camera origin is now used, independently of direction.
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Added fallback to vkCreateRenderPass
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VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME isn't supported
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Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty`
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Rename remaining "*_enable" to "*_enabled"
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Fetch video adapter driver name and version from OS
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Polish rendering driver refactor further
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Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.
We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
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- Outright disable spammy warnings due to past or present GCC bugs:
* `-Wno-strict-overflow` for GCC 7.
* `-Wno-type-limits` for GCC before 11 (regressed in 9/10, might work in
earlier releases but at this stage we don't care).
* `-Wno-return-type` for GCC 12/13 (regression, still not fixed).
- Enable extra warnings conditionally when broken on earlier GCC:
* `-Wnoexcept` was removed due to an upstream regression in GCC 9, could
be re-enabled (but commented out for now as we actually have `-Wnoexcept`
warnings to fix.
* `-Wlogical-op` was broken on our variadic templates before GCC 11, now
seems fine.
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This avoids an issue where having multiple CanvasGroups overlap
would create a weird artifact
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This is useful for the visual debugger, printing FPS, and the in-editor FPS display
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change warnings=all to use /W4.
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Mainly:
- Make `max_descriptors_per_pool` project setting Vulkan-specific.
- Use a common, render driver agnostic magic FourCC for shader binary data.
- Downgrade spirv_reflect to Vulkan-only dependency.
- Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
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