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2018-08-27Style: Enable clang-format on GLSL shadersRémi Verschelde
As of clang-format 6.0.1, putting the `/* clang-format off */` hint around our "invalid" `[vertex]` and `[shader]` statements isn't enough to prevent a bogus indent of the next comments and first valid statement, so we need to enclose that first valid statement in the unformatted chunk.
2018-08-26Merge pull request #21411 from Crazy-P/fixes-several-resource-leaksRémi Verschelde
Fixes several resource leaks listed on coverity
2018-08-26Fixes several resource leaks in ...Crazy-P
- gdscript - gdscript_compiler - regex - android/export - gles3/rasterizer (scene and storage)
2018-08-25Prevent CoreAudio driver failing on finish if Dummy driver was selectedMarcelo Fernandez
2018-08-24Fix generation of env map, closes #18880Juan Linietsky
2018-08-24Merge pull request #20712 from marcelofg55/midi_open_closeJuan Linietsky
Add OS::open_midi_inputs and OS::close_midi_inputs
2018-08-24Merge pull request #21364 from akien-mga/shaders-styleRémi Verschelde
Style: Fix code formatting in GLSL shaders
2018-08-24Added a more minimal test to avoid crash in #20677 but I dont think this is ↵Juan Linietsky
the cause
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-08-24Merge pull request #21351 from akien-mga/print_verboseRémi Verschelde
Add print_verbose to print to stdout only in verbose mode
2018-08-24Style: Fix code formatting in GLES2 shadersRémi Verschelde
2018-08-24Style: Fix code formatting in GLES3 shadersRémi Verschelde
2018-08-24Merge pull request #21357 from karroffel/gles2-shader-language-f-to-pay-respectsThomas Herzog
[GLES2] fix wrong shader compiler output
2018-08-24Merge pull request #21318 from karroffel/gles2-shader-fixesThomas Herzog
[GLES2] attempt to fix some android problems
2018-08-24[GLES2] fix wrong shader compiler outputThomas Herzog
The `f` postfix was working fine on dekstop GL but not on some mobile drivers.
2018-08-24[GLES2] fix multimesh byte colorsThomas Herzog
When using float colors, everything works fine, but when using the byte format, the colors were read incorrectly.
2018-08-24Add print_verbose to print to stdout only in verbose modeRémi Verschelde
Equivalent of the cumbersome: if (OS::get_singleton()->is_stdout_verbose()) print_line(msg);
2018-08-23Merge pull request #21325 from karroffel/gles2-texture-flagsRémi Verschelde
[GLES2] fix texture flags not having an effect
2018-08-23[GLES2] fix texture flags not having an effectThomas Herzog
2018-08-23Merge pull request #21321 from karroffel/gles2-canvas-modulateThomas Herzog
[GLES2] fix CanvasModulate not working
2018-08-23[GLES2] fix CanvasModulate not workingThomas Herzog
That's what happens when you forget about your debug shortcuts. Fixes #21025
2018-08-23[GLES2] fix depth for alpha passThomas Herzog
2018-08-23Merge pull request #21317 from ↵Thomas Herzog
karroffel/gles2-canvas-texture-sampler-long-branch-name [GLES2] fix canvas_item sampler allocation
2018-08-23[GLES2] attempt to fix some android problemsThomas Herzog
2018-08-23[GLES2] fix canvas_item sampler allocationThomas Herzog
2018-08-23enable hardware skeletonsThomas Herzog
2018-08-21BPTC supportelasota
2018-08-20Try closing gracefully before terminating processMarcin Zawiejski
Use a Microsoft recommended way of process termination for the project process run from the editor. This allows loaded DLLs to receive and handle DLL_PROCESS_DETACH notification and cleanup any global state before the process actually exits.
2018-08-20Revert "Batch GLES2 draw calls"Marcin Zawiejski
This reverts commit f55039b194bbbd8d797b667d67e5677fb429d356. The GLES2 batching seems to require more testing and tweaking in order to actually make the performance better on Android devices. It's been proved with #21184 that the current implementation has it's drawbacks therefore I suggest reverting the commit for now.
2018-08-18Merge pull request #20965 from dragmz/gles2_batchingThomas Herzog
Batch GLES2 draw calls
2018-08-17Removed the lines forcing black screen on android GLES2dumitru.stama
2018-08-15[gles2] fix black bar artifactsThomas Herzog
2018-08-15Merge pull request #20941 from codingHahn/fix-normals-on-shaderRémi Verschelde
Fix handling of normals that approach 1
2018-08-14Merge pull request #18096 from aaronfranke/masterJuan Linietsky
[Core] Split up math_2d.h
2018-08-14Reduce verbosity for unsupported GLES2 bg modesMarcin Zawiejski
2018-08-14Batch GLES2 draw callsMarcin Zawiejski
Adds GLES2 draw calls batching for the same render list item that uses multiple rasterizer commands (e.g. Label node; a node with multiple GDScript draw_* calls).
2018-08-13Merge pull request #20936 from marcelofg55/mingw_compile_errRémi Verschelde
MinGW compile fix
2018-08-13[gles2] added ImmediateGeometry renderingThomas Herzog
2018-08-12Fix handling of normals that approach 1Nick Hahn
2018-08-11MinGW compile fixMarcelo Fernandez
2018-08-11Fix compile error with PulseAudio driver and clangMarcelo Fernandez
2018-08-11Merge pull request #19106 from SaracenOne/audio_micRémi Verschelde
[WIP] Experimental microphone support
2018-08-10[Core] Change math_2d includes to vector2 includes where relevantAaron Franke
2018-08-10Revert "added get_creation_time function for gdscript"Juan Linietsky
2018-08-10Merge pull request #18914 from notwarp/masterJuan Linietsky
added get_creation_time function for gdscript
2018-08-08Fix mat4 uniform writesMarcin Zawiejski
2018-08-08Merge pull request #20805 from karroffel/gles2-misc-fixesThomas Herzog
unhacking some GLES2 code
2018-08-08GLES2 refactorsThomas Herzog
This commit unhacks some parts of the 3D rendering. Most notably: - possibility to use negative texture units (no longer weird manual index allocation for user samplers) - refactoring of light code, now sorts in a different way, should yield better performance - fixes a crash while saving (because of "Illegal instruction" execution) when using a decent compiler (clang, it's clang. Thanks GCC for not telling me about UB).
2018-08-08Merge pull request #20681 from DavidSichma/masterJuan Linietsky
Keeping track of discard
2018-08-07Tweak the default SpatialMaterial propertiesHugo Locurcio
Roughness is now set to 1 by default and albedo is now white, even on meshes that do not have any materials defined. This means there is no longer a visual difference between a mesh with no materials defined and a mesh with a default SpatialMaterial defined.