Age | Commit message (Collapse) | Author |
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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.
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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.
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Fix some overflows and unitialized variables
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Fix issues with environment mapping
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Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2
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Improve glBufferSubData usage where safe
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Send *_MSG macros' explanations directly to the _err_print_error().
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Add MSAA mode for Quest
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This was causing false alarms to be randomly reported on Windows for files that didn't exist.
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This reverts commit 418b035ddaaf9b40892ba88632c3aa6f3bf128b5.
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fix #33188 MSAA depth buffer not used for external texture
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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.
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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
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Fix depth format on Android in GLES2
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Removed switch operator from GLES2 shader back-end
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ERR_FAIL
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Fix some crashes and using null pointers
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Fixed using compressed textures and add work around for firefox webgl mesa sampler limit
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sampler limit
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Disable file descriptor sharing with subprocs.
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Fix draw_rect
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Fix shadow mapping with RGBA textures on html
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WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap
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The misterious windows networking stack...
Using connect instead of WSAConnect causes socket error 10022 under
certain conditions.
See: https://github.com/godotengine/webrtc-native/ (issue 6)
Having to guess, code path for connect is different then WSAConnect with
NULL extra parameters.
The only reference about weird error with this code mentions something
called "Windows Filtering Platform" but windows internals are, as
always, obscure.
This might be something to try and report to Microsoft if anyone has the
time to spare with the likely outcome of being ignored.
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While OpenGL ES 3.0 and WebGL 2.0 both support non power-of-2 (NPOT)
textures in their specification, the situation seems to be less clear
about *compressed* NPOT textures using repeat or mipmap flags.
At least Chrome on Linux doesn't seem to support this combination,
and a variety of mobile hardware have similar limitations.
As a workaround, we force decompressing such textures when running on
WebGL 2.0, at the cost of loading time and memory usage.
Fixes #33058.
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for macOS CI.
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OpenGL uses the diamond exit rule to rasterize lines. If we don't shift
the points down and to the right by 0.5, the line can sometimes miss a
pixel when it shouldn't. The final fragment of a line isn't drawn. By
drawing the lines clockwise, we can avoid a missing pixel in the rectangle.
See section 3.4.1 in the OpenGL 1.5 specification.
Fixes #32279
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GLES2 & GLES3 Fixes ninepatch margins for high resolution textures.
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Disable socket descriptor sharing with subprocs.
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Optional Unix Socket disable for devices that do not support it
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texture resolution
Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution.
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On Unix systems, file descriptors are usually shared among child
processes.
This means, that if we spawn a subprocess (or we fork) like we do in
the editor any open file descriptor will leak to the new process.
This PR sets the close-on-exec flag when opening a file, which causes
the file descriptor to not be shared with the child process.
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