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2018-03-13Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and ↵Wilson E. Alvarez
RasterizerGLES3
2018-03-05Add GL_ARB_framebuffer_object extension support check and ↵bruvzg
GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings). Add GL_ARB_debug_output extension support check on all platforms.
2018-03-04Clean and expose get_audio/video_driver_* funcs on OS classMarcelo Fernandez
2018-03-02Merge pull request #17173 from karroffel/gles2-line-rendering-fixRémi Verschelde
fix GLES2 line rendering
2018-03-02fix GLES2 line renderingkarroffel
fixes #17147
2018-03-02GLES2 renderer support on macOS.bruvzg
2018-03-01add GLES 2 renderer for 2Dkarroffel
This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
2018-02-25Add missing return statements (iOS and server).bruvzg
2018-02-24Fix Windows file case changingHein-Pieter van Braam
Windows APIs don't really provide a way to change a filename case. This implements a little juggling to make this work. We first create a guaranteed unique temporary file, we then replace the original file with the temporary file and we finally rename it to the desired filename case. (cherry picked from commit d69d58deeaa523c6c38958b3956423ae8f814909)
2018-02-22Fix error spam when using PanoramaSky without texturePoommetee Ketson
2018-02-212D Skeletons WORK IN PROGRESSJuan Linietsky
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-02-21Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky
2018-02-20Merge pull request #16467 from godotengine/gles3-light-shader-timeRémi Verschelde
using TIME in light shader enables uses_fragment_time
2018-02-20Merge pull request #16834 from bojidar-bg/x-rendering-gles3-bugRémi Verschelde
Fix a rendering bug with screen_texture
2018-02-19Fix a rendering bug with screen_textureBojidar Marinov
2018-02-18[X11] Improving error detection in move_to_trashIskustvo
2018-02-17Clean up some bad words from code commentsArtem Varaksa
2018-02-15Create and return LightmapCapture.K. S. Ernest (iFire) Lee
2018-02-15Add dummy audio driver, fix dummy rasterizerK. S. Ernest (iFire) Lee
2018-02-15Fixes to OS_Server and DummyRasterizer to match new signaturesFabio Alessandrelli
2018-02-15Add dummy Texture handlingFabio Alessandrelli
2018-02-15Disable GLES builders and source from server compilationFabio Alessandrelli
2018-02-15Add dummy resterizer driverFabio Alessandrelli
2018-02-14Fix for a possible compile error under OS XMarcelo Fernandez
2018-02-14Merge pull request #15710 from AndreaCatania/p1Rémi Verschelde
Fixed sky reflection rendering when transparent BG
2018-02-14Merge pull request #15875 from marcelofg55/wasapi_device_changeRémi Verschelde
Improved WASAPI driver so that it always uses the default audio device
2018-02-14Merge pull request #16408 from Calinou/remove-debugging-printsRémi Verschelde
Remove a few debugging prints
2018-02-07using TIME in light shader enables uses_fragment_timekarroffel
The GLES3 shader compiler performs certain checks to enable or disable the usage of certain uniform variables (and with that the set-up of UBOs). If the `TIME` variable gets used inside the `vertex` function then the renderer knows that it has to insert that value into the UBO. The same applies to the `fragment` function. The `light` function gets executed inside the fragment shader for every light source that is relevant to the current pixel. If the `TIME` variable gets used in that function then it needs to be present in the fragment-UBO. The check for this was missing, so if a shader uses `TIME` inside `light` but not inside `fragment` then the uniform will not actually be set up.
2018-02-05Remove a few debugging printsHugo Locurcio
2018-02-04fix buffer write performance on Windows and UnixMarcin Zawiejski
2018-02-02Add a proper error when safe save fails.Juan Linietsky
2018-01-30Display set_nodelay to GDScriptMarlon Henry Schweigert
Pass enabled arg Rename set_nodelay to set_no_delay Add description to the method Change description
2018-01-19Improved WASAPI driver so that it always uses the default audio deviceMarcelo Fernandez
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18Convert special case RGB10_A2 to RGBA8 when obtaining texture databinbitten
2018-01-15Fix copy shader in GLSL ES 3.0Leon Krause
2018-01-15Fix Particles2D in WebGL 2.0Leon Krause
2018-01-14Fixed sky reflection rendering when transparent BGAndreaCatania
2018-01-13Merge pull request #15636 from mrcdk/fix_canvas_lightRémi Verschelde
Set correct types on a couple variables inside light_compute in canvas.glsl
2018-01-13Merge pull request #15633 from binbitten/fix-mat2-alignRémi Verschelde
Fix mat2 alignment
2018-01-12Fix mat2 alignmentbinbitten
2018-01-12Set correct types on a couple variables inside the canvas.glslMrCdK
2018-01-12Attempt renaming multiple times on safe file save, and make the behavior ↵Juan Linietsky
optional. Fixes #14339.
2018-01-12Fix mat2 alignmentJuan Linietsky
2018-01-12Fix uniform alignment, closes #14962Juan Linietsky
2018-01-12Instance dependency for particles was not being get rid of. Again fixes #15591Juan Linietsky
2018-01-11Properly fix blend equations for both transparent and non transparent ↵Juan Linietsky
framebuffers. Closes #15047
2018-01-11Fixed graphic artifact caused by anisotropic filterAndreaCatania
2018-01-10Merge pull request #15555 from BastiaanOlij/clamp_blendsRémi Verschelde
Clamp blend to fix screen space reflections