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2019-09-23Merge pull request #32275 from godotengine/skin_supportRémi Verschelde
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-23Merge pull request #32055 from qarmin/some_code_fixesRémi Verschelde
Changed some code found by Clang Tidy and Coverity
2019-09-22Merge pull request #32259 from NeoSpark314/fix_stereo_cubemap_gles2Rémi Verschelde
fix gles2 broken panorama sky on oculus quest
2019-09-22fix gles2 broken panorama sky on oculus questHolger Dammertz
This fixes an issue that was fixed for gles3 in #31419 but not applied to gles2. The fix consists of using a constant scale for cube_normal of -1.0 instead of -1000000. It results in broken panorama rendering on the oculus quest (see https://github.com/GodotVR/godot_oculus_mobile/issues/29)
2019-09-22Changed some code found by Clang Tidy and Coverityqarmin
2019-09-22Fix GLES2 skinning where VERTEX_TEXTURE not supportedlawnjelly
Although the backup USE_SKELETON_SOFTWARE skinning path is currently used when float texture is not supported, the default skinning path still fails when float texture is supported but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is 0, i.e. the device cannot read from texture during vertex shader. This PR adds the logic to activate the SKELETON_SOFTWARE path if either of these cases occur, preventing crashes on devices which have this combination of features.
2019-09-19Merge pull request #32004 from raphael10241024/fix_shader_uniformRémi Verschelde
Fix gles3 shader uniform vec3 error
2019-09-19Merge pull request #31202 from azagaya/light-dataRémi Verschelde
Create shadow_vec for altering shadow computation
2019-09-18Added skin support and simplified APIs to override bone position.Juan Linietsky
2019-09-14Implement shader array support for varyingsChaosus
2019-09-06Create shadow_vec for altering shadow computationazagaya
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations. But it broke shadows when rotating light. shadow_vec would do the same, but without breaking shadows in rotated lights if not used. Add inverse light transformation to shadow vec, so it's not affected when rotating lights; Added usage define for shadow vec. For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
2019-09-06fix gles3 shader uniform vec3 error, close #30930RaphaelHunter
2019-09-02Merge pull request #31571 from NeoSpark314/tonemapping_none_optionRémi Verschelde
Don't clamp color to [0, 1] in Linear tonemapping
2019-09-01Provide error messages when PNG save failsAndrii Doroshenko (Xrayez)
2019-08-29Removed clamping of the Linear tonemapping when KEEP_3D_LINEARHolger Dammertz
Changed the behaviour of the Linear tonemapping operator to not clamp to [0, 1] range in the case when KEEP_3D_LINEAR is defined. This allows to render values > 1.0 in floating point texture targets (via Viewport) for further processing or saving high dynamic range data into files. This only works when no color conversion is active.
2019-08-29Merge pull request #31746 from clayjohn/skip-vertex-transform-gles2Rémi Verschelde
Fix skip_vertex_transform bug in GLES2 CPUParticles
2019-08-28Fix skip_vertex_transform bug in GLES2 CPUParticlesclayjohn
2019-08-26Merge pull request #31556 from Chaosus/gles2_inverseRémi Verschelde
Implemented inverse shader function to GLES2
2019-08-25Fix hint range step for integer in shadersYuri Roubinski
2019-08-23Implements switch to shadersYuri Roubinski
2019-08-22Implemented inverse shader function to GLES2Yuri Roubinski
2019-08-21FileAccessWindows: Add errno include for MinGWRémi Verschelde
Apparently MSVC is happy with ENOENT without it, but MinGW seems to require it. Follow-up to #31499.
2019-08-21Merge pull request #31499 from nekomatata/fix-new-project-metadataRémi Verschelde
Setting project metadata doesn't fail when project_metadata.cfg doesn't exist
2019-08-21Support for file not found in ConfigFile::Load and handle a few specific casesPouleyKetchoupp
EditorSettings::set_project_metadata: creates project_metadata.cfg if it doesn't exist EditorPlugin::get_config: removed (not used) Fixes #31444
2019-08-20Merge pull request #31419 from NeoSpark314/fix_oculusquest_panoramaRémi Verschelde
changed the constant scale of cube_normal to -1.0 instead of -1000000…
2019-08-19Merge pull request #31473 from Chaosus/shader_bugRémi Verschelde
Fix ternary operator shader compiler expression
2019-08-19Fix ternary operator shader compiler expressionYuri Roubinski
2019-08-18check if skeleton texture is already allocated before reallocatingclayjohn
2019-08-17changed the constant scale of cube_normal to -1.0 instead of -1000000.0; ↵Holger Dammertz
this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards. Adapted the comment above the code to reflect the change made as it already mentioned that z could be set to 1.
2019-08-17Replace last occurrences of 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG'Rémi Verschelde
The last remaining ERR_EXPLAIN call is in FreeType code and makes sense as is (conditionally defines the error message). There are a few ERR_EXPLAINC calls for C-strings where String is not included which can stay as is to avoid adding additional _MSGC macros just for that. Part of #31244.
2019-08-17Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily
Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-16Merge pull request #31309 from raphael10241024/fix_dofRémi Verschelde
DOF can effect transparent objects now,
2019-08-14Merge pull request #31266 from ↵Rémi Verschelde
IAmActuallyCthulhu/pr/remove-redundant-author-comments Remove redundant author doc comments
2019-08-13Implemented do/while loops for shadersYuri Roubinski
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-08-12DOF can effect transparent objects now, close #28240RaphaelHunter
2019-08-12Merge pull request #31270 from nekomatata/fix-vertex-color-init-gles3Rémi Verschelde
Fixed vertex color initialization with default value in GLES3
2019-08-12Merge pull request #31271 from raphael10241024/gles2_shaderRémi Verschelde
Fix GLES2 canvas shader uniform error
2019-08-11Fixed vertex color initialization with default value in gles3PouleyKetchoupp
Fixes #30275, #31250
2019-08-10check for unsigned_short support for gles2 depth buffer allocationclayjohn
2019-08-10fix gles2 canvas shader uniform error,close #31201RaphaelHunter
2019-08-08Merge pull request #30714 from Calinou/invert-default-fog-heightRémi Verschelde
Invert and adjust the default fog height values
2019-08-07Invert and adjust the default fog height valuesHugo Locurcio
This makes height fog appear at the bottom of the scene (instead of the top), which is generally the expected result. This also tweaks the fog height setting hint to be more flexible. This closes #30709.
2019-08-07Merge pull request #31099 from Chaosus/shader_local_constRémi Verschelde
Implemented local shader constants
2019-08-07Merge pull request #31077 from qarmin/coverity_bugsRémi Verschelde
Change some code proposed by Coverity and Cppcheck
2019-08-07Merge pull request #30468 from SaracenOne/expose_audio_captureRémi Verschelde
Exposes capture methods to AudioServer + documentation
2019-08-07Add some code changes/fixes proposed by Coverity and Clang Tidyqarmin
2019-08-05Merge pull request #30987 from clayjohn/GLES2-light-negativeRémi Verschelde
Implement negative for OmniLights and SpotLights in GLES2
2019-08-05Implemented local shader constantsYuri Roubinski
2019-08-05Merge pull request #31053 from aaronfranke/vector2i-cleanupRémi Verschelde
Some minor Vector2i usage cleanup