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2020-02-11Add a system to properly update materials if the uniform set is gone (likely ↵Juan Linietsky
deleted texture)
2020-02-11Added a spinlock template as well as a thread work pool class.Juan Linietsky
Also, optimized shader compilation to happen on threads.
2020-02-11Moved the shader source compilation code outside RenderingDevice and VulkanJuan Linietsky
2020-02-11Replaced GLSLang reflection by SPIRV-Reflect, eventually allowing to move ↵Juan Linietsky
GLSLang out.
2020-02-11Custom material support seems complete.Juan Linietsky
2020-02-11Completed material/2D shader support (missing SCREEN_TEXTURE)Juan Linietsky
2020-02-11Changes to material required to add custom shaders in RD rendererJuan Linietsky
2020-02-11Modified light rendering to make it more compatible.Juan Linietsky
Modified polygon management to make it more compatible with MoltenVK
2020-02-11Use a special sampler for 2D shadows, so they are softerJuan Linietsky
2020-02-112D lighting seems more or less complete.Juan Linietsky
2020-02-11Normalmapping and Specularmapping working in 2D engineJuan Linietsky
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11Changed allocation strategy of CanvasItem draw commands.Juan Linietsky
They should now allocate memory in blocks and reuse the same memory every time the item is cleared and redrawn. This should improve performance considerably.
2020-02-11Fix crash on import.Juan Linietsky
2020-02-11Added ability to retrieve back textures stored on GPUJuan Linietsky
2020-02-11Bugfixes and ability to better specify filter and repeat modes everywhere.Juan Linietsky
Removes antialiased flag for draw_* methods.
2020-02-11basic 2D engine is more or less working with Vulkan, including editor.Juan Linietsky
Still a lot to do
2020-02-11Basic 2D engine is more or less working, needs more work for editor to be ↵Juan Linietsky
usable.
2020-02-11A lot of progress with canvas rendering, still far from working.Juan Linietsky
2020-02-11Changed my mind on Vulkan image API, images should now include mipmapsJuan Linietsky
This should make it easier to obtain the data directly from an Image
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11Modify RenderingDevice to use RIDs, now that they are O(1)Juan Linietsky
2020-02-11Refactored RID/RID_Owner to always use O(1) allocation.Juan Linietsky
* Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11Added support for push constantsJuan Linietsky
2020-02-11Initial work on Vulkan:Juan Linietsky
-Added VulkanContext -Added an X11 implementation -Added a rendering device abstraction -added a Vulkan rendering device abstraction -Engine does not work, only shows Godot logo (run it from bin/)
2020-02-10Documented the new NavigationServer and all its associated nodes (2D and 3D)Duroxxigar
2020-02-10- Integrated NavigationServer and Navigation2DServer.Andrea Catania
- Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU.
2020-02-08Merge pull request #35993 from akien-mga/who-let-the-latency-outRémi Verschelde
Workaround WebM playback bug after AudioServer latency fixes
2020-02-08Merge pull request #35682 from nathanwfranke/canvas-cull-control-fixRémi Verschelde
Fix bug where canvas culls things at origin with size 0
2020-02-07Fix bug where Control at origin with 0 size not renderednathanwfranke
Make a new method instead to make the code more elegant Move Function down a bit
2020-02-07Workaround WebM playback bug after AudioServer latency fixesRémi Verschelde
af9bb0ea15dfd3dfe8950fcfcce364485dadd92a fixed AudioServer's `get_output_delay()` (which used to always return 0) while renaming it to `get_output_latency()`. It now returns the latency from the AudioDriver, which can be non-0. While this was a clear bugfix, it broke playback for WebM files without audio track. It seems like the playback code, even though it queried the output delay to calculate a time compensation, was designed to work even though the delay value was actually bogus. Now that it's correct, it's not working. As a workaround we comment out uses of the output latency, restoring the behavior of Godot 3.1. This code should still be reviewed by someone more versed in video playback and fixed to properly account for the non-0 driver latency. Fixes #35760.
2020-02-07Merge pull request #35986 from Chaosus/shader_indexRémi Verschelde
Allow non-constants for indexing builtin types in shaders
2020-02-07Merge pull request #35142 from clayjohn/GLES2-add-3d-texturesRémi Verschelde
Add support for 3D textures to GLES2
2020-02-07Allow non-constants for indexing builtin types in shadersYuri Roubinsky
2020-02-07Prevent shader crash if invalid builtin used after array member accessorYuri Roubinsky
2020-02-05Remove duplicate WARN_PRINT macro.Marcel Admiraal
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-02-01Prevent shader crash when name conflict with "dus" and "__" occuredYuri Roubinsky
2020-01-31Add support for 3D textures to GLES2clayjohn
2020-01-26doc: Complete documentation for VideoStreamsRémi Verschelde
Also quick clean up of the matching C++ files.
2020-01-25Add project setting for max irradiance sizeclayjohn
2020-01-23Hides high-level functions from GLES2 shader autocompletionYuri Roubinsky
2020-01-23Merge pull request #35360 from Chaosus/restrict_uint_gles2Rémi Verschelde
Disallow uint/uvec usage on GLES2 platform
2020-01-22Merge pull request #35406 from lawnjelly/ortho-shadowRémi Verschelde
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22Change CameraMatrix::get_viewport_size to get_viewport_half_extentslawnjelly
Fixes #26637. Fixes #19900. The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2. Code which called this function has also been modified accordingly. This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width. It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2020-01-20Disallow uint/uvec usage on GLES2 platformYuri Roubinsky
2020-01-20Revert "Exposes capture methods to AudioServer + documentation" #30468Rémi Verschelde
Reverts the following commits: - c81ec6f26d40b70283958a4ef3e216fb32cbaf14: "Exposes capture methods to AudioServer, variable renames for consistency, added documentation." - 47c558b98abf842910c780294314326662410cdf: "Expose audio callbacks as signals." - dabaa11b3c451e9b8f2cca7e563bd9ec51edb169: "Fix to make sure the capture buffers are deallocated at shutdown. Silences warnings." Some documentation improvements were kept for pre-existing methods. See rationale for reverting these changes in #30468.
2020-01-19Clears completion_class in shaders (may cause troubles if not).Yuri Roubinsky
2020-01-18Added missing form of array constructor in shadersYuri Roubinsky
2020-01-16Merge pull request #35215 from clayjohn/multimesh-errorRémi Verschelde
Add multimesh format max for proper error checking