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* [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add ↵bruvzg2023-09-211-4/+6
| | | | | | EGL_ANDROID_blob_cache caching. Co-authored-by: Riteo <riteo@posteo.net>
* Haiku: Remove remnants of past WIP platform portRémi Verschelde2023-09-071-1/+1
| | | | | | | | The Haiku platform port was never finalized, and moved to a separate repo in Godot 3.2 days: https://github.com/godotengine/godot-platform-haiku Sadly it didn't garner more interest there and is bitrotting. It was never ported to Godot 4 so the bits of Haiku support left in Mono aren't useful.
* Enable shadow warnings and fix raised errorsNinni Pipping2023-05-111-1/+5
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* Regenerate GL loader code with GLAD 2Riteo2022-11-141-1/+1
| | | | | | | | | | | | | | GLAD 1 creates unusable loaders for EGL, while the newly released GLAD 2 does not, so for consistency I thought that it would be a good idea to uniform things beforehand. While it had some API changes some renames were all that was needed and everything works like before, at least on the Wayland branch. I've kept the structure identical, although this new generator has quite a few hefty features, such as a single header mode. I've also added GLAD to `thirdparty/README.md`, but I haven't specified that in the commit title because it's a very small "fix".
* Rename OSX to macOS and iPhoneOS to iOS.bruvzg2022-07-211-1/+1
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* Add GLES2 2D renderer + Linux display managerlawnjelly2021-10-301-0/+23
| | | | | | | | | First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
* Remove obsolete GLES2 backend codeRémi Verschelde2020-08-131-23/+0
| | | | | | | | | | | This code currently isn't compiled (and cannot compile). We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan (probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite different so it's not relevant to keep this old Godot 3.2 code. The `drivers/gles2` code from the `3.2` branch can be used as a reference for a potential new implementation.
* SCons: Format buildsystem files with psf/blackRémi Verschelde2020-03-301-4/+4
| | | | | | | | | | | | | | | | | | | | | Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
* Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky2020-03-261-1/+1
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* SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor definesRémi Verschelde2019-07-031-2/+2
| | | | | | | | It's the recommended way to set those, and is more portable (automatically prepends -D for GCC/Clang and /D for MSVC). We still use CPPFLAGS for some pre-processor flags which are not defines.
* SCons: Always use env.Prepend for CPPPATHRémi Verschelde2019-04-301-1/+1
| | | | | | Include paths are processed from left to right, so we use Prepend to ensure that paths to bundled thirdparty files will have precedence over system paths (e.g. `/usr/include` should have lowest priority).
* Remove ContextGL since as an abstraction it's unused.Sebastian Hartte2019-04-062-121/+0
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* Fix -Wnon-virtual-dtor warnings.marxin2019-04-021-1/+1
| | | | | Example of the warning: ./core/script_language.h:198:7: warning: 'class ScriptCodeCompletionCache' has virtual functions and accessible non-virtual destructor [-Wnon-virtual-dtor]
* Update copyright statements to 2019Rémi Verschelde2019-01-012-4/+4
| | | | Happy new year to the wonderful Godot community!
* SCons: Build thirdparty code in own env, disable warningsRémi Verschelde2018-09-281-3/+4
| | | | | Also remove unnecessary `Export('env')` in other SCsubs, Export should only be used when exporting *new* objects.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-052-0/+2
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-012-4/+4
| | | | Happy new year to the wonderful Godot community!
* Cleanup old references to GLES2 rendererRémi Verschelde2017-11-192-2/+2
| | | | | | | | | There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-272-2/+2
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-082-0/+2
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-052-27/+16
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Move glad files to thirdparty dirRémi Verschelde2017-01-064-5817/+9
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* First set of changes to fix compilation errors and initialise the gles3 ↵BastiaanOlij2017-01-041-0/+14
| | | | renderer for Mac OS X. Still broken at this point.
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-024-0/+5793
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Migrated from GLES to GLAD, fixes many issues.Juan Linietsky2016-11-228-2118/+13582
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* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-012-2/+2
| | | | | | | | | | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* | scons: Reorder options for clarityRémi Verschelde2016-11-031-1/+1
| | | | | | | | Also prefix all thirdparty-related toggles with `builtin`.
* | style: Fix PEP8 whitespace issues in Python filesRémi Verschelde2016-11-011-5/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
* | style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde2016-11-011-11/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E1`, fixes: - E101 - Reindent all lines. - E112 - Fix under-indented comments. - E113 - Fix over-indented comments. - E115 - Fix under-indented comments. - E116 - Fix over-indented comments. - E121 - Fix a badly indented line. - E122 - Fix a badly indented line. - E123 - Fix a badly indented line. - E124 - Fix a badly indented line. - E125 - Fix indentation undistinguish from the next logical line. - E126 - Fix a badly indented line. - E127 - Fix a badly indented line. - E128 - Fix a badly indented line. - E129 - Fix a badly indented line.
* | SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-171-0/+2
| | | | | | | | Also switch existing shebangs to "better" /usr/bin/env python.
* | drivers: Refactor SCsub and drop redundant env_drivers cloneRémi Verschelde2016-10-151-8/+3
| | | | | | | | | | | | | | | | | | The reordering of the SConscript includes allows to ensure that stuff like the builtin zlib headers will be available for libpng. Also moved glew back into global env, otherwise windows seems not to find it... Kind of shooting in the dark with this multi-env setup.
* | glew: Split thirdparty files and isolate envRémi Verschelde2016-10-155-41590/+20
|/ | | | | | Not fully happy about the way this one interacts with the various platforms. Maybe the platform_config.h should be generated by the SCsub instead of passing a define just to know where is the header.
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-11/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* GLEW: Update to upstream version 1.13.0 (pristine)Rémi Verschelde2016-06-084-2884/+11203
| | | | | | | | This removes a custom redefinition of glewGetProcAddress, which was apparently necessary for older Macs with buggy OpenGL (see #5087). The added source files are as provided in the upstream tarball.
* GLEW: Define static + enabled and includes via SConsRémi Verschelde2016-06-085-15/+12
| | | | | | | | This allows us not to have to hack our definitions in the upstream files, making it easier to upgrade to newer versions in the future. For the include paths to work, the headers are moved to a GL subfolder to match their upstream location.
* Haiku: Do not define GLEW_ENABLED to undefine it laterRémi Verschelde2016-06-081-4/+0
| | | | Partial revert of f61eb5fd8e13642c82364f8ee66a0f6c791a4511.
* vsync supportJuan Linietsky2016-06-051-1/+5
| | | | | | -works on windows -may not work on X11, if so please fix -OSX does not seem to support disabling vsync
* Fix build for Windows 64-bits with GCCGeorge Marques2016-05-051-0/+4
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* Fix windows 64-bits build.George Marques2016-05-031-2/+1
| | | | | | | The change in `tools/doc/doc_data.cpp` is needed because the MSVC compiler does not support variable length arrays. Fix #4113
* Update copyright to 2016 in headersGeorge Marques2016-01-012-2/+2
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* Cosmetic fixes to SCons buildsystemRémi Verschelde2015-11-011-1/+0
| | | | | | - Removed trailing spaces - Made sure all indentation is done using tabs (fixes #39) - Potentially fixed an identation issue for openssl check
* Haiku: fix the glew.c hackKostadin Damyanov2015-06-261-1/+5
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* Haiku: create a GL context and initialize the audio and physics serversKostadin Damyanov2015-06-111-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* 2D Rewrite Step [1]Juan Linietsky2015-01-102-2/+2
| | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-097-0/+33385