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path: root/drivers/gles2/shader_compiler_gles2.cpp
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* Many separate fixes to ensure non power of 2 textures work on GLES2, closes ↵Juan Linietsky2019-02-241-1/+1
| | | | #25897 and many others
* -Support DEPTH_TEXTURE in GLES2, fixes #25106Juan Linietsky2019-02-221-1/+2
| | | | | -Fix use of transparent framebuffers in GLES2 -Fix use of ambient color clearing in GLES2 when no environment exists.
* Fix typos with codespellRémi Verschelde2019-02-131-1/+1
| | | | | | | | | | | | | | | | | | | | Using codespell 1.14.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang doubleclick lod nd numer que te unselect EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
* Fix many asan and ubsan reported issuesHein-Pieter van Braam2019-01-301-2/+2
| | | | | | | | | This allows most demos to run without any ubsan or asan errors. There are still some things in thirdpart/ and some things in AudioServer that needs a look but this fixes a lot of issues. This should help debug less obvious issues, hopefully. This fixes #25217 and fixes #25218
* Cleanup and identify ShaderCompilerGLES[23] differencesRémi Verschelde2019-01-281-25/+10
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* GLES2: Define LIGHT Spatial shader builtinRémi Verschelde2019-01-281-0/+1
| | | | Fixes #25421.
* Fix shader compile error line numbers starting at 0.RedMser2019-01-171-1/+1
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* Merge pull request #24539 from BastiaanOlij/override_gl_positionRémi Verschelde2019-01-041-0/+2
|\ | | | | Override GL_position
| * Override GL_positionBastiaan Olij2018-12-291-0/+2
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* | Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | | | | | Happy new year to the wonderful Godot community!
* | Fix missing/malformed license headersRémi Verschelde2019-01-011-1/+1
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* Merge pull request #23899 from BastiaanOlij/fix_particle_activeRémi Verschelde2018-12-021-1/+1
|\ | | | | Remapped ACTIVE to shader_active, now works
| * Remapped ACTIVE to shader_active, now worksBastiaan Olij2018-12-011-1/+1
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* | fixed gles2 camera_matrix bugclayjohn2018-11-301-2/+2
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* Fixed how floats are printed to the GLSL shader, closes #19803Juan Linietsky2018-11-191-4/+5
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* Cleaned up and fixed the base_changed function in rasterizers, also fixes #15617Juan Linietsky2018-11-141-0/+1
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* Avoid double underscore from breaking glsl compiler, fixes #12880Juan Linietsky2018-11-101-5/+2
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* Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders.Juan Linietsky2018-09-291-3/+3
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* -Rewrote GLES2 lighting and shadows and optimized state changes, did many ↵Juan Linietsky2018-09-231-2/+18
| | | | | | optimizations, added vertex lighting. -Did some fixes to GLES3 too
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-3/+4
| | | | | | 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.
* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-0/+1
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* [GLES2] fix wrong shader compiler outputThomas Herzog2018-08-241-1/+1
| | | | | The `f` postfix was working fine on dekstop GL but not on some mobile drivers.
* Keeping track of discardDavid Sichma2018-08-021-0/+4
| | | | | | | | | | Shader compilation now keeps track of the discard key word. Previously only variables were monitored. But discard, which needs special treatment in some cases, went unnoticed by the compiler as discard is not a variable but a flow control. This commit adds monitoring for discard.
* add initial GLES2 3D rendererkarroffel2018-07-271-5/+62
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* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-3/+3
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* Shader lang: Properly assign INSTANCE_ID to gl_InstanceIDRémi Verschelde2018-07-221-8/+2
| | | | | | | | Note that gl_InstanceID is not supported in OpenGL ES 2.0, so in the gles2 backend we assign it to 0. Also clean up some duplicates/commented out code. Fixes #20088.
* A typo in ShaderCompilerGLES2 constructor code '==' used instead of '='nemerle2018-06-131-1/+1
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* Merge pull request #17421 from Chaosus/fixshaderbugsJuan Linietsky2018-04-081-3/+3
|\ | | | | Fix few bugs in shader definitions
| * Fix few bugs in shader definitionsChaosus2018-03-101-3/+3
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* | s/2017/2018/g for gles2, websocket, linux appdataPoommetee Ketson2018-03-211-2/+2
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* add GLES 2 renderer for 2Dkarroffel2018-03-011-0/+891
| | | | | | | | 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.
* Dead code tells no talesRémi Verschelde2017-08-271-939/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-521/+511
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-161-3/+6
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-9/+10
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Type renames:Juan Linietsky2017-01-111-2/+2
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* Expose light shadow color to canvas item shadersPedro J. Estébanez2016-09-071-0/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Merge branch 'master' of https://github.com/okamstudio/godot into shadow_colorSaracen2015-11-181-115/+123
|\ | | | | | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp
| * Added ability to write directly to 4-dimensional position vector from within ↵Saracen2015-11-021-115/+123
| | | | | | | | custom vertex shader code. Bugfixes to shader graph code generation concerning xforms.
* | New shader feature: change the colour of shadows on a per-material basis.Saracen2015-11-081-0/+6
|/ | | | | Conflicts: drivers/gles2/shader_compiler_gles2.cpp
* merged some stuff for okamJuan Linietsky2015-09-031-11/+11
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* -corrected frac() and hyperbolic sin,cos,tan when running on PC (GLSL120), ↵Juan Linietsky2015-05-041-4/+57
| | | | fixes #1775
* -made normalmaps easier in 2D, fixes #1467Juan Linietsky2015-04-271-0/+7
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Changes to LightJuan Linietsky2015-04-031-0/+8
| | | | | | | | -=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D
* New Demo, Screen Space ShadersJuan Linietsky2015-03-101-0/+8
| | | | | -Fixes to screen space shaders. -Fixes to isometric light demo.