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* Merge commit godotengine/godot@87318a2fb7fffeb72adca934e31915be077c3d1fSpartan3222024-11-061-0/+2
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| * Merge pull request #96705 from elmajime/camera_from_external_feedThaddeus Crews2024-11-041-0/+2
| |\ | | | | | | | | | Add support for external camera feed from external plugin on Android
| | * Added external camera feed from external plugin on Androidmaxime.chambefort2024-10-301-0/+2
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* | | Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* | | Merge commit godotengine/godot@b3bcb2dc14691f7729984128dca26a844f662fa1Spartan3222024-10-221-0/+1
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| * | Don't include `core/io/image.h` in `core/os/os.h`Yevhen Babiichuk (DustDFG)2024-10-181-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | `core/os/os.h` doesn't use `core/io/image.h`. It just brings transitive dependencies. Lots of dependencies because `core/os/os.h` is transitively included in almost every file of godot Also added `core/io/image.h` into files^1 where `Ref<Image>` and `core/os/os.h` were used to prevent obscure errors involving `Ref<Image>` ^1 except those which include `core/io/image_loader.h` or `core/io/image.h` by corresponding .h file with the same name Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
* | | Merge commit godotengine@92e51fca7247c932f95a1662aefc28aca96e8de6Spartan3222024-10-141-3/+18
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| * | Merge pull request #94952 from alvinhochun/angle-d3d11-flip-yThaddeus Crews2024-10-101-3/+18
| |\ \ | | |/ | |/| | | | Optimize ANGLE on D3D11 to remove an extra blit
| | * Optimize ANGLE on D3D11 to remove an extra blitAlvin Wong2024-07-311-3/+18
| | | | | | | | | | | | | | | | | | | | | Support the extension EGL_ANGLE_surface_orientation, which allows ANGLE to skip an extra blit from an intermediate buffer to the D3D11 swap chain back buffer for inverting the Y axis due to the difference in coordinate systems. Instead we do our inverting in RasterizerGLES3.
* | | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* | | Rebrand Godot to RedotRandolph W. Aarseth II2024-10-111-2/+2
|/ / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Add Linux Editor tests workflow matrix Add Windows Editor w/ Mono workflow matrix Add Generate Glue Code job to Windows workflow Add Build GodotSharp job to Windows workflow Add godot compatibility version references Add Godot author info Add Godot version compatibility info Add Godot donor info Add Godot authors and donors to editor_about.cpp Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* | Clean up two recently introduced WebGL errorsclayjohn2024-09-231-3/+5
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* | OpenGL: Unconditionally do `glDisable(GL_FRAMEBUFFER_SRGB)` because we do ↵David Snopek2024-08-121-0/+7
|/ | | | our own sRGB conversion
* Fix regression around OpenGL swapchain optimisation for OpenXRBastiaan Olij2024-07-291-2/+2
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* Disable `*glGetProcAddress()` on the webDavid Snopek2024-06-241-1/+1
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* Merge pull request #92851 from patwork/fix-tooltips-viewport-dimsRémi Verschelde2024-06-171-2/+1
|\ | | | | | | Make query for `GL_MAX_VIEWPORT_DIMS` compatible with web exports
| * Make query for GL_MAX_VIEWPORT_DIMS compatible with web exportspatwork2024-06-141-2/+1
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* | Fix Adreno 3xx compatibility for devices with newer driver versionsAlexander Hartmann2024-06-111-3/+3
|/ | | | | Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro> Co-Authored-By: Clay John <claynjohn@gmail.com>
* Fix Steam input "crc" errors, and some other Coverity reports of ↵Rémi Verschelde2024-05-311-9/+8
| | | | | | | uninitialized scalar variable - Fixes #88630. - Fixes #92578.
* Apply additional fixes to servers' threadingPedro J. Estébanez2024-05-081-2/+5
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* Add reflection probe support to compatibility renderer using 2 probe approach.Bastiaan Olij2024-04-091-0/+2
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* clang-tidy: Enforce `modernize-use-nullptr`Thaddeus Crews2024-03-121-1/+1
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* Merge pull request #88745 from clayjohn/GLES3-system-fboRémi Verschelde2024-02-271-2/+2
|\ | | | | | | Consistently use `system_fbo` instead of binding 0 as it is needed for iOS devices
| * Consistently use system_fbo instead of binding 0 as it is needed for iOS devicesclayjohn2024-02-251-2/+2
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* | Fix Compatibility Rendering (GLES3) on old and low budget devices.Alexander Hartmann2024-02-221-1/+16
|/ | | | Co-Authored-By: joined72 <19651914+joined72@users.noreply.github.com>
* Implement glow/bloom on compatibility rendererBastiaan Olij2024-02-191-0/+4
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* Add `--no-header` option to clean outputAnatoli Babenia2024-02-151-1/+1
| | | | | | | | | | | | | * Do not print empty line when header is disabled * Do not print Vulcan header * Also add "Print header" project setting (default On) (suggested by @kaissouDev) * Add docs for the project setting (with suggestions by @Mickeon and @akien-mga) Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Finish splitting functionality of the Vulkan and D3D12 backends into ↵Dario2024-02-121-3/+0
| | | | RenderingDeviceDriver.
* Skip swapchain logic if there is nothing to present (Android OpenXR)Bastiaan Olij2024-01-081-8/+6
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* [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add ↵bruvzg2023-09-211-49/+95
| | | | | | EGL_ANDROID_blob_cache caching. Co-authored-by: Riteo <riteo@posteo.net>
* [Drivers,Platform] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicableA Thousand Ships2023-09-121-1/+1
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* UWP: Remove platform port, needs to be redone from scratch for 4.xRémi Verschelde2023-09-071-1/+1
| | | | | | | | | | | The UWP platform port was never ported to the Godot 4.0+ API, and it's now accumulating bitrot as it doesn't compile, and thus we no longer propagate platform changes in it. So we finally remove to acknowledge this state. There's still some interest in reviving the UWP port eventually, especially as support for Direct3D 12 will soon be merged, but when that happens it will be easiest to redo it from scratch.
* Replace get_rendering_device() call to prevent crashes on OpenGL.MJacred2023-06-061-2/+1
| | | | And make OpenGL video adapter info align with Vulkan.
* Merge pull request #76092 from ChibiDenDen/shader_cache_gles3Rémi Verschelde2023-05-091-0/+31
|\ | | | | | | Add shader cache to gles3
| * Add shader cache to gles3ChibiDenDen2023-04-151-0/+31
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* | Fix gles3 rendering on android studio emulatorChibiDenDen2023-04-291-3/+4
|/ | | | | | | | | Use a temporary framebuffer for screen copy from rendertarget to screen. This solves GLES3 rendering in android studio emulator (before this change there is just a black screen) Based on discussion in: https://github.com/godotengine/godot/issues/74828
* Forbid passing multiview sampler to the custom function in shadersYuri Rubinsky2023-02-211-0/+4
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* Fix issue with clearing screen after part has been drawnBastiaan Olij2023-02-211-7/+9
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* Clear Window before blitting Viewport in gl_compatibility rendererclayjohn2023-02-141-0/+9
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* Trim "/PCIe/SSE2" from GPU names when starting the OpenGL rendererHugo Locurcio2023-02-031-1/+2
| | | | This makes the command line print consistent with the Vulkan renderer.
* Print name of Vulkan rendering method on startupHugo Locurcio2023-02-031-1/+1
| | | | | This helps troubleshooting as the CLI logs now distinguish between Forward+ and Forward Mobile.
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Implement boot image in OpenGL3 rendererclayjohn2022-12-161-11/+17
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* [opengl] Don't flip render target when blitting it to screen if it wasn't ↵David Snopek2022-12-041-2/+10
| | | | rendered upside down
* 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".
* Merge pull request #67032 from clayjohn/GLES3-gpu-profilingRémi Verschelde2022-10-311-2/+8
|\ | | | | | | Add OpenGL timer queries to OpenGL3 backend
| * Add OpenGL timer queries to OpenGL3 backendclayjohn2022-10-071-2/+8
| | | | | | | | This is useful for the visual debugger, printing FPS, and the in-editor FPS display
* | Add multiview to the opengl3 driverDavid Snopek2022-10-211-4/+21
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* Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg2022-10-071-6/+4
| | | | change warnings=all to use /W4.
* Adding getters to RenderTarget and implementing override functionality for XRBastiaan Olij2022-10-051-5/+1
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