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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@92e51fca7247c932f95a1662aefc28aca96e8de6Spartan3222024-10-141-0/+10
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| * | Merge pull request #94952 from alvinhochun/angle-d3d11-flip-yThaddeus Crews2024-10-101-0/+10
| |\ \ | | |/ | |/| | | | Optimize ANGLE on D3D11 to remove an extra blit
| | * Optimize ANGLE on D3D11 to remove an extra blitAlvin Wong2024-07-311-0/+10
| | | | | | | | | | | | | | | | | | | | | 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>
* | Implement asynchronous transfer queues, thread guards on RenderingDevice. ↵Dario2024-10-021-0/+1
| | | | | | | | | | | | | | | | | | | | | | Add ubershaders and rework pipeline caches for Forward+ and Mobile. - Implements asynchronous transfer queues from PR #87590. - Adds ubershaders that can run with specialization constants specified as push constants. - Pipelines with specialization constants can compile in the background. - Added monitoring for pipeline compilations. - Materials and shaders can now be created asynchronously on background threads. - Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
* | Store GLES over GL status in the OS to avoid direct renderer includes in the ↵bruvzg2024-09-031-0/+1
|/ | | | editor.
* Fix regression around OpenGL swapchain optimisation for OpenXRBastiaan Olij2024-07-291-1/+1
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* Fix Adreno 3xx compatibility for devices with newer driver versionsAlexander Hartmann2024-06-111-1/+1
| | | | | Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro> Co-Authored-By: Clay John <claynjohn@gmail.com>
* Add reflection probe support to compatibility renderer using 2 probe approach.Bastiaan Olij2024-04-091-0/+2
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* Fix Compatibility Rendering (GLES3) on old and low budget devices.Alexander Hartmann2024-02-221-0/+1
| | | | 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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* Finish splitting functionality of the Vulkan and D3D12 backends into ↵Dario2024-02-121-1/+0
| | | | RenderingDeviceDriver.
* Skip swapchain logic if there is nothing to present (Android OpenXR)Bastiaan Olij2024-01-081-0/+1
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* [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add ↵bruvzg2023-09-211-1/+7
| | | | | | EGL_ANDROID_blob_cache caching. Co-authored-by: Riteo <riteo@posteo.net>
* Forbid passing multiview sampler to the custom function in shadersYuri Rubinsky2023-02-211-0/+2
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* Fix issue with clearing screen after part has been drawnBastiaan Olij2023-02-211-1/+1
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* 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".
* Add multiview to the opengl3 driverDavid Snopek2022-10-211-1/+1
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* Use a giant UBO to optimize performance in 2Dclayjohn2022-10-061-2/+3
| | | | | | | | This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices.
* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-3/+3
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Split dependency logicBastiaan Olij2022-06-281-3/+6
| | | | | | Split FOG Split visibility notifier Final cleanup of storage classes
* Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij2022-06-221-0/+3
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* Add clipping, backbuffer, and CanvasGroups to 2D GLES3 rendererclayjohn2022-05-241-0/+2
| | | | As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
* SkyShaders workingclayjohn2022-05-111-1/+1
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* Overhaul GLES3: Add basis for 3D renderer, overhaul materials and texturesclayjohn2022-04-261-1/+1
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* Initialize OpenGL before rasterizers in GLES3clayjohn2022-04-191-18/+18
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* Moved particles into ParticlesStorageBastiaan Olij2022-04-171-0/+3
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* Move light, reflection probe and lightmap into LightStorageBastiaan Olij2022-04-171-0/+3
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* Merge canvas and decal into TextureStorage and add render targetBastiaan Olij2022-04-171-7/+0
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* Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorageBastiaan Olij2022-04-021-0/+3
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* Extract global variable, shader and material storageBastiaan Olij2022-03-311-0/+3
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* Extract Decal and Decal atlas from Storage classBastiaan Olij2022-03-211-0/+3
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* Split dummy renderer classes into separate filesBastiaan Olij2022-03-161-0/+9
| | | | Split canvas_texture_storage and texture_storage from render_storage class
* Revert "Add new scaling modes for splash screen"Rémi Verschelde2022-01-191-1/+1
| | | | | | | This reverts commit fcc9f5ce396ff921ed8253f657a8c9c38e7a878d. The feature is good but the implementation still needs more work. A new PR will be made with a rework of this commit.
* Add new scaling modes for splash screenSamuel Pedrajas2022-01-181-1/+1
| | | | | | Removes the `fullsize` option which is superseded by `stretch_mode`. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* New OpenGL batching canvas rendererclayjohn2022-01-111-6/+4
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use OpenGL 3.3 core profile instead of compatibility profileClay John2021-10-311-0/+92
| | | | | | | | | | - Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
* Remove obsolete GLES3 backendRémi Verschelde2020-02-131-76/+0
| | | | | | | | | | | | | | Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Add an option to disable boot splash filteringHugo Locurcio2019-06-151-1/+1
| | | | | | Disabling filtering is usually desired in projects using a pixel art style. This closes #19415.
* Add option to have viewport render into supplied textureBastiaan Olij2019-04-061-1/+1
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Moving lens distortion shader into drivers and adding GLES2 supportBastiaan Olij2018-10-021-0/+1
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* -Lightmap and lightmap capture support for GLES2Juan Linietsky2018-09-281-0/+2
| | | | -Added hint to not show some properties when running on low end gfx
* Fall back to GLES2 if GLES3 is not workingHein-Pieter van Braam2018-08-261-1/+2
| | | | | | | | | | | | | | | | | | This adds a static is_viable() method to all rasterizers which has to be called before initializing the rasterizer. This allows us to check what rasterizer to use in OS::initialize together with the GL context initialization. This commit also adds a new project setting "rendering/quality/driver/driver_fallback" which allows the creator of a project to specify whether or not fallback to GLES2 is allowed. This setting is ignored for the editor so the editor will always open even if the project itself cannot run. This will hopefully reduce confusion for users downloading projects from the internet. We also no longer crash when GLES3 is not functioning on a platform. This fixes #15324