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* Merge commit godotengine/godot@c6c464cf9ae56e8b68620af65125dd980d0e8122Spartan3222024-11-021-3/+6
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| * Revert "Fix GPUParticles are not rendered for older AMD GPUs with OpenGL+Angle"clayjohn2024-10-291-3/+6
| | | | | | | | | | | | This reverts commit 9cc9df52eb6ef32b80bd3bd725807fea70b00a89. This also adds a fallback to avoid using the Godot versions of the half 2 float functions when using ANGLE.
* | Merge commit godotengine/godot@8004c7524fb9f43425c4d6f614410a76678e0f7cSpartan3222024-10-301-1/+1
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| * Set clang-format `RemoveSemicolon` rule to `true`Adam Scott2024-10-251-1/+1
| | | | | | | | - Set clang-format `Standard` rule to `c++20`
* | Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* | 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>
* Merge pull request #97379 from clayjohn/webgl-errorsRémi Verschelde2024-09-241-0/+1
|\ | | | | | | Clean up two recently introduced WebGL errors
| * Clean up two recently introduced WebGL errorsclayjohn2024-09-231-0/+1
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* | Add external texture support (GLES3)David Snopek2024-09-201-0/+3
|/ | | | | Co-authored-by: Fredia Huya-Kouadio <fhuyakou@gmail.com> Co-authored-by: Mauricio Narvaez <nvz@meta.com>
* Fixed crash on PowerVR GE8320 GPUsMiley Hollenberg2024-07-301-0/+3
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* Merge pull request #92851 from patwork/fix-tooltips-viewport-dimsRémi Verschelde2024-06-171-5/+6
|\ | | | | | | Make query for `GL_MAX_VIEWPORT_DIMS` compatible with web exports
| * Make query for GL_MAX_VIEWPORT_DIMS compatible with web exportspatwork2024-06-141-5/+6
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* | Fix Adreno 3xx compatibility for devices with newer driver versionsAlexander Hartmann2024-06-111-1/+3
|/ | | | | Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro> Co-Authored-By: Clay John <claynjohn@gmail.com>
* Fix Compatibility Rendering (GLES3) on old and low budget devices.Alexander Hartmann2024-02-221-0/+2
| | | | Co-Authored-By: joined72 <19651914+joined72@users.noreply.github.com>
* Merge pull request #85621 from daustria/opengl-compatibility-wireframeYuri Sizov2023-12-081-2/+1
|\ | | | | | | Add wireframe for compatibility mode
| * Add wireframe for compatibility modeDominic2023-12-021-2/+1
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* | Add 3D MSAA and scaling support to GLES3Bastiaan Olij2023-12-051-0/+12
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* [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add ↵bruvzg2023-09-211-7/+3
| | | | | | EGL_ANDROID_blob_cache caching. Co-authored-by: Riteo <riteo@posteo.net>
* Fix integer value for GL_MAX_UNIFORM_BLOCK_SIZE overflowingAdam Scott2023-08-251-8/+8
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* Refactor high quality texture importJuan Linietsky2023-01-301-0/+3
| | | | | | | | | | | | | | | * Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
* 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".
* Use instanced array buffer instead of UBO for canvas item batchingclayjohn2022-12-151-2/+0
| | | | This simplifies the generated shader code which increases both performance and compile time on low end devices
* Add 2D shadows and canvas SDF to OpenGL3 rendererclayjohn2022-10-281-3/+1
| | | | | | This is an initial implementation based on the current RD implementation Performance will improve later
* Merge pull request #64710 from MinusKube/window-size-crashClay John2022-10-271-0/+1
|\ | | | | Prevent windows from having a size greater than device limit
| * Prevent windows from having a size greater than device limitMinusKube2022-09-041-0/+1
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* | Add multiview to the opengl3 driverDavid Snopek2022-10-211-0/+9
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* | Use a giant UBO to optimize performance in 2Dclayjohn2022-10-061-0/+2
|/ | | | | | | | 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 Verschelde2022-07-251-1/+1
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Add clipping, backbuffer, and CanvasGroups to 2D GLES3 rendererclayjohn2022-05-241-23/+2
| | | | As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
* Add a new HashSet templatereduz2022-05-201-2/+2
| | | | | * Intended to replace RBSet in most cases. * Optimized for iteration speed
* Replace most uses of Map by HashMapreduz2022-05-161-2/+2
| | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Basic 3D renderingclayjohn2022-05-121-1/+5
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* Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde2022-05-021-34/+34
| | | | | | | | | | | Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
* Overhaul GLES3: Add basis for 3D renderer, overhaul materials and texturesclayjohn2022-04-261-6/+4
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* Initialize OpenGL before rasterizers in GLES3clayjohn2022-04-191-1/+0
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* Split dummy renderer classes into separate filesBastiaan Olij2022-03-161-0/+113
Split canvas_texture_storage and texture_storage from render_storage class