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* Fix copyright headers referring to GodotSpartan3222024-10-2798-196/+196
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* Calculate pixel snap in canvas space instead of world spaceclayjohn2024-10-171-2/+2
| | | | | | This ensures that you are actually snapping to pixels in the viewport and not an arbitrary amount (cherry picked from commit godotengine/godot@e75900e1ad1a2c699829335ad3be27b4e01afec1)
* Rebrand preambles to RedotSpartan3222024-10-1398-0/+196
| | | | | | | | | | | | | | | | | | | | | | | | (cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084) 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 4.3 to RedotTrashguy2024-10-1313-19/+19
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* Fix for GLES3 radiance cubemap updatepatwork2024-09-171-1/+1
| | | | (cherry picked from commit 3038de42452f0bb840722d2dfc84ca996f0c126b)
* [Windows] Use `GetFileTime` for `FileAccess`A Thousand Ships2024-09-171-7/+32
| | | | | | Prevents DST from rearranging file times. (cherry picked from commit 7139f46c9a1c84bdf530fa3fa4a632ce8025b6a9)
* Compatibility: Fix alignment of compressed textures when retrievingBlueCube33102024-09-171-2/+2
| | | | (cherry picked from commit 0182294b3779e03d9201d596a8395cf2a094b078)
* Fixed OpenGL shadow textures not honoring texture type when reusing texturesRudolph Bester2024-09-171-0/+5
| | | | (cherry picked from commit 359aaa48eea02f1fc00c746e106e83d523c8acea)
* Enable MSAA support for all non-web platformsPraytic2024-09-171-1/+1
| | | | | | MSAA support is built into GLES3 core, eliminating the need to check for GL_EXT_framebuffer_multisample, which was necessary only in GLES2 due to the lack of inherent multisample framebuffer support. This commit corrects an oversight from GLES2-based code, ensuring compatibility with GLES3 where multisampling is natively supported without extensions. (cherry picked from commit fc955fa89f889f28bd632e1cb66fe60925979e37)
* Only use backbuffer mipmaps in SCREEN_TEXTURE when generated.clayjohn2024-09-172-9/+10
| | | | (cherry picked from commit d2f5c1a5522601ea9b4b3f68acecd2baea6c1c6e)
* Sky: No more auto-selecting REALTIME mode if radiance is not 256Alexis Breust2024-09-171-1/+1
| | | | (cherry picked from commit 44e526d3d5390368497b7c9948f6ca3f2daa1a3c)
* Fix shadow mesh recursion.Radiant2024-09-171-0/+1
| | | | (cherry picked from commit 70860aafd8acbb4af34941f1343a7ea5901a6c4e)
* Use correct lightmap coefficients to ensure that the directional lightmap ↵clayjohn2024-09-171-10/+4
| | | | | | | | mode looks correct Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases (cherry picked from commit f4ccba7508fe6fbbbda92df855ad59a63a205b17)
* Compatibility: Fix crash when initializing certain compressed layered texturesBlueCube33102024-09-161-4/+2
| | | | (cherry picked from commit e8b4568900c42544b79b3b17bfb80cd3f663021d)
* Add model_normal_matrix for fragment shaderjsjtxietian2024-09-161-0/+10
| | | | (cherry picked from commit e698351db24df691dc5ea88a6b011c24dad77ebd)
* Fix GLES3 crash with Mesh surface with exactly 65536 verticesOrion Lawlor2024-09-161-1/+1
| | | | | | Fixes #95837. (cherry picked from commit bde165ccb3dc26c8414ae6e4ab659014d9428ad0)
* Fix Parallax2D repeats being not relative to its transformkleonc2024-09-162-18/+17
| | | | (cherry picked from commit 1bd8372813d8a329188c05e8cc8c0c66f60b1735)
* Add fixed fog to the sky in the Compatibility rendererclayjohn2024-09-162-4/+45
| | | | | | And apply luminance multiplier after fog in RD renderer (cherry picked from commit 578049b7b9b9ba5d0ad02f89698a593c368ab7fc)
* Fix reload of GDExtension libraries in framework package on macosJoel Croteau2024-09-161-1/+1
| | | | | | | | | | | | | | | | | | | | | | | `GDExtension::open_library` has a check in it to see if the library was loaded from a temp file, and if it was to restore the original name as that is the one we actually care about. This check is breaking extension reloading on Mac when the library path is to a framework folder, as the file inside the framework will not generally be the same name as the folder. This check also shouldn't be necessary even on Windows, which is the only platform that uses `generate_temp_files`, since disposal of the created temp file is handled within `OS_Windows::open_dynamic_library`, and `GDExtension::open_library` (which is the only function to call `open_dynamic_library` with a `p_data` argument) only cares about the original library file path and has to do extra work to remove the name of the temp file. Instead, I have removed that check and set `OS_Windows::open_dynamic_library` to return the name of the original file and not the name of the copy. This fixes GDExtension reloading on macOS. I do not have a Windows machine available to test that it still works properly on Windows, so someone should check that before merging this. (cherry picked from commit f44d6a235f198e3f8c5189161840315f43cfdd2e)
* D3D12: Be explicit about all-resources texture barriersPedro J. Estébanez2024-09-161-6/+17
| | | | (cherry picked from commit 3260437afc95253d525d63b7b1f21affde172cea)
* Fix undefined `alpha_scissor` in standard shaderjsjtxietian2024-09-161-1/+1
| | | | (cherry picked from commit 970a237c203cd9a373b1846aa029effd2e4a288d)
* Increase precision of skeleton transforms in the skeleton shader in the ↵clayjohn2024-09-161-1/+1
| | | | | | Compatibility renderer (cherry picked from commit 1bf594fb5acc63b16869c80659bef802cb3dc6d6)
* Fixed crash on PowerVR GE8320 GPUsMiley Hollenberg2024-09-163-2/+8
| | | | (cherry picked from commit 1c31e30359cd0e789b9ec476c43bf78350f054a3)
* OpenGL: Unconditionally do `glDisable(GL_FRAMEBUFFER_SRGB)` because we do ↵David Snopek2024-09-161-0/+7
| | | | | | our own sRGB conversion (cherry picked from commit dfcff4ef46568216318adb37cb84c42697139ac6)
* Merge pull request #95074 from RandomShaper/d3d12_exit_crashRémi Verschelde2024-08-081-0/+5
|\ | | | | | | D3D12: Avoid crash on exit
| * D3D12: Avoid crash on exitPedro J. Estébanez2024-08-021-0/+5
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* | D3D12: Avoid cases of redundant render target clearsPedro J. Estébanez2024-08-021-0/+1
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* Fix regression around OpenGL swapchain optimisation for OpenXRBastiaan Olij2024-07-292-3/+3
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* Remove linearization of canvas modulate in GLES3 backendclayjohn2024-07-241-9/+4
| | | | The GLES3 renderer is always in sRGB space, even when using an HDR format
* Linearize color if HDR 2D is onFeiyue Zhang2024-07-241-4/+9
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* Merge pull request #94628 from Chaosus/rendering_fix_crashRémi Verschelde2024-07-231-1/+2
|\ | | | | | | Fix crash when assigning more textures than expected to texture array
| * Fix crash when assigning more textures than expected to texture arrayYuri Rubinsky2024-07-221-1/+2
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* | Merge pull request #94564 from rothej/fix-94183Rémi Verschelde2024-07-231-10/+2
|\ \ | | | | | | | | | Fix FOG shader issue in Compatibility mode
| * | Fix FOG shader issue in Compatibility modeJoshua Rothe2024-07-231-10/+2
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* / GLES3: Fix directional shadow on Metal ANGLEcosformula2024-07-231-17/+19
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* Merge pull request #93931 from /fix-compatibility-depth_prepass_alphaRémi Verschelde2024-07-201-1/+1
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| * fix depth_prepass_alpha not work in compatibility modeGuoShuangyi2024-07-041-1/+1
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* | Fix Image CowData crash when baking large lightmapsHugo Locurcio2024-07-191-1/+1
| | | | | | | | | | | | | | | | | | | | | | This switches to 64-bit integers in select locations of the Image class, so that image resolutions of 16384×16384 (used by lightmap texture arrays) can be used properly. Values that are larger should also work. VRAM compression is also supported, although most VRAM-compressed formats are limited to individual slices of 16384×16384. WebP is limited to 16383×16383 due to format limitations.
* | Merge pull request #94233 from ↵Rémi Verschelde2024-07-181-3/+1
|\ \ | | | | | | | | | | | | | | | ChristopheClaustre/screenshot_compat_broken_with_hdr Fix black `get_texture()` on viewport in compatibility mode with HDR enabled
| * | gl_type_cache is used mainly for texture to image conversion need to be ↵ChristopheClaustre2024-07-111-3/+1
| | | | | | | | | | | | adjusted for when HDR format is activated
* | | Merge pull request #86516 from jsjtxietian/fix-camera-directionRémi Verschelde2024-07-181-1/+1
|\ \ \ | | | | | | | | | | | | Fix incorrect `CAMERA_DIRECTION_WORLD` calculation
| * | | Fix incorrect CAMERA_DIRECTION_WORLD calculationjsjtxietian2023-12-261-1/+1
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* | | | Merge pull request #94267 from RandomShaper/d3d12_dbRémi Verschelde2024-07-172-6/+32
|\ \ \ \ | | | | | | | | | | | | | | | D3D12: Avoid enabling depth bounds test if unsupported
| * | | | D3D12: Avoid enabling depth bounds test if unsupportedPedro J. Estébanez2024-07-152-6/+32
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* | | | | Merge pull request #94203 from RandomShaper/bye_bye_dxil_dllRémi Verschelde2024-07-115-72/+258
|\ \ \ \ \ | |_|_|/ / |/| | | | | | | | | D3D12: Get rid of `DXIL.dll`!
| * | | | D3D12: Get rid of DXIL.dll!Pedro J. Estébanez2024-07-115-72/+258
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* | | | Fix a couple GCC 14 `-Wmaybe-uninitialized` warningsRémi Verschelde2024-07-091-1/+1
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* | | | Use GL_COLOR_ATTACHMENT in depth prepass when using Multiview.clayjohn2024-07-081-1/+3
|/ / / | | | | | | | | | I am certain this is a driver bug. But on some devices when no draw buffer is specified, the depth operations fail when there is no color buffer.
* | | Merge pull request #93331 from dsnopek/macos-fix-use-volkRémi Verschelde2024-07-042-2/+11
|\ \ \ | |_|/ |/| | | | | Fix building with `use_volk=yes` on MacOS
| * | Fix building with `use_volk=yes` on MacOSDavid Snopek2024-06-192-2/+11
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