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* Fix for Win+M crashing the editorjpcerrone2023-06-141-0/+1
| | | | | | Fixes #77790 Adds missing 'break' statement to 'VulkanContext::prepare_buffers' function. It was mistakenly removed in #72859
* Merge pull request #78199 from clayjohn/detect_3dRémi Verschelde2023-06-142-14/+12
|\ | | | | | | Ensure that "detect 3D" is only called when using 3D shaders
| * Ensure that "detect 3D" is only called when using 3D shadersclayjohn2023-06-132-14/+12
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* | Expose RD::texture_native_handleBastiaan Olij2023-06-142-2/+2
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* Merge pull request #76977 from manueldun/light-shader-builtinsRémi Verschelde2023-06-091-0/+4
|\ | | | | | | Enable the use of all supported builtins on the light shader
| * Enable the use of all builtins on the light shaderManuel Dun2023-06-081-0/+4
| | | | | | | | | | | | When using the light process in spatial shader, the built-ins work as spected, now they work in forward+, mobile and compatibility renderer.
* | Merge pull request #74937 from bitsawer/fix_uniform_storageRémi Verschelde2023-06-091-541/+96
|\ \ | | | | | | | | | Fix shader uniform storage conversions and crash
| * | Fix shader uniform storage conversions and crashbitsawer2023-05-291-541/+96
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* | | Style: Harmonize header includes in platform portsRémi Verschelde2023-06-082-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module should be included with relative paths (relative to the root folder of the modular component, e.g. `platform/linuxbsd/`), in their own section before Godot's "core" includes. The `api` and `export` subfolders also need to be handled as self-contained (and thus use relative paths for their "local" includes) as they are all compiled for each editor platform, without necessarily having the api/export matching platform folder in the include path. E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp` and those need to use relative includes for it to work.
* | | Properly update array textures when using the OpenGL backend to avoid crashclayjohn2023-06-071-3/+3
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* | | Merge pull request #77946 from bruvzg/opengl_blend_cacheRémi Verschelde2023-06-071-2/+4
|\ \ \ | | | | | | | | | | | | [OpenGL] Fix LCD blend mode color caching.
| * | | [OpenGL] Fix LCD blend mode color caching.bruvzg2023-06-071-2/+4
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* | | | Replace get_rendering_device() call to prevent crashes on OpenGL.MJacred2023-06-062-4/+7
|/ / / | | | | | | | | | And make OpenGL video adapter info align with Vulkan.
* | | Merge pull request #76348 from warriormaster12/pipeline-cacheRémi Verschelde2023-06-012-2/+162
|\ \ \ | |/ / |/| | | | | Implement Vulkan pipeline caching
| * | Implement Vulkan pipeline cachingwarriormaster122023-05-312-2/+162
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* | | Merge pull request #77224 from ↵Rémi Verschelde2023-05-292-1/+56
|\ \ \ | | | | | | | | | | | | | | | | | | | | patrickdown/implement_texture_2d_layered_initialize Implemented texture_2D_layered_initialize
| * | | Implemented texture_2D_layered_initializepatrickdown2023-05-272-1/+56
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* | | | Merge pull request #75181 from dalexeev/fix-light-only-modeYuri Sizov2023-05-272-3/+13
|\ \ \ \ | | | | | | | | | | Fix "Light Only" mode of `CanvasItemMaterial`
| * | | | Fix "Light Only" mode of `CanvasItemMaterial`Danil Alexeev2023-05-132-3/+13
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* | | | | fix gles texture uniform array bindingDani Frank2023-05-263-78/+70
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* | | | | Merge pull request #77409 from allenwp/OpenGL3-Blend-Issue76334Rémi Verschelde2023-05-241-0/+4
|\ \ \ \ \ | | | | | | | | | | | | | | | | | | Fixed issues with blend modes in OpenGL 3 renderer
| * | | | | Fixed issues with blend modes in OpenGL 3 rendererAllen Pestaluky2023-05-241-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Added uses_blend_alpha = true for ADD, SUBTRACT, and MULTIPLY blend modes to match the other renderers Fixes #76334
* | | | | | Merge pull request #77022 from sakrel/fix_buffer_get_dataRémi Verschelde2023-05-241-3/+3
|\ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | RenderingDeviceVulkan::buffer_get_data: Use draw command buffer instead of setup command buffer
| * | | | | | RenderingDeviceVulkan::buffer_get_data: Use draw command buffer instead of ↵sakrel2023-05-121-3/+3
| | |/ / / / | |/| | | | | | | | | | | | | | | | setup command buffer
* | | | | | Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposureRémi Verschelde2023-05-241-1/+1
|\ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | Fix the grainy sky while using debanding.
| * | | | | | Fix the grainy sky while using debandingmightygoat2023-04-151-1/+1
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* | | | | | | Merge pull request #75945 from Calinou/renderingdevice-finalaction-fix-typoRémi Verschelde2023-05-241-1/+1
|\ \ \ \ \ \ \ | |_|_|/ / / / |/| | | | | | | | | | | | | Fix typo in FinalAction `switch` statement in RenderingDevice
| * | | | | | Fix typo in FinalAction `switch` statement in RenderingDeviceHugo Locurcio2023-04-111-1/+1
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* | | | | | | Merge pull request #77265 from lyuma/aabb_bone_lod_insideRémi Verschelde2023-05-221-2/+2
|\ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | | | Fix calculation of skinned AABB for unused bones.
| * | | | | | | Fix AABB for unused bonesLyuma2023-05-191-2/+2
| | |_|_|/ / / | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes bug where bounding box of 1 unit was used in some skinned models and had wrong LODs. (this could become very large if the mesh is scaled, such as FBX conversions) Also fixes a mistake in calcualting bone index.
* / | | | | | (Re-)Implemented Light3D's property "shadow_reverse_cull_face"Markus Grafen2023-05-191-0/+7
|/ / / / / / | | | | | | | | | | | | | | | | | | The parameter shadow_reverse_cull_face is now passed to the shadow pass so that the mesh back-faces are used for shadow map calculation.
* | | / / / Verify gles3 cached shader load successfulChibiDenDen2023-05-171-0/+7
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* | | | | Merge pull request #76541 from KoBeWi/WAZZUPRémi Verschelde2023-05-121-1/+22
|\ \ \ \ \ | | | | | | | | | | | | | | | | | | Add mono audio support to WASAPI
| * | | | | Add mono audio support to WASAPIkobewi2023-04-281-1/+22
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* | | | | | Merge pull request #76959 from stolk/initlightRémi Verschelde2023-05-121-0/+1
|\ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | Initialize light intensity parameter before use.
| * | | | | | Initialize light intensity parameter before use.Bram Stolk2023-05-111-0/+1
| | |_|_|_|/ | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Unlike renderer_rd, the gles3 light storage fails to initialize the intensity of the light. To avoid using garbage memory, possibly NaN, we use the same default value that renderer_rd uses. Fixes #76956
* | | | | | Merge pull request #76946 from AThousandShips/shadow_warningRémi Verschelde2023-05-123-9/+13
|\ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | Enable shadow warnings and fix raised errors
| * | | | | | Enable shadow warnings and fix raised errorsNinni Pipping2023-05-113-9/+13
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* / / / / / fixed a query pool validation errorwarriormaster122023-05-111-0/+5
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* | | | | Merge pull request #74711 from BastiaanOlij/add_texture_native_handleRémi Verschelde2023-05-094-0/+18
|\ \ \ \ \ | | | | | | | | | | | | | | | | | | Provide access to internal graphics handles for textures
| * | | | | For GDExternal use, provides access to internal graphics handles for texturesBastiaan Olij2023-05-094-0/+18
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* | | | | | Merge pull request #76832 from RandomShaper/cluster_render_prevailRémi Verschelde2023-05-091-0/+3
|\ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | Save cluster render shader from being optimized out entirely
| * | | | | | Save cluster render shader from being optimized out entirelyPedro J. Estébanez2023-05-081-0/+3
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* | | | | | Merge pull request #76092 from ChibiDenDen/shader_cache_gles3Rémi Verschelde2023-05-093-82/+158
|\ \ \ \ \ \ | |/ / / / / |/| | | | | | | | | | | Add shader cache to gles3
| * | | | | Add ARB_get_program_binary to glad to support shader cache over desktop GLChibiDenDen2023-05-061-12/+22
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| * | | | | Add shader cache to gles3ChibiDenDen2023-04-153-80/+146
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* | | | | Merge pull request #75937 from RandomShaper/threaded_render_loadRémi Verschelde2023-05-081-20/+0
|\ \ \ \ \ | | | | | | | | | | | | | | | | | | Allow creation of rendering buffers at any time
| * | | | | Allow creation of rendering buffers at any timePedro J. Estébanez2023-04-111-20/+0
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* | | | | Merge pull request #74945 from ChibiDenDen/patch-3Rémi Verschelde2023-05-081-3/+4
|\ \ \ \ \ | | | | | | | | | | | | | | | | | | Fix gles3 rendering on android studio emulator
| * | | | | 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