Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Fix for Win+M crashing the editor | jpcerrone | 2023-06-14 | 1 | -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_3d | Rémi Verschelde | 2023-06-14 | 2 | -14/+12 |
|\ | | | | | | | Ensure that "detect 3D" is only called when using 3D shaders | ||||
| * | Ensure that "detect 3D" is only called when using 3D shaders | clayjohn | 2023-06-13 | 2 | -14/+12 |
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* | | Expose RD::texture_native_handle | Bastiaan Olij | 2023-06-14 | 2 | -2/+2 |
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* | Merge pull request #76977 from manueldun/light-shader-builtins | Rémi Verschelde | 2023-06-09 | 1 | -0/+4 |
|\ | | | | | | | Enable the use of all supported builtins on the light shader | ||||
| * | Enable the use of all builtins on the light shader | Manuel Dun | 2023-06-08 | 1 | -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_storage | Rémi Verschelde | 2023-06-09 | 1 | -541/+96 |
|\ \ | | | | | | | | | | Fix shader uniform storage conversions and crash | ||||
| * | | Fix shader uniform storage conversions and crash | bitsawer | 2023-05-29 | 1 | -541/+96 |
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* | | | Style: Harmonize header includes in platform ports | Rémi Verschelde | 2023-06-08 | 2 | -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 crash | clayjohn | 2023-06-07 | 1 | -3/+3 |
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* | | | Merge pull request #77946 from bruvzg/opengl_blend_cache | Rémi Verschelde | 2023-06-07 | 1 | -2/+4 |
|\ \ \ | | | | | | | | | | | | | [OpenGL] Fix LCD blend mode color caching. | ||||
| * | | | [OpenGL] Fix LCD blend mode color caching. | bruvzg | 2023-06-07 | 1 | -2/+4 |
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* | | | | Replace get_rendering_device() call to prevent crashes on OpenGL. | MJacred | 2023-06-06 | 2 | -4/+7 |
|/ / / | | | | | | | | | | And make OpenGL video adapter info align with Vulkan. | ||||
* | | | Merge pull request #76348 from warriormaster12/pipeline-cache | Rémi Verschelde | 2023-06-01 | 2 | -2/+162 |
|\ \ \ | |/ / |/| | | | | | Implement Vulkan pipeline caching | ||||
| * | | Implement Vulkan pipeline caching | warriormaster12 | 2023-05-31 | 2 | -2/+162 |
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* | | | Merge pull request #77224 from ↵ | Rémi Verschelde | 2023-05-29 | 2 | -1/+56 |
|\ \ \ | | | | | | | | | | | | | | | | | | | | | patrickdown/implement_texture_2d_layered_initialize Implemented texture_2D_layered_initialize | ||||
| * | | | Implemented texture_2D_layered_initialize | patrickdown | 2023-05-27 | 2 | -1/+56 |
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* | | | | Merge pull request #75181 from dalexeev/fix-light-only-mode | Yuri Sizov | 2023-05-27 | 2 | -3/+13 |
|\ \ \ \ | | | | | | | | | | | Fix "Light Only" mode of `CanvasItemMaterial` | ||||
| * | | | | Fix "Light Only" mode of `CanvasItemMaterial` | Danil Alexeev | 2023-05-13 | 2 | -3/+13 |
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* | | | | | fix gles texture uniform array binding | Dani Frank | 2023-05-26 | 3 | -78/+70 |
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* | | | | | Merge pull request #77409 from allenwp/OpenGL3-Blend-Issue76334 | Rémi Verschelde | 2023-05-24 | 1 | -0/+4 |
|\ \ \ \ \ | | | | | | | | | | | | | | | | | | | Fixed issues with blend modes in OpenGL 3 renderer | ||||
| * | | | | | Fixed issues with blend modes in OpenGL 3 renderer | Allen Pestaluky | 2023-05-24 | 1 | -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_data | Rémi Verschelde | 2023-05-24 | 1 | -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 ↵ | sakrel | 2023-05-12 | 1 | -3/+3 |
| | |/ / / / | |/| | | | | | | | | | | | | | | | | setup command buffer | ||||
* | | | | | | Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposure | Rémi Verschelde | 2023-05-24 | 1 | -1/+1 |
|\ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | Fix the grainy sky while using debanding. | ||||
| * | | | | | | Fix the grainy sky while using debanding | mightygoat | 2023-04-15 | 1 | -1/+1 |
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* | | | | | | | Merge pull request #75945 from Calinou/renderingdevice-finalaction-fix-typo | Rémi Verschelde | 2023-05-24 | 1 | -1/+1 |
|\ \ \ \ \ \ \ | |_|_|/ / / / |/| | | | | | | | | | | | | | Fix typo in FinalAction `switch` statement in RenderingDevice | ||||
| * | | | | | | Fix typo in FinalAction `switch` statement in RenderingDevice | Hugo Locurcio | 2023-04-11 | 1 | -1/+1 |
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* | | | | | | | Merge pull request #77265 from lyuma/aabb_bone_lod_inside | Rémi Verschelde | 2023-05-22 | 1 | -2/+2 |
|\ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | Fix calculation of skinned AABB for unused bones. | ||||
| * | | | | | | | Fix AABB for unused bones | Lyuma | 2023-05-19 | 1 | -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 Grafen | 2023-05-19 | 1 | -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 successful | ChibiDenDen | 2023-05-17 | 1 | -0/+7 |
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* | | | | | Merge pull request #76541 from KoBeWi/WAZZUP | Rémi Verschelde | 2023-05-12 | 1 | -1/+22 |
|\ \ \ \ \ | | | | | | | | | | | | | | | | | | | Add mono audio support to WASAPI | ||||
| * | | | | | Add mono audio support to WASAPI | kobewi | 2023-04-28 | 1 | -1/+22 |
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* | | | | | | Merge pull request #76959 from stolk/initlight | Rémi Verschelde | 2023-05-12 | 1 | -0/+1 |
|\ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | Initialize light intensity parameter before use. | ||||
| * | | | | | | Initialize light intensity parameter before use. | Bram Stolk | 2023-05-11 | 1 | -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_warning | Rémi Verschelde | 2023-05-12 | 3 | -9/+13 |
|\ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | Enable shadow warnings and fix raised errors | ||||
| * | | | | | | Enable shadow warnings and fix raised errors | Ninni Pipping | 2023-05-11 | 3 | -9/+13 |
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* / / / / / | fixed a query pool validation error | warriormaster12 | 2023-05-11 | 1 | -0/+5 |
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* | | | | | Merge pull request #74711 from BastiaanOlij/add_texture_native_handle | Rémi Verschelde | 2023-05-09 | 4 | -0/+18 |
|\ \ \ \ \ | | | | | | | | | | | | | | | | | | | Provide access to internal graphics handles for textures | ||||
| * | | | | | For GDExternal use, provides access to internal graphics handles for textures | Bastiaan Olij | 2023-05-09 | 4 | -0/+18 |
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* | | | | | | Merge pull request #76832 from RandomShaper/cluster_render_prevail | Rémi Verschelde | 2023-05-09 | 1 | -0/+3 |
|\ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | Save cluster render shader from being optimized out entirely | ||||
| * | | | | | | Save cluster render shader from being optimized out entirely | Pedro J. Estébanez | 2023-05-08 | 1 | -0/+3 |
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* | | | | | | Merge pull request #76092 from ChibiDenDen/shader_cache_gles3 | Rémi Verschelde | 2023-05-09 | 3 | -82/+158 |
|\ \ \ \ \ \ | |/ / / / / |/| | | | | | | | | | | | Add shader cache to gles3 | ||||
| * | | | | | Add ARB_get_program_binary to glad to support shader cache over desktop GL | ChibiDenDen | 2023-05-06 | 1 | -12/+22 |
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| * | | | | | Add shader cache to gles3 | ChibiDenDen | 2023-04-15 | 3 | -80/+146 |
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* | | | | | Merge pull request #75937 from RandomShaper/threaded_render_load | Rémi Verschelde | 2023-05-08 | 1 | -20/+0 |
|\ \ \ \ \ | | | | | | | | | | | | | | | | | | | Allow creation of rendering buffers at any time | ||||
| * | | | | | Allow creation of rendering buffers at any time | Pedro J. Estébanez | 2023-04-11 | 1 | -20/+0 |
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* | | | | | Merge pull request #74945 from ChibiDenDen/patch-3 | Rémi Verschelde | 2023-05-08 | 1 | -3/+4 |
|\ \ \ \ \ | | | | | | | | | | | | | | | | | | | Fix gles3 rendering on android studio emulator | ||||
| * | | | | | Fix gles3 rendering on android studio emulator | ChibiDenDen | 2023-04-29 | 1 | -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 |