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* Remove obsolete GLES3 backendRémi Verschelde2020-02-1327-274/+68
| | | | | | | | | | | | | | 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!
* Fix startGame's logic in engine.js.Relintai2020-02-121-4/+2
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* Force vulkan driver until OpenGL is implementedJuan Linietsky2020-02-121-0/+5
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* Vulkan: Move thirdparty code out of drivers, style fixesRémi Verschelde2020-02-118-16/+16
| | | | | | | - `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
* Restore parts of #33783 and #32809 missing after rebase.bruvzg2020-02-113-65/+13
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* Fix code formatting issues and VS compilationRémi Verschelde2020-02-112-8/+5
| | | | | | | Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356.
* Merge pull request #32821 from bruvzg/vlk_fix_macos_exitRémi Verschelde2020-02-111-13/+20
|\ | | | | | | [Vulkan, macOS] Fix RID leaks and crashes on exit.
| * Move Vulkan context/rendering_device destruction to windowWillClose ↵bruvzg2020-02-111-13/+20
| | | | | | | | notification.
* | Improve HiDPI handling, fix incorrect window viewport clipping.bruvzg2020-02-111-0/+6
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* More GIProbe work and fixesJuan Linietsky2020-02-111-2/+2
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* glslang: Disable warnings and allow unbundlingRémi Verschelde2020-02-111-0/+3
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* SCons: Streamline Vulkan buildsystem + fixupsRémi Verschelde2020-02-113-14/+10
| | | | | | | | | | | - Renamed option to `builtin_vulkan`, since that's the name of the library and if we were to add new components, we'd likely use that same option. - Merge `vulkan_loader/SCsub` in `vulkan/SCsub`. - Accordingly, don't use built-in Vulkan headers when not building against the built-in loader library. - Drop Vulkan registry which we don't appear to need currently. - Style and permission fixes.
* Merge pull request #29993 from bruvzg/vulkanRémi Verschelde2020-02-1121-724/+1089
|\ | | | | | | Initial Vulkan support for macOS (MoltenVK) and Windows
| * Add runtime GLES2 / Vulkan context selection.bruvzg2020-02-1114-800/+692
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| * Add static Vulkan loader.bruvzg2020-02-1116-39/+512
| | | | | | | | | | Initial Vulkan support for Windows. Initial Vulkan support for macOS.
* | Added a spinlock template as well as a thread work pool class.Juan Linietsky2020-02-114-6/+6
|/ | | | Also, optimized shader compilation to happen on threads.
* Custom material support seems complete.Juan Linietsky2020-02-119-9/+9
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* basic 2D engine is more or less working with Vulkan, including editor.Juan Linietsky2020-02-113-13/+22
| | | | Still a lot to do
* A lot of progress with canvas rendering, still far from working.Juan Linietsky2020-02-111-7/+10
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* Texture refactorJuan Linietsky2020-02-1117-23/+23
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Modify RenderingDevice to use RIDs, now that they are O(1)Juan Linietsky2020-02-111-21/+21
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* Added support for push constantsJuan Linietsky2020-02-111-1/+5
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* Initial work on Vulkan:Juan Linietsky2020-02-116-5/+365
| | | | | | | | -Added VulkanContext -Added an X11 implementation -Added a rendering device abstraction -added a Vulkan rendering device abstraction -Engine does not work, only shows Godot logo (run it from bin/)
* Allow per pixel transparency in javascript platformmuiroc2020-02-102-1/+24
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* Merge pull request #34140 from bruvzg/ios_auto_icons_and_loadscreensRémi Verschelde2020-02-101-25/+166
|\ | | | | [iOS] Option to automatically generate icons and launch screens
| * [iOS] Adds export options to automatically generate iOS icons and launch ↵bruvzg2019-12-061-25/+166
| | | | | | | | screens from the project icon and boot splash.
* | Merge pull request #35301 from Calinou/improve-console-error-loggingRémi Verschelde2020-02-102-63/+40
|\ \ | | | | | | Improve the console error logging appearance
| * | Improve the console error logging appearanceHugo Locurcio2020-01-192-63/+40
| | | | | | | | | | | | | | | | | | | | | This makes secondary information less visually prominent to improve overall readability. Various loggers were also tweaked for consistency.
* | | Merge pull request #35802 from bruvzg/linux_tablet_rangesRémi Verschelde2020-02-101-24/+6
|\ \ \ | | | | | | | | Fix pressure / tilt ranges on Linux.
| * | | Fix pressure / tilt ranges on Linux.bruvzg2020-01-311-24/+6
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* | | | Merge pull request #36003 from MennoMax/linux-cursor-fallbackRémi Verschelde2020-02-101-7/+61
|\ \ \ \ | | | | | | | | | | Adjusted linux cursors and added fallbacks
| * | | | adjusted linux cursors, added fallbacksMennoMax2020-02-101-7/+61
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* | | | | Merge pull request #35701 from AlexHolly/fix-double_tap-pressed-regressionRémi Verschelde2020-02-091-2/+1
|\ \ \ \ \ | | | | | | | | | | | | Fix double tap pressed event regression
| * | | | | Fix double tap pressed event regressionAlexander Holland2020-01-291-2/+1
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* | | | | | Merge pull request #35982 from akien-mga/scons-modules-enabled-header-and-splitRémi Verschelde2020-02-081-6/+1
|\ \ \ \ \ \ | | | | | | | | | | | | | | SCons: Split libmodules.a in folder-based libs
| * | | | | | SCons: Split libmodules.a in folder-based libsRémi Verschelde2020-02-071-6/+1
| | |/ / / / | |/| | | | | | | | | | | | | | | | | | | | | | This removes the need for the hacky split_libmodules logic on Windows, since all libs are now of manageable size.
* | | | | | Merge pull request #35381 from Calinou/html5-export-faviconFabio Alessandrelli2020-02-081-15/+40
|\ \ \ \ \ \ | |/ / / / / |/| | | | | Export and reference the icon as favicon when exporting to HTML5
| * | | | | Export and reference the icon as favicon when exporting to HTML5Hugo Locurcio2020-02-011-15/+40
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This makes the project icon display immediately as a favicon when opening the page, without having to wait for the project to finish loading.
* | | | | | Fix javascript platform buildmuiroc2020-02-071-1/+1
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* | | | | | Merge pull request #35886 from doot24/fix_#35871Rémi Verschelde2020-02-061-1/+1
|\ \ \ \ \ \ | | | | | | | | | | | | | | Fixed Godot not recognising 150x150 icon for uwp export #35871
| * | | | | | fixed godot not recognising 150x150 icon for uwp exportD00T242020-02-031-1/+1
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* | | | | | | Remove per-file progress reporting when exporting to AndroidHugo Locurcio2020-02-051-8/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Calling `step()` on EditorProgress too often will slow down the rest of the editor, so it's best avoided. This is also more consistent with other exporters, as most of them don't report per-file progress either. Exporting a 2D project with ~1,100 files to Android now takes about 10 seconds from a debug editor build instead of 65 seconds. This closes #30850.
* | | | | | | Remove duplicate WARN_PRINT macro.Marcel Admiraal2020-02-051-1/+1
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* | | | | | | Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-059-25/+25
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* | | | | | Restores correct window position after fullscreen toggling off on LinuxYuri Roubinsky2020-02-032-1/+7
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* | | | | | Fix restoring window from fullscreen to normal on LinuxYuri Roubinsky2020-02-031-1/+1
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* | | | | Merge pull request #35451 from Calinou/html5-web-environment-onlyRémi Verschelde2020-01-311-0/+5
|\ \ \ \ \ | | | | | | | | | | | | Only emit the JavaScript support code for Web when building for HTML5
| * | | | | Only emit the JavaScript support code for Web when building for HTML5Hugo Locurcio2020-01-311-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Excluding other unused environments like Node.js makes the support code about 4 KB smaller.
* | | | | | Merge pull request #35785 from nekomatata/android-line-edit-length-fixRémi Verschelde2020-01-311-1/+1
|\ \ \ \ \ \ | | | | | | | | | | | | | | Fixed LineEdit virtual keyboard inputs on Android
| * | | | | | Fixed LineEdit virtual keyboard inputs on AndroidPouleyKetchoupp2020-01-311-1/+1
| | |_|/ / / | |/| | | | | | | | | | | | | | | | Changed the condition to add a length filter to make it consistent with the documentation (0 means no character limit). Otherwise the default value in LineEdit causes the virtual keyboard to be non-fonctional on Android.