Rémi Verschelde
a627cdafc5
Update copyright statements to 2022
...
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Yuri Roubinsky
0c449befbf
Allow pass varyings as out param to the function, when it's possible
2022-01-04 10:22:39 +03:00
Yuri Roubinsky
25e24f2d05
[3.x] Prevent writing incorrect shader hints
2021-12-16 10:22:01 +03:00
Yuri Roubinsky
933fd6be75
[3.x] Restore shader parsing errors with lack of semicolon in a block
2021-12-11 18:05:49 +03:00
Yuri Roubinsky
de9205f72d
Fix ^= operator in shaders
2021-12-03 10:34:56 +03:00
Yuri Roubinsky
5928cc90f8
[3.x] Prevent return statement from using in block in shader main func
2021-11-23 10:40:47 +03:00
Hugo Locurcio
d7d35e4f73
Add const
qualifier support for function arguments in shaders
...
This prevents the function argument from being reassigned within
the function.
Example:
void test(const int t) {}
2021-11-19 21:20:23 +01:00
Yuri Roubinsky
824183854c
Removed incorrect autocompletion of matrixes in shader
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(cherry picked from commit 04a2053f9b
)
2021-11-15 16:30:00 +01:00
Pedro J. Estébanez
4c710780d4
Implement async shader compilation plus caching for GL ES 3
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Async. compilation via ubershader is currently available in the scene and particles shaders only.
Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
2021-11-09 12:19:12 +01:00
Rémi Verschelde
42d385b312
clang-format: Disable alignment of operands, too unreliable
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Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 13:23:38 +02:00
Rémi Verschelde
51dd4d0c6c
Merge pull request #49509 from Chaosus/shader_time_3.x
2021-08-16 19:42:55 +02:00
Yuri Roubinsky
8a1c986455
[3.x] Fix shader crash when using local var with the same name as varying
2021-08-13 09:30:35 +03:00
Yuri Roubinsky
34f7ceefe0
Allow using more assignment operators on matrixes in shaders
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(cherry picked from commit 0f42a29864
)
2021-08-12 16:42:17 +02:00
Yuri Roubinsky
144e0856a4
Fix shader crash when using varying array in fragment->light context
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(cherry picked from commit fead1595f9
)
2021-08-12 16:42:17 +02:00
Yuri Roubinsky
8b6d9ab956
Fix varying usage in custom functions [3.x]
2021-07-28 08:11:35 +03:00
Rémi Verschelde
940ca74ccf
Merge pull request #50889 from Chaosus/shader_const_array_3.x
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[3.x] Implemented global const array to shaders
2021-07-27 13:05:32 +02:00
Yuri Roubinsky
1e191847c7
[3.x] Implemented global const array to shaders
2021-07-26 16:29:39 +03:00
Yuri Roubinsky
0a99613e53
Backport latest varying fixes to 3.x (2)
2021-07-26 15:40:42 +03:00
Yuri Roubinsky
1e128c80c6
Backport latest varying fixes to 3.x
2021-07-22 08:43:12 +03:00
Yuri Roubinsky
2d7c9f1ef1
[3.x] Makes shader 'TIME' available in custom functions by default
2021-06-11 15:23:24 +03:00
Hugo Locurcio
a38b447413
Highlight control flow keywords with a different color
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This makes them easier to distinguish from other keywords.
2021-05-25 00:31:39 +02:00
Yuri Roubinsky
2d1f8f2352
Prevents shader crash if two struct with the same name are declared
2021-05-14 11:28:49 -07:00
Yuri Roubinsky
ac547031d5
Prevents shader crash if passing invalid struct to the return statement
2021-05-14 11:28:49 -07:00
Yuri Roubinsky
ae8de1f2ce
Fix shader crash if duplicated struct members created
2021-05-14 11:28:49 -07:00
Lyuma
fba6b62054
Backport dd0874e
"Allow passing varying from fragment to light shader function" to 3.4
2021-05-14 11:28:48 -07:00
Lyuma
0c028ad96e
Backport bc0e8e7
"Fix using post-init shader array constructors" to 3.4
2021-05-14 11:28:48 -07:00
Lyuma
25016bf715
Backport 6b99bda
"Added support for arrays as shader struct members" to 3.4
2021-05-14 11:28:48 -07:00
Lyuma
fc6bee0750
Backport 6f16239
"Implementation of struct for shaders" to 3.4
2021-05-14 11:28:48 -07:00
Rémi Verschelde
140350d767
Style: Enforce braces around if blocks and loops
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Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde
a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
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Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
2021-05-04 14:45:16 +02:00
Rémi Verschelde
64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
2021-05-04 14:45:15 +02:00
Rémi Verschelde
3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
2021-05-04 14:45:15 +02:00
Hugo Locurcio
0c6873b13e
Tweak shader errors for features only usable in GLES3
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See https://github.com/godotengine/godot/issues/42719#issuecomment-792168504 .
2021-03-07 13:27:13 +01:00
Ev1lbl0w
3fe851accc
Added missing returns on error scenarios
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(cherry picked from commit 3d9ef1e4de
)
2021-03-02 10:26:14 +01:00
Yuri Roubinsky
29616f4a35
Fix parsing hexadecimal (lowercase e
,f
) in shaders
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(cherry picked from commit 19e0a1ec9d
)
2021-03-02 10:26:14 +01:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
...
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
2021-01-13 16:17:06 +01:00
Rémi Verschelde
c8859f0463
Fix typos with codespell
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Using codespell 1.17.1.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 14:09:51 +02:00
Yuri Roubinsky
ecd54630ef
[3.2] Fix some incorrect conversions which lead to crash in shaders
2020-07-15 06:36:24 +03:00
Yuri Roubinsky
891b84a833
[3.2] Prevents usage of return in main shader functions
2020-06-27 17:38:22 +03:00
Yuri Roubinsky
474b178534
[3.2] Fix shader crash if pass const argument to 'out/inout' parameter
2020-06-25 10:27:37 +03:00
Yuri Roubinsky
ee93c85ef1
Fix shader constant sorting
2020-03-31 14:32:33 +03:00
Yuri Roubinsky
4dd1eee769
Enables passing out built-in parameter from parent function in shaders
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(cherry picked from commit 7a2c6a8c0e
)
2020-03-25 11:38:53 +01:00
fhuya
30d738eda7
Add support for opengl external textures as defined by https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt
2020-03-05 13:09:49 -08:00
Yuri Roubinsky
3b2490f19c
Prevent shader crash if invalid builtin used after array member accessor
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(cherry picked from commit 3a70566b15
)
2020-02-14 16:02:21 +01:00
Yuri Roubinsky
0995696e08
Prevent shader crash when name conflict with "dus" and "__" occured
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(cherry picked from commit 2c4367441c
)
2020-02-06 13:02:07 +01:00
Yuri Roubinsky
3473a195fc
Hides high-level functions from GLES2 shader autocompletion
2020-01-23 12:41:21 +03:00
Yuri Roubinsky
4c456ef979
Disallow uint/uvec usage on GLES2 platform
2020-01-20 18:59:35 +03:00
Yuri Roubinsky
3dea1c725e
Clears completion_class in shaders (may cause troubles if not).
2020-01-19 16:35:54 +03:00
Yuri Roubinsky
1eb8d5e142
Added missing form of array constructor in shaders
2020-01-18 11:41:55 +03:00