Commit graph

1632 commits

Author SHA1 Message Date
Ignacio Etcheverry
6de04cf04c Improve custom thread numbering for POSIX
We lazily assign new IDs to threads that do not have one. This is the case for threads not created by the Godot API.
2019-01-25 00:59:07 +01:00
Juan Linietsky
42764ed252
Revert "Fix errors on iOS" 2019-01-24 17:15:52 -03:00
Juan Linietsky
7fa41f17a6 Makes screen texture work in GLES2 (2D for now), fixes #23604 2019-01-24 17:00:33 -03:00
Rémi Verschelde
148e62102b
Merge pull request #25257 from karroffel/tex3d-get-data-fix
implemented texture_get_data() for TextureLayered
2019-01-24 16:19:21 +01:00
Juan Linietsky
2d57ec2460 Fix problem with texture2Dlod, closes #25263 2019-01-23 17:06:37 -03:00
thomas.herzog
dddfe9a2df implemented texture_get_data() for TextureLayered 2019-01-23 16:12:29 +01:00
Rémi Verschelde
d747e30140
Merge pull request #25242 from BastiaanOlij/fix_ios_issues
Fix errors on iOS
2019-01-23 11:14:09 +01:00
Rémi Verschelde
2a45b298c1 Remove unused method in RasterizerStorageGLES2
Added in 4f4e46edd5 but not used in the end.
2019-01-23 10:31:05 +01:00
Bastiaan Olij
cab45f2f26 Fix errors on iOS 2019-01-23 13:38:19 +11:00
Juan Linietsky
4f4e46edd5 Implement unpacking for compressed vertex formats on GLES2 when not supported, fixes #22957 2019-01-22 21:57:09 -03:00
Juan Linietsky
4333a68ca0 Do not use shadow cubemaps if depth write is not supported to avoid errors, closes #25219 2019-01-22 11:07:26 -03:00
Juan Linietsky
46af4b0a4b Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132 2019-01-22 10:05:23 -03:00
santouits
3c1cd2873b WebGL1 some changes
glRenderBufferStorage doesn't accept the _DEPTH_COMPONENT24_OES so I changed it to GL_DEPTH_COMPONENT16
https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/renderbufferStorage
https://www.khronos.org/registry/webgl/extensions/rejected/OES_depth24/

Enabled ext_shader_texture_lod extension. I guess it does the same like the GL_ARB_shader_texture_lod extension, but in WebGL1
https://www.khronos.org/registry/webgl/extensions/EXT_shader_texture_lod/

And last WebGL1 doesn't allow indexes not constant, so I changed it into a loop reading this:
https://stackoverflow.com/questions/19529690/index-expression-must-be-constant-webgl-glsl-error
2019-01-22 13:40:28 +02:00
Rémi Verschelde
3548b6b6b2
Merge pull request #25196 from santouits/webgl-backslashes
webgl1 in firefox doesn't like backslashes in #define directive
2019-01-21 23:02:32 +01:00
Juan Linietsky
6fa632b821 Add function to obtain filesystem type from DirAccess.
Change EditorFileSystem to not use directory modification times on FAT32, fixes #20946
2019-01-21 18:06:14 -03:00
santouits
e7e9a7cc6c webgl1 doesn't like backslashes in #define
According to
https://www.khronos.org/registry/OpenGL/specs/es/2.0/GLSL_ES_Specification_1.00.pdf
, backslashes aren't necessary supported as line continuation characters
in preprocessor directives
2019-01-21 21:41:39 +02:00
Rémi Verschelde
d4ab9d1d6e
Merge pull request #25115 from marxin/fix-19633-proper
Fix #19633 by proper store to &ubo_data.shadow_matrix[1234].
2019-01-21 17:40:56 +01:00
Rémi Verschelde
ad633b6c9c
Merge pull request #25117 from dragmz/patch-6
Replace CreateThread with QueueUserWorkItem
2019-01-21 16:18:58 +01:00
Rémi Verschelde
769341e180 Cleanup after @reduz :)
Fixes #25172.
2019-01-21 11:12:55 +01:00
marxin
d9eb6a5b20 Fix #19633 by proper store to &ubo_data.shadow_matrix[1234].
It is not valid in C++ to store into shadow_matrix1[16] with shadow_matrix1[16 * j]
(for j > 0). Even though there's a valid space in a struct after shadow_matrix1.
Knowing that GCC performs aggressive optimizations that eventually lead
to a wrong code. Code has been changed into union where one can either
use shadow_matrix[4 * 16], or individual shadow_matrix1, shadow_matrix2, etc. GCC pragma
is not needed any longer.
2019-01-19 10:25:01 +01:00
Rémi Verschelde
50c8019dcd Fix excluding GCC pragmas from Clang
Why the heck does Clang define __GNUC__...
2019-01-19 08:17:32 +01:00
Rémi Verschelde
a9fcd574f4 Only define GCC pragmas for GCC 2019-01-19 08:00:17 +01:00
Marcin Zawiejski
e65bce3083
Replace CreateThread with QueueUserWorkItem
Fixes #24869 stuttering on Windows by reusing long running threadpool threads instead of creating a new thread on each call to Thread::start.
2019-01-19 00:31:10 +01:00
Juan Linietsky
682fdf0f74 Use 16 bit indices on phones that dont support 32, fixes #19797 2019-01-18 17:30:12 -03:00
Juan Linietsky
e3ef52a270
Merge pull request #25101 from hpvb/fix-19633
Work around a GCC optimizer bug at -O3
2019-01-18 12:32:30 -03:00
Hein-Pieter van Braam
6793908a3f Work around a GCC optimizer bug at -O3
This bug has been reported upstream, once it gets fixed we'll add some
version guards to only disable this for specific GCC versions.

This fixes #19633
2019-01-18 16:31:37 +01:00
Rémi Verschelde
6384dd8f2c
Merge pull request #25070 from RedMser/shader_errors_linefix
Fix shader compile error line numbers starting at 0
2019-01-18 11:15:44 +01:00
Emanuele Fornara
e1be09d8fd Fix enum scope 2019-01-17 20:29:01 +01:00
RedMser
a285a1cfdf Fix shader compile error line numbers starting at 0. 2019-01-17 19:25:08 +01:00
Juan Linietsky
7478f468b2 Fixes to 2D lights, closes #24750 2019-01-17 10:40:36 -03:00
Juan Linietsky
ffcb5cd18c Ensure texture hints are obeyed, fixes #24875 2019-01-16 00:37:00 -03:00
Juan Linietsky
ca03d7e0d7 Ensure canvas copy texscreen will not crash if render target is configured without copy buffers. Closes #24749. 2019-01-15 15:14:43 -03:00
Rémi Verschelde
72f501de13 GLES2: Fix typo in project setting
It used a different name than the equivalent GLES3 parameter.
2019-01-15 13:26:54 +01:00
Juan Linietsky
9ed34d4423 Use GLES2 approach to vertex shading in GLES3, which has been more developed. Fixes #21852 2019-01-14 20:41:12 -03:00
Juan Linietsky
ee3eadf345 Implement black margins in GLES2, which was missing, fixes #24556 2019-01-14 19:00:36 -03:00
Rémi Verschelde
02ffc59270 GLES2: Make Nvidia flicker workaround opt-in
It has a big impact on 2D and text rendering performance (cf. #24466)
so the solution seems worse than the bug it aims to work around.

It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround"
for those who need it and have a simple enough game for the performance
drop not to be an issue.

Fixes #24466.
2019-01-14 19:02:07 +01:00
Juan Linietsky
b3dc02b5df Was not properly re-setting light uniforms, fixes #24976 2019-01-14 12:04:26 -03:00
Juan Linietsky
6d8083ea65 Do not use the workaround for desktop nvidia on mobile and html5. 2019-01-14 11:24:00 -03:00
Rémi Verschelde
1185f4c4ac GLES2: Clarify why we exclude debug code on iOS
Supersedes and closes #24873.
2019-01-11 20:04:13 +01:00
Rémi Verschelde
e5f1d19352 Consistency in resource format saver/loader de-registration
Some used 'is_valid()' checks, others not. Validity is already checked in 'unref()',
and 'remove_resource_format_*()' has an ERR_FAIL condition on 'is_null()' already
(which shouldn't happen since we're only unregistering things that we previously
registered.

Also add missing GDCLASS statement in ResourceFormatLoaderVideoStreamGDNative,
missed in #20552 which was last amended before #19501 was merged.
2019-01-10 12:45:57 +01:00
Rémi Verschelde
e4b02513fe
Merge pull request #24301 from marcelofg55/default_device_pulseaudio
PulseAudio driver will now change the device if the default system device changes
2019-01-07 20:10:50 +01:00
Juan Linietsky
a3a537c2cf Fix background color rendering on GLES2 (linear should not be used) 2019-01-07 10:52:24 -03:00
Daeil Kim
ecf520b70e Change blend equation for canvasitems 2019-01-06 00:57:52 +09:00
Rémi Verschelde
d8f0087dc8
Merge pull request #24568 from Shinryuuji/fix-wrong-texture-array-target
Fix wrong default target for sampler2DArray
2019-01-04 16:14:29 +01:00
Rémi Verschelde
1504c96112
Merge pull request #24539 from BastiaanOlij/override_gl_position
Override GL_position
2019-01-04 15:40:05 +01:00
Rémi Verschelde
99c4faf837
Merge pull request #24575 from nekomatata/android-curve-texture
Fixed CurveTexture with GLES3 on Android
2019-01-04 15:31:08 +01:00
Marcin Zawiejski
4e73274837
Fix negative size rectangle drawing
Fixes rectangle being drawn as it was a non-negative size in case it actually is. This can be observed e.g. when drawing a negative size selection rectangle (i.e. press mouse button and move cursor up and left).
2019-01-02 14:47:28 +01:00
Rémi Verschelde
c7c87a0624
Merge pull request #24687 from DavidSichma/draw-rect-rot
fix draw_rect rotation
2019-01-01 19:01:18 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
d1f3b622f0 Fix missing/malformed license headers 2019-01-01 12:46:36 +01:00