PouleyKetchoupp
f5e81b894a
Removed duplicated conditional in GLES2
2019-11-29 06:32:55 +01:00
Rémi Verschelde
da880520ca
Merge pull request #33963 from clayjohn/GLES3-sky-mipmaps-on-mobile
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Fix radiance map generation on mobile
2019-11-28 09:06:38 +01:00
clayjohn
192aacd5d7
Fix radiance map generation on mobile
2019-11-27 22:18:21 -08:00
George Marques
c51fe7f7cd
Use ANGLE multisample extensions for UWP
2019-11-26 13:55:19 -03:00
clayjohn
5ab3b61520
Restructure depth_internalformat code to work on mobile
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This changes the code path so that `glRenderBufferStorage*` always uses
values appropriate for renderbuffers and `glTexImage2D` never uses an
internalformat meant for buffers.
Fixes #33825 .
2019-11-23 18:08:19 -08:00
Rémi Verschelde
bb1d75f55e
glTexImage2D: Fix confusion between format and internal format
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The `format` parameter is similar to `internalFormat` but takes different
values, and especially only `GL_DEPTH_COMPONENT` for depth, without size
specifier.
Cf. https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
Fixes a regression from #33278 and another occurrence.
2019-11-23 19:38:31 +01:00
clayjohn
203fb1b348
Fix GL error by properly using float uniform
2019-11-21 07:44:09 -08:00
clayjohn
4d6737ec73
Fix bugs introduced by IBL fixes
2019-11-20 22:54:44 -08:00
Rémi Verschelde
083d088de3
Merge pull request #33583 from qarmin/fix_overflows_unitialized
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Fix some overflows and unitialized variables
2019-11-20 21:31:12 +01:00
Rafał Mikrut
99d8626f4a
Fix some overflows and unitialized variables
2019-11-20 16:22:16 +01:00
Rémi Verschelde
3be6e76f22
Merge pull request #33668 from clayjohn/Fix_environment_mapping_issues
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Fix issues with environment mapping
2019-11-20 08:45:53 +01:00
clayjohn
cd40154890
Fix issues with environment mapping
2019-11-19 22:30:48 -08:00
Rémi Verschelde
7a0228fbba
Merge pull request #33720 from BastiaanOlij/fix_gles2_rgb8
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Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2
2019-11-19 11:12:03 +01:00
Bastiaan Olij
15cd81dc69
Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2
2019-11-19 20:57:18 +11:00
Rémi Verschelde
6536105af2
Merge pull request #33527 from clayjohn/GLES2-bufferdata_optimization
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Improve glBufferSubData usage where safe
2019-11-19 09:36:30 +01:00
clayjohn
14b06fc207
Fix negative light flickering
2019-11-17 22:18:54 -08:00
clayjohn
1253a33423
Improve glBufferSubData usage where safe
2019-11-11 16:38:41 -08:00
Rémi Verschelde
6b1628f9fc
Merge pull request #33517 from madmiraal/fix-_MSG-macros
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Send *_MSG macros' explanations directly to the _err_print_error().
2019-11-11 13:27:51 +01:00
Rémi Verschelde
4b8feff594
Merge pull request #33518 from BastiaanOlij/msaa_ext_modes
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Add MSAA mode for Quest
2019-11-11 11:46:50 +01:00
Bastiaan Olij
4e2343160c
Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation
2019-11-11 21:02:06 +11:00
Marcel Admiraal
d18b2e599d
Remove all uses of ERR_EXPLAIN macros.
2019-11-11 10:24:04 +01:00
PouleyKetchoupp
90b6062ebb
Handle missing file properly when checking for case mismatch
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This was causing false alarms to be randomly reported on Windows for files that didn't exist.
2019-11-10 09:51:09 +01:00
Bastiaan Olij
add5eaca43
Make MSAA work with external texture
2019-11-08 23:27:48 +11:00
Bastiaan Olij
f7cba26a52
Revert "fix #33188 MSAA depth buffer not used for external texture"
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This reverts commit 418b035dda
.
2019-11-08 22:47:36 +11:00
Rémi Verschelde
a3ac7a94f0
Merge pull request #33291 from NeoSpark314/fix_#33188
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fix #33188 MSAA depth buffer not used for external texture
2019-11-08 09:53:22 +01:00
Rémi Verschelde
47389c3a16
Partial revert of #32657 , undoing line shifting by 0.5
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As discussed in #32657 , this can't be done here as lines can be used
with a canvas scale, and this breaks them.
A suggestion is to do the pixel shifting at matrix level instead.
Fixes #33393 .
Fixes #33421 .
2019-11-07 15:43:04 +01:00
Holger Dammertz
418b035dda
fix #33188 MSAA depth buffer not used for external texture
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When rendering to an external texture and MSAA was active (as happened
in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct
depth buffer and multisample texture target was not used.
This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54
2019-11-04 20:14:52 +01:00
Rémi Verschelde
c1b0800784
Merge pull request #33278 from clayjohn/GLES2-depth-format
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Fix depth format on Android in GLES2
2019-11-03 07:56:38 +01:00
clayjohn
bc32779542
Fix depth format on Android in GLES2
2019-11-02 21:58:30 -07:00
Rémi Verschelde
d89f24b6c9
Merge pull request #33259 from Chaosus/remove_gles2_switch_op
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Removed switch operator from GLES2 shader back-end
2019-11-02 19:28:18 +01:00
Yuri Roubinsky
6b7f8558d9
Removed switch operator from GLES2 shader back-end
2019-11-02 12:43:32 +03:00
Rafał Mikrut
9ddb3265e1
Fix some crashes, overflows and using variables without values
2019-11-01 16:16:31 +01:00
clayjohn
033ae8a543
When framebuffer allocation fails for MSAA in GLES2 revert to normal without ERR_FAIL
2019-10-30 07:45:09 -07:00
Rémi Verschelde
63c5cd7eb8
Merge pull request #33104 from qarmin/fix_some_crashes
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Fix some crashes and using null pointers
2019-10-28 08:37:59 +01:00
Rémi Verschelde
826ffc26c9
Merge pull request #33097 from clayjohn/GLES2-HTML-sampler_limit
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Fixed using compressed textures and add work around for firefox webgl mesa sampler limit
2019-10-28 08:19:37 +01:00
Rafał Mikrut
e53e1c566a
Fix some crashes and using null pointers
2019-10-28 08:07:29 +01:00
clayjohn
7b3d098b2b
Fixed using compressed textures and add work around for firefox webgl mesa sampler limit
2019-10-27 23:53:52 -07:00
clayjohn
51db564811
use proper texture in Android MSAA
2019-10-27 16:50:15 -07:00
Rémi Verschelde
ad685960da
Merge pull request #32617 from Faless/fix/fopen_close_exec
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Disable file descriptor sharing with subprocs.
2019-10-26 23:11:41 +02:00
Rémi Verschelde
3eb8bd08ec
Merge pull request #32657 from ptrojahn/lines
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Fix draw_rect
2019-10-26 23:09:24 +02:00
Rémi Verschelde
3556876c08
Merge pull request #33093 from clayjohn/GLES2-HTML-shadows
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Fix shadow mapping with RGBA textures on html
2019-10-26 22:07:46 +02:00
clayjohn
6ec7686a0c
Fix shadow mapping with RGBA textures on html
2019-10-26 10:17:22 -07:00
Rémi Verschelde
dba22e9788
Merge pull request #33059 from akien-mga/webgl2-resize-non-po2
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WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap
2019-10-26 18:05:37 +02:00
Fabio Alessandrelli
d780570faf
Use WSAConnect instead of connect on Windows.
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The misterious windows networking stack...
Using connect instead of WSAConnect causes socket error 10022 under
certain conditions.
See: https://github.com/godotengine/webrtc-native/ (issue 6)
Having to guess, code path for connect is different then WSAConnect with
NULL extra parameters.
The only reference about weird error with this code mentions something
called "Windows Filtering Platform" but windows internals are, as
always, obscure.
This might be something to try and report to Microsoft if anyone has the
time to spare with the likely outcome of being ignored.
2019-10-25 18:13:51 +02:00
Rémi Verschelde
69003457b3
WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap
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While OpenGL ES 3.0 and WebGL 2.0 both support non power-of-2 (NPOT)
textures in their specification, the situation seems to be less clear
about *compressed* NPOT textures using repeat or mipmap flags.
At least Chrome on Linux doesn't seem to support this combination,
and a variety of mobile hardware have similar limitations.
As a workaround, we force decompressing such textures when running on
WebGL 2.0, at the cost of loading time and memory usage.
Fixes #33058 .
2019-10-25 13:01:10 +02:00
bruvzg
7b64340eb0
Fix compilation warnings in macOS build, enable warnings=extra werror=yes
for macOS CI.
2019-10-24 20:37:56 +03:00
clayjohn
071bf81750
only render depth with alpha prepass on prepass
2019-10-11 22:34:10 -07:00
Paul Trojahn
bdaedb601c
Fix draw_rect
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OpenGL uses the diamond exit rule to rasterize lines. If we don't shift
the points down and to the right by 0.5, the line can sometimes miss a
pixel when it shouldn't. The final fragment of a line isn't drawn. By
drawing the lines clockwise, we can avoid a missing pixel in the rectangle.
See section 3.4.1 in the OpenGL 1.5 specification.
Fixes #32279
2019-10-11 10:26:53 +02:00
Rémi Verschelde
a39aeade5b
Merge pull request #32170 from puthre/ninepatch-fix
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GLES2 & GLES3 Fixes ninepatch margins for high resolution textures.
2019-10-09 08:33:56 +02:00
Rémi Verschelde
02d75f99b9
Merge pull request #32616 from Faless/net/fix_close_exec
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Disable socket descriptor sharing with subprocs.
2019-10-08 07:32:11 +02:00