Rémi Verschelde
fbfd56c247
GLES2: Fix uninitialized members in ShaderGLES2::Version
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Fixes #34109 .
2019-12-05 09:15:31 +01:00
Rémi Verschelde
10bae7c05b
Merge pull request #33857 from nekomatata/polygon-2d-antialiasing
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Fixed antialiased option for Polygon2D
2019-12-03 07:51:16 +01:00
Rémi Verschelde
65e6efaa3b
Merge pull request #33836 from clayjohn/blinn-fix
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Fix Specular Blinn function
2019-12-03 07:50:37 +01:00
PouleyKetchoupp
f5e81b894a
Removed duplicated conditional in GLES2
2019-11-29 06:32:55 +01:00
PouleyKetchoupp
e6ebc43d72
Fixed antialiased option for Polygon2D / Line2D
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Polygon2D:
The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing.
Line2D:
Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly.
Fixes #26823
2019-11-28 22:57:27 +01:00
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
334d41d7cc
Fix Specular Blinn function
2019-11-22 22:03:26 -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
Bastiaan Olij
4e2343160c
Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation
2019-11-11 21:02:06 +11:00
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
Yuri Roubinsky
6b7f8558d9
Removed switch operator from GLES2 shader back-end
2019-11-02 12:43:32 +03:00
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
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
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
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
234289de2b
Merge pull request #32613 from clayjohn/GLES2-canvas-bg-mode
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Add canvas background mode to GLES2
2019-10-07 08:57:44 +02:00
clayjohn
77939c6e2e
add canvas background mode to GLES2
2019-10-06 23:26:11 -07:00
clayjohn
cea1f13176
fix current issues with post-processing
2019-10-06 12:07:31 -07:00
Rémi Verschelde
0deccd4a65
Merge pull request #32510 from clayjohn/GLES2-fix-black-editor-and-crash
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Remove glViewport call as it wasnt needed and caused crash GLES2
2019-10-03 08:16:19 +02:00
Rémi Verschelde
ce336e7e72
Merge pull request #32505 from clayjohn/GLES2-fix-probe-crash
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Fix reflection probe crash in GLES2 with post-processing
2019-10-03 07:55:08 +02:00
clayjohn
a152816c52
remove glViewport call as it wasnt needed and caused crash
2019-10-02 20:21:41 -07:00
clayjohn
07fd9719bf
Fix reflection probe crash in GLES2 with post-processing
2019-10-02 14:35:10 -07:00
Yuri Roubinsky
1472fca951
Removed unnecessary shader error log messages
2019-10-02 12:37:22 +03:00
clayjohn
afaa68628a
updated defaults and documentation for GLES2 glow
2019-10-01 07:55:04 -07:00
clayjohn
82f63633d1
Implement DOF blur, Glow, and BCS in GLES2
2019-09-30 08:04:31 -07:00