Rémi Verschelde
5fc86026ca
Fix typos with codespell
...
Using codespell 1.14.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
Rémi Verschelde
55ca2a7c88
Merge pull request #25821 from akien-mga/sync-class-and-filenames
...
Ensure classes match their header filename
2019-02-13 08:49:39 +01:00
Rémi Verschelde
5aff990354
Fix infinite recursion in GLES2 _copy_texscreen
...
Bug introduced in 9430e68cf3
,
likely a typo.
2019-02-12 23:38:33 +01:00
Juan Linietsky
9430e68cf3
Support SCREEN_TEXTURE in GLES2, fixes #25405
2019-02-12 18:49:57 -03:00
Juan Linietsky
b8319e7c60
Ability to vflip viewports in GLES2, fixes #24555
...
Also culling was reversed somehow.
2019-02-12 15:56:39 -03:00
Juan Linietsky
0d0d074c4d
Use UVs with the nvidia rendering hack, fixes #24563
2019-02-12 15:31:10 -03:00
Juan Linietsky
4af8009b9d
Fix fog in GLES2 by using epic hack, closes #25410
2019-02-12 14:35:16 -03:00
Juan Linietsky
8fd6a02d3e
Missing canvas end left mask turned on, fixes #25666
2019-02-12 09:55:22 -03:00
Rémi Verschelde
b7cc2bb1e2
Core: Ensure classes match their header filename
...
Also drop some unused files.
Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`
Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
2019-02-12 13:34:25 +01:00
Rémi Verschelde
13c50e8aa5
Merge pull request #25481 from hpvb/fix-ubsan-asan-reports
...
Fix many asan and ubsan reported issues
2019-02-12 12:21:01 +01:00
Rémi Verschelde
6e43bd4e85
Merge pull request #25623 from clayjohn/multimesh_color_bug
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[GLES2] Initialize color buffer to white in gles2 multimesh
2019-02-12 11:31:45 +01:00
Rémi Verschelde
204f9083f4
Merge pull request #25682 from JFonS/fix_light_canvas_gles2
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Fix canvas light shaders on GLES2
2019-02-12 11:27:21 +01:00
Rémi Verschelde
48bc7aedaa
Merge pull request #25779 from JFonS/fix_25581
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Make LIGHT_VEC affect 2D shadows again
2019-02-12 11:24:27 +01:00
Juan Linietsky
7713ec8637
Merge pull request #25134 from staddy/master
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Check for null pointer in RasterizerSceneGLES2::render_shadow
2019-02-12 07:04:12 -03:00
JFonS
076a342a4e
Make LIGHT_VEC affect 2D shadows again
2019-02-10 21:14:32 +01:00
JFonS
5186d4f3ad
Fix canvas light shaders on GLES2
2019-02-07 15:58:36 +01:00
clayjohn
f752aaf970
initialize color buffer to white in gles2 multimesh
2019-02-04 20:08:35 -08:00
Hein-Pieter van Braam
d308eb091a
Fix many asan and ubsan reported issues
...
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.
This fixes #25217 and fixes #25218
2019-01-30 06:43:56 +01:00
Rémi Verschelde
b77b536582
Cleanup and identify ShaderCompilerGLES[23] differences
2019-01-28 19:28:00 +01:00
Rémi Verschelde
1148a33b20
GLES2: Define LIGHT Spatial shader builtin
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Fixes #25421 .
2019-01-28 17:27:20 +01:00
Juan Linietsky
2e5ede7a4e
Properly discard fragments during depth prepass opaque pass, fixes #23321
2019-01-27 20:20:07 -03:00
Juan Linietsky
0c60d4c682
Properly get proxy texture size for canvas light, fixes #17067
2019-01-27 16:57:05 -03:00
Juan Linietsky
953cd03ea6
Use transparent framebuffer only when set to transparent, closes #21827
2019-01-27 15:47:17 -03:00
muiroc
d1e399a971
fix s3tc support detection for webgl
2019-01-26 22:25:03 +01:00
Juan Linietsky
18c3ed245a
Further fixes to avoid memory corruption, closes #25336
2019-01-26 10:47:04 -03:00
Juan Linietsky
973b68f396
Properly dispose of custom shaders, closes #19300
2019-01-25 19:28:27 -03:00
Juan Linietsky
5b5db08a51
Fix depth prepass in GLES2, closes #23321
2019-01-25 09:41:25 -03:00
Juan Linietsky
b32298a660
Ensure WebGL uses highp by default, and fix some wrong mediump usages. Fixes #22962 .
2019-01-24 18:58:42 -03:00
Juan Linietsky
fb7c526ec4
Fix crash with cube shadows in gles2, closes #22635
2019-01-24 17:51:49 -03:00
Juan Linietsky
7fa41f17a6
Makes screen texture work in GLES2 (2D for now), fixes #23604
2019-01-24 17:00:33 -03:00
Juan Linietsky
2d57ec2460
Fix problem with texture2Dlod, closes #25263
2019-01-23 17:06:37 -03:00
Rémi Verschelde
2a45b298c1
Remove unused method in RasterizerStorageGLES2
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Added in 4f4e46edd5
but not used in the end.
2019-01-23 10:31:05 +01:00
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
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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
santouits
e7e9a7cc6c
webgl1 doesn't like backslashes in #define
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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
Stanislav
dc7d9f8868
Check for null pointer in RasterizerSceneGLES2::render_shadow
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Fixes #25131
2019-01-19 16:48:43 +03:00
Juan Linietsky
682fdf0f74
Use 16 bit indices on phones that dont support 32, fixes #19797
2019-01-18 17:30:12 -03:00
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
Rémi Verschelde
72f501de13
GLES2: Fix typo in project setting
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It used a different name than the equivalent GLES3 parameter.
2019-01-15 13:26:54 +01:00
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
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Supersedes and closes #24873 .
2019-01-11 20:04:13 +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