f9507dc475
Clang format everything again.
2024-07-16 21:29:26 +02:00
8181808b74
Ran the header guard move script.
2024-07-16 21:27:34 +02:00
c7ac1db971
Clang format everything.
2024-07-16 21:23:54 +02:00
85e7f7327e
Fix and enable the gles3 renderer by default.
2024-07-16 19:44:22 +02:00
efccdca45f
Added back GIProbes.
2024-07-16 19:07:24 +02:00
9d3770cbad
Fix build.
2024-07-16 15:57:04 +02:00
9af21bf8a5
Adding back the gpu based particles pt1.
2024-07-16 08:22:27 +02:00
9d6680ce6d
Adding back the GLES3 renderer pt1. Unlike in godot it can be disabled compile time. It will be enabled afer if works.
2024-07-16 00:14:10 +02:00
62fdccce25
Adding back lightmaps pt2.
2024-07-15 19:15:47 +02:00
98cbf1026a
Adding back lightmaps pt1.
2024-07-15 17:36:28 +02:00
lawnjelly
8a8c4c7982
Fix fragcolor write locations in scene shaders
2024-07-14 08:35:26 +02:00
f09ab537e0
Clang-format everything.
2024-04-21 15:27:36 +02:00
6d0c43dbf0
Fix error found by static analysis tools.
2024-04-19 18:32:49 +02:00
2934369381
Added a new canvas_item_add_texture_rect_animation() method to the RenderingServer.
2024-03-11 18:21:05 +01:00
5604071bb4
Fix 2d mesh transforms and colors.
2024-03-11 12:45:36 +01:00
0fccc9f393
Added S3TC_NOT_SUPPORTED define to be used by platforms externally.
2024-02-17 19:07:14 +01:00
cdb3f03e61
Added optional GLES2_LOAD_EXT_NO_DLCFN_AVAILABLE define for the rasterizer storage.
2024-02-17 19:04:57 +01:00
1d22053020
Moved dlfcn.h include in RasterizerStorageGLES2 to it's proper place according to the comment above it.
2024-02-17 18:57:33 +01:00
ae7409bf52
Ported: Fix signed distance field font rendering
...
This fix works in both GLES3 and GLES2.
The rendering formula in the shader was adjusted to further improve the
sharpness/antialiasing quality balance.
- lawnjelly and Calinou
bc607fb607
2024-02-08 19:11:34 +01:00
lawnjelly
3a04d5adfe
GLES2 / GLES3 - Use gl_FragColor temporary
...
On some hardware, modifying gl_FragColor multiple times can cause large performance drops. This PR writes to a standard temporary variable instead, and copies across to gl_FragColor once only at the end of the fragment shader.
This could potentially lead to large gains in performance on affected hardware.
2024-02-08 14:58:12 +01:00
Bartłomiej T. Listwon
7101e4aed7
Prevent shuffling custom shader functions (shader cache requires determinism)
2024-02-08 14:48:50 +01:00
Caroline Joy Bell
0f099eca32
Fix #if *_ENABLED
inconsistencies, should check if defined
...
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-02-08 14:16:03 +01:00
Alessandro Famà
57c4c9455a
Fix Dummy audio driver initialization issue on WASAPI output device initialization failure
2024-02-08 14:09:49 +01:00
Rémi Verschelde
1c70f86950
Fix various GCC 13 warnings
...
Fixes occurrences of `-Wtype-limits`, `-Wmaybe-uninitialized`,
`-Wduplicated-branches`.
2023-12-20 22:57:54 +01:00
lawnjelly
96d23e1f29
Fix glGet overflows by using 64 bit versions
...
Certain glGet operations require 64 bit versions according to the GLES spec.
The previous code was susceptible to overflow bugs, especially running under ANGLE.
2023-12-20 22:39:02 +01:00
lawnjelly
88fd023a06
Workaround GCC warning in rasterizer_canvas_batcher
...
`-Werror=array-bounds` flags when creating a new batch, possibly due to the possibility of the malloc failing (out of memory).
This PR adds an explicit `CRASHNOW` in the hope the compiler will recognise this case is not intended to be recoverable.
2023-12-20 22:25:40 +01:00
99621357a0
File copyright header updates pt4.
2023-12-17 22:50:00 +01:00
88e9ad04f2
Moved back the servers and resources from core.
2023-12-10 23:11:07 +01:00
238bf1b331
Moved the RenderingServer to core.
2023-12-10 19:04:24 +01:00
763f662263
Moved meshes to a new subfolder.
2023-12-10 15:22:09 +01:00
59ae5c4662
Ported from godot: add support for 3 dir shadow splits
...
- Ansraer
54bc6a300e
2023-10-02 18:12:54 +02:00
e98b2a954b
Don't use ERR_FAIL in SubProcessUnix::stop().
2023-09-10 22:26:30 +02:00
8dab74a7d2
Fix missing include.
2023-09-10 14:05:09 +02:00
d9f09d86d3
Made emscripten guards consistent in SubProcessUnix.
2023-09-10 13:32:47 +02:00
4a6868b79d
Removed commented code. Also call stop() in SubProcessUnix's destructor.
2023-09-10 13:28:06 +02:00
a0a84c4987
Return early in SubProcessUnix::start() if the executable path is empty.
2023-09-10 12:39:29 +02:00
5fd0326745
Added a new SubProcess class with a Uniz backend for better process control.
2023-09-10 12:19:51 +02:00
62e2b1623a
Use NULLs.
2023-08-30 13:24:46 +02:00
5d93975c8d
Ported: Fix custom res caching sub-res even if no-cache
...
-Razoric480
2ceb93bbef
2023-08-30 12:55:37 +02:00
kobewi
3c4fc036a1
Add mono audio support to WASAPI
...
(cherry picked from commit 8d010b44c16766331aa92e1a45a03a4cef1466e0)
2023-08-30 11:02:57 +02:00
05c264c83c
Ported: Initialize GLWrapper earlier in Storage::initialize()
...
Make sure `GLWrapper` is initialized before `glActiveTexture` is called by other parts of the storage initialize(), to prevent benign warnings.
- lawnjelly
857d884026
2023-08-27 22:20:14 +02:00
fb142ed6f8
Ported: Unbind texture slots when changing framebuffer
...
Prevent bugs whereby texture still in use.
- lawnjelly
5e197fd21e
2023-08-27 22:19:07 +02:00
33d5dcf399
Ported: Hierarchical culling - Add extra check to skeleton_attach_canvas_item
...
Although this check shouldn't be able to fail currently, it provides a small level of extra logic checking at only small cost in DEV builds.
- lawnjelly
d7cca42ef6
2023-08-27 22:03:35 +02:00
26bb16d86e
Ported: Fix 2D MultiMesh hierarchical culling
...
Fixes updating local bounds for MultiMeshes used in canvas items by introducing a back link.
- lawnjelly
ad577e3c7e
2023-08-27 21:28:30 +02:00
The Benedani
d0972a7e36
GLES2: Make GPU skinning more consistent
2023-08-27 12:18:05 +02:00
Luke Hubmayer-Werner
f80e276363
PulseAudio: Remove get_latency() caching
2023-08-27 12:14:00 +02:00
Fabio Alessandrelli
e56567ff4d
Explicitly handle buffer errors in send/recv
2023-08-27 11:46:27 +02:00
4bb48a4a5c
Ported from godot4: Fix reading Unicode from stdio.
...
- bruvzg
3d8a942a56
2023-08-05 20:33:48 +02:00
834cbe8cef
Ported: Single Compilation Unit build.
...
Adds support for simple SCU build.
This speeds up compilation by compiling multiple cpp files within a single translation unit.
- lawnjelly
43e181a00a
2023-07-11 16:07:36 +02:00
5b869f8b54
Ported from godot: Canvas item hierarchical culling
...
Adds optional hierarchical culling to the 2D rendering (within VisualServer).
Each canvas item maintains a bound in local space of the item itself and all child / grandchild items. This allows branches to be culled at once when they don't intersect a viewport.
- lawnjelly
b777a9e5f9
2023-06-28 20:25:48 +02:00