Spartan322
1170ff2a1f
Fix copyright headers referring to Godot
2024-10-27 10:42:51 -04:00
clayjohn
f922687d3a
Calculate pixel snap in canvas space instead of world space
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This ensures that you are actually snapping to pixels in the viewport and not an arbitrary amount
(cherry picked from commit godotengine/godot@e75900e1ad )
2024-10-17 09:49:49 -04:00
Spartan322
941a1ad6ae
Rebrand preambles to Redot
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(cherry picked from commit e8542b06ac )
Credits:
Co-authored-by: Skogi <skogi.b@gmail.com >
Co-authored-by: Spartan322 <Megacake1234@gmail.com >
Co-authored-by: swashberry <swashdev@pm.me >
Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se >
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com >
Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com >
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com >
Co-authored-by: radenthefolf <radenthefolf@gmail.com >
Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com >
Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com >
Co-authored-by: decryptedchaos <nixgod@gmail.com >
Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com >
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com >
Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com >
Co-authored-by: Mister Puma <MisterPuma80@gmail.com >
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com >
Co-authored-by: SingleError <isaaconeoneone@gmail.com >
Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com >
2024-10-13 15:05:33 -04:00
Trashguy
9901f655fb
Rebrand Godot 4.3 to Redot
2024-10-13 15:05:24 -04:00
patwork
3a2804a7e7
Fix for GLES3 radiance cubemap update
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(cherry picked from commit 3038de4245 )
2024-09-17 10:00:12 +02:00
A Thousand Ships
34251cf5b3
[Windows] Use GetFileTime for FileAccess
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Prevents DST from rearranging file times.
(cherry picked from commit 7139f46c9a )
2024-09-17 08:57:45 +02:00
BlueCube3310
4addddd8df
Compatibility: Fix alignment of compressed textures when retrieving
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(cherry picked from commit 0182294b37 )
2024-09-17 08:57:45 +02:00
Rudolph Bester
3fac9e43af
Fixed OpenGL shadow textures not honoring texture type when reusing textures
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(cherry picked from commit 359aaa48ee )
2024-09-17 08:57:44 +02:00
Praytic
281642831c
Enable MSAA support for all non-web platforms
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MSAA support is built into GLES3 core, eliminating the need to check for GL_EXT_framebuffer_multisample, which was necessary only in GLES2 due to the lack of inherent multisample framebuffer support. This commit corrects an oversight from GLES2-based code, ensuring compatibility with GLES3 where multisampling is natively supported without extensions.
(cherry picked from commit fc955fa89f )
2024-09-17 08:57:44 +02:00
clayjohn
e09cada53f
Only use backbuffer mipmaps in SCREEN_TEXTURE when generated.
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(cherry picked from commit d2f5c1a552 )
2024-09-17 08:57:43 +02:00
Alexis Breust
2b05cf154a
Sky: No more auto-selecting REALTIME mode if radiance is not 256
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(cherry picked from commit 44e526d3d5 )
2024-09-17 08:57:43 +02:00
Radiant
af8caffd0e
Fix shadow mesh recursion.
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(cherry picked from commit 70860aafd8 )
2024-09-17 08:57:43 +02:00
clayjohn
0a1724f713
Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
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Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases
(cherry picked from commit f4ccba7508 )
2024-09-17 08:57:41 +02:00
BlueCube3310
8e1d1a54fe
Compatibility: Fix crash when initializing certain compressed layered textures
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(cherry picked from commit e8b4568900 )
2024-09-16 17:18:24 +02:00
jsjtxietian
139f5ee15e
Add model_normal_matrix for fragment shader
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(cherry picked from commit e698351db2 )
2024-09-16 17:09:36 +02:00
Orion Lawlor
ecbb9a9c6a
Fix GLES3 crash with Mesh surface with exactly 65536 vertices
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Fixes #95837 .
(cherry picked from commit bde165ccb3 )
2024-09-16 17:09:12 +02:00
kleonc
f0f69a7b7c
Fix Parallax2D repeats being not relative to its transform
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(cherry picked from commit 1bd8372813 )
2024-09-16 17:04:12 +02:00
clayjohn
6c202154a7
Add fixed fog to the sky in the Compatibility renderer
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And apply luminance multiplier after fog in RD renderer
(cherry picked from commit 578049b7b9 )
2024-09-16 17:01:45 +02:00
Joel Croteau
6e78eec37f
Fix reload of GDExtension libraries in framework package on macos
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`GDExtension::open_library` has a check in it to see if the library was loaded
from a temp file, and if it was to restore the original name as that is the one
we actually care about. This check is breaking extension reloading on Mac when
the library path is to a framework folder, as the file inside the framework
will not generally be the same name as the folder.
This check also shouldn't be necessary even on Windows, which is the only
platform that uses `generate_temp_files`, since disposal of the created temp
file is handled within `OS_Windows::open_dynamic_library`, and
`GDExtension::open_library` (which is the only function to call
`open_dynamic_library` with a `p_data` argument) only cares about the original
library file path and has to do extra work to remove the name of the temp file.
Instead, I have removed that check and set `OS_Windows::open_dynamic_library`
to return the name of the original file and not the name of the copy.
This fixes GDExtension reloading on macOS. I do not have a Windows machine
available to test that it still works properly on Windows, so someone should
check that before merging this.
(cherry picked from commit f44d6a235f )
2024-09-16 16:55:39 +02:00
Pedro J. Estébanez
c831bdbbe2
D3D12: Be explicit about all-resources texture barriers
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(cherry picked from commit 3260437afc )
2024-09-16 16:45:55 +02:00
jsjtxietian
b84dbab84d
Fix undefined alpha_scissor in standard shader
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(cherry picked from commit 970a237c20 )
2024-09-16 16:42:01 +02:00
clayjohn
cbee16418a
Increase precision of skeleton transforms in the skeleton shader in the Compatibility renderer
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(cherry picked from commit 1bf594fb5a )
2024-09-16 16:33:38 +02:00
Miley Hollenberg
a7756d530e
Fixed crash on PowerVR GE8320 GPUs
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(cherry picked from commit 1c31e30359 )
2024-09-16 16:32:56 +02:00
David Snopek
e1af61467a
OpenGL: Unconditionally do glDisable(GL_FRAMEBUFFER_SRGB) because we do our own sRGB conversion
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(cherry picked from commit dfcff4ef46 )
2024-09-16 16:30:06 +02:00
Rémi Verschelde
32eb97fd2a
Merge pull request #95074 from RandomShaper/d3d12_exit_crash
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D3D12: Avoid crash on exit
2024-08-08 10:16:24 +02:00
Pedro J. Estébanez
33bd994087
D3D12: Avoid crash on exit
2024-08-02 18:18:10 +02:00
Pedro J. Estébanez
8cf2903c7f
D3D12: Avoid cases of redundant render target clears
2024-08-02 14:26:17 +02:00
Bastiaan Olij
1eb0039b6e
Fix regression around OpenGL swapchain optimisation for OpenXR
2024-07-29 12:46:58 +10:00
clayjohn
7eac9e855b
Remove linearization of canvas modulate in GLES3 backend
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The GLES3 renderer is always in sRGB space, even when using an HDR format
2024-07-24 10:27:25 -07:00
Feiyue Zhang
6f30df4b6a
Linearize color if HDR 2D is on
2024-07-24 09:49:50 +02:00
Rémi Verschelde
ad1955a63d
Merge pull request #94628 from Chaosus/rendering_fix_crash
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Fix crash when assigning more textures than expected to texture array
2024-07-23 13:08:18 +02:00
Rémi Verschelde
6a79d848a8
Merge pull request #94564 from rothej/fix-94183
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Fix FOG shader issue in Compatibility mode
2024-07-23 13:08:12 +02:00
Joshua Rothe
d751545391
Fix FOG shader issue in Compatibility mode
2024-07-23 11:25:10 +02:00
cosformula
fa8b4d84fb
GLES3: Fix directional shadow on Metal ANGLE
2024-07-23 11:24:13 +02:00
Yuri Rubinsky
574e61a542
Fix crash when assigning more textures than expected to texture array
2024-07-22 20:51:11 +03:00
Rémi Verschelde
6621d8e8cc
Merge pull request #93931 from /fix-compatibility-depth_prepass_alpha
2024-07-20 16:07:30 +02:00
Hugo Locurcio
0445ccf428
Fix Image CowData crash when baking large lightmaps
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This switches to 64-bit integers in select locations of the Image
class, so that image resolutions of 16384×16384 (used by
lightmap texture arrays) can be used properly. Values that are larger
should also work.
VRAM compression is also supported, although most VRAM-compressed
formats are limited to individual slices of 16384×16384. WebP
is limited to 16383×16383 due to format limitations.
2024-07-19 16:04:30 +02:00
Rémi Verschelde
de27d3a7fc
Merge pull request #94233 from ChristopheClaustre/screenshot_compat_broken_with_hdr
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Fix black `get_texture()` on viewport in compatibility mode with HDR enabled
2024-07-18 10:45:30 +02:00
Rémi Verschelde
590628feda
Merge pull request #86516 from jsjtxietian/fix-camera-direction
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Fix incorrect `CAMERA_DIRECTION_WORLD` calculation
2024-07-18 10:45:20 +02:00
Rémi Verschelde
ffd6162c76
Merge pull request #94267 from RandomShaper/d3d12_db
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D3D12: Avoid enabling depth bounds test if unsupported
2024-07-17 11:43:39 +02:00
Pedro J. Estébanez
a8adb2bbc3
D3D12: Avoid enabling depth bounds test if unsupported
2024-07-15 09:49:34 +02:00
Rémi Verschelde
1aa1a1879d
Merge pull request #94203 from RandomShaper/bye_bye_dxil_dll
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D3D12: Get rid of `DXIL.dll`!
2024-07-11 23:16:59 +02:00
ChristopheClaustre
626106da00
gl_type_cache is used mainly for texture to image conversion need to be adjusted for when HDR format is activated
2024-07-11 21:47:18 +02:00
Pedro J. Estébanez
ee2c1584e4
D3D12: Get rid of DXIL.dll!
2024-07-11 17:56:45 +02:00
Rémi Verschelde
247a481001
Fix a couple GCC 14 -Wmaybe-uninitialized warnings
2024-07-09 16:12:22 +02:00
clayjohn
5b213dcd26
Use GL_COLOR_ATTACHMENT in depth prepass when using Multiview.
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I am certain this is a driver bug. But on some devices when no draw buffer is specified, the depth operations fail when there is no color buffer.
2024-07-08 12:52:20 -07:00
GuoShuangyi
af62d15ebc
fix depth_prepass_alpha not work in compatibility mode
2024-07-04 17:38:14 +08:00
Rémi Verschelde
643da5dfad
Merge pull request #93331 from dsnopek/macos-fix-use-volk
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Fix building with `use_volk=yes` on MacOS
2024-07-04 11:31:51 +02:00
Pedro J. Estébanez
207f523441
D3D12: Use the right state for resources in certain heap types
2024-07-01 08:06:26 +02:00
clayjohn
27b040dc61
Remove warning when project setting requests a larger global shader uniform buffer than the hardware supports.
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Instead provide a better error message when the limit is exceeded and avoid crash with a small limit.
2024-06-28 10:38:18 +02:00