Rémi Verschelde
3cacc83526
Merge pull request #72138 from clayjohn/GL-globals
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Properly append global uniform buffer name in gl_compatibility shaders
2023-01-26 22:52:42 +01:00
clayjohn
eefddb07bc
Properly append global uniform buffer name in gl_compatibility shaders
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Also error when using instance uniforms
2023-01-26 12:14:45 -08:00
bruvzg
653799bb38
Fix LCD font AA on OpenGL renderer.
2023-01-26 18:45:18 +02:00
Rémi Verschelde
4b0363312e
Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depth
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Make screen texture and depth texture work in Multiview
2023-01-26 01:11:02 +01:00
Bastiaan Olij
85c478e170
Make screen texture and depth texture work in Multiview
2023-01-25 13:35:01 +11:00
Rémi Verschelde
a6042b649a
Merge pull request #71832 from Geometror/fix-spotlight-artifacts
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Fix some `SpotLight3D` issues (clustering artifacts, leaking light, AABB)
2023-01-24 09:15:26 +01:00
Hendrik Brucker
4bd01a93dc
Fix some SpotLight3D issues (clustering artifacts, light leak)
2023-01-24 01:08:32 +01:00
jainl28patel
2da3acf620
fix ReflectionProbe rendering extents for (10,10,10)
2023-01-24 00:32:24 +05:30
bruvzg
1cc5524b81
[iOS] Restore OpenGLES3 renderer support.
2023-01-22 13:59:52 +02:00
Rémi Verschelde
23d8d44535
Merge pull request #71776 from clayjohn/PointLight2D-indices
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Stop incrementing light_count once max number of lights are reached in 2D canvas renderer
2023-01-21 10:28:50 +01:00
clayjohn
d3c3fa32af
Stop incrementing light_count once max number of lights are reached in 2D canvas renderer
2023-01-20 17:04:00 -08:00
Rémi Verschelde
4db3716d8d
Merge pull request #71772 from clayjohn/GLES3-li
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Assign light indices after sorting in OpenGL renderer
2023-01-21 01:43:08 +01:00
clayjohn
6d0af4fcd8
Assign light indices after sorting in OpenGL renderer
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This ensures that the light indices sent to the shader actually match where the light is saved
2023-01-20 15:41:20 -08:00
clayjohn
49bebf2bfb
Sort decals and lights based on camera origin
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Also implement sort_offset for decals
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-01-20 09:58:17 -08:00
clayjohn
faea9f5c10
Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
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in favour of texture hints
2023-01-18 19:52:47 -08:00
clayjohn
c4a8284dec
Flag dirty dependencies when GeometryInstance dependencies change in renderer
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Normally dependencies are only set dirty when changed during culling, but that misses changes that happen in the renderer (like a new shader being set in a material)
2023-01-17 12:39:13 -08:00
clayjohn
eace1276a5
Decompress RA_AS_RG formats on Web platform in GLES3 renderer and disable texture swizzling
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While using compressed formats is allowed, the RA_AS_RG formats need texture swizzling which is not available on web
2023-01-17 10:48:04 -08:00
Rémi Verschelde
226daf9b59
GLES3: Fix canvas shader use of undefined draw_data
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Fixes #71551 .
2023-01-17 13:17:53 +01:00
Rémi Verschelde
59dcf64dd6
Merge pull request #71382 from jainl28patel/sprite2d_flip_normal_map
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fix normal map not flipping in sprite2D
2023-01-17 10:56:44 +01:00
Rémi Verschelde
ac104a69b8
Merge pull request #71309 from BastiaanOlij/improve_renderscaling_options
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Improving communication of scaling settings to renderer implementation
2023-01-14 14:45:02 +01:00
jainl28patel
390f83bf5a
fix normal map not flipping in sprite2D
2023-01-14 11:51:56 +05:30
Yuri Rubinsky
01cddbb12a
Clear material arrays to prevent freeing of invalid texture RID
2023-01-13 23:25:09 +03:00
Bastiaan Olij
478c37deb8
Improving communication of scaling settings to renderer implementation
2023-01-13 12:54:15 +11:00
rsjtdrjgfuzkfg
ebe1123532
OpenGL: Support FORMAT_{ETC2,DXT5}_RA_AS_RG
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This commit adds support for FORMAT_EXT2_RA_AS_RG and
FORMAT_DXT5_RA_AS_RG with OpenGL, fixing VRAM compression with the
normal map option enabled.
2023-01-11 22:58:11 +01:00
clayjohn
f78b492682
Properly map shader language texture hints to sampler hints in GLES3 renderer
2023-01-06 15:52:12 -08:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
clayjohn
062fb8b0dc
Ignore depth draw optimization when using depth draw alpha prepass
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This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2023-01-03 12:33:07 -08:00
Rémi Verschelde
f064898956
Merge pull request #70253 from BastiaanOlij/cleanup_sky_render
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Cleanup and improve sky render
2022-12-23 23:44:02 +01:00
Rémi Verschelde
1cab6c91e9
Merge pull request #69998 from BastiaanOlij/sorting-pivot-4
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Added options for sorting transparent objects (port of PR #63040 )
2022-12-23 09:47:24 +01:00
Bastiaan Olij
e886a7af81
Cleanup and improve sky render
2022-12-23 19:45:19 +11:00
Bastiaan Olij
6f4f38db07
Added options for sorting transparent objects (port of PR 63040)
2022-12-23 19:30:33 +11:00
Rémi Verschelde
2b056115ef
Merge pull request #70091 from clayjohn/bone-aabbs
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Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain
2022-12-17 12:32:32 +01:00
Rémi Verschelde
676f60b0cc
Merge pull request #70132 from clayjohn/RT-update
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Implement render_target_was_used API so that Viewports can properly check if they have been used.
2022-12-17 12:26:51 +01:00
Rémi Verschelde
376290ea86
Merge pull request #70163 from clayjohn/particles-sdf
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Transform sdf xfrom by particle emission transform when particles are in global space
2022-12-17 12:24:51 +01:00
Rémi Verschelde
3b6d697676
Merge pull request #70133 from lyuma/negative_scale_backface
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Flip culling when rendering a camera with negative scale
2022-12-17 12:22:18 +01:00
Rémi Verschelde
13593d8644
Merge pull request #70087 from clayjohn/mesh-aabb
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Cache mesh AABB when modified by skeleton and update instance AABB when skeleton changes
2022-12-17 12:21:01 +01:00
clayjohn
d7ffcd20f2
Implement boot image in OpenGL3 renderer
2022-12-16 13:27:33 -08:00
clayjohn
99a159cd9b
Transform sdf xfrom by particle emission transform when particles are in global space
2022-12-16 11:55:11 -08:00
clayjohn
1b330820bf
Implement render_target_was_used API so that Viewports can properly check if they have been used.
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For the RD renderer, this does not work for Viewports used in scene shaders yet
2022-12-16 09:50:45 -08:00
Lyuma
80dea918c4
Flip culling when rendering a camera with negative scale
2022-12-15 16:12:10 -08:00
Rémi Verschelde
47ef0549ee
Merge pull request #70065 from clayjohn/GLES3-attribs
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Use instanced array buffer instead of UBO for canvas item batching
2022-12-15 18:45:07 +01:00
Yuri Rubinsky
5c83e95103
Merge pull request #70016 from Chaosus/refactor_rd_shader_data
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fixed https://github.com/godotengine/godot/issues/69949
2022-12-15 20:28:26 +03:00
clayjohn
b6a1aa15b1
Use instanced array buffer instead of UBO for canvas item batching
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This simplifies the generated shader code which increases both performance and compile time on low end devices
2022-12-15 08:25:44 -08:00
Rémi Verschelde
346efd29e0
Fix typos with codespell
2022-12-15 12:24:08 +01:00
Yuri Rubinsky
56954485ed
Refactor `ShaderData` & fix the sorting of shader uniforms
2022-12-15 10:02:59 +03:00
clayjohn
ef246d9156
Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain
2022-12-14 19:32:19 -08:00
clayjohn
b7088bbf52
Cache mesh AABB when modified by skeleton and update instance AABB when
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skeleton changes
2022-12-14 18:07:07 -08:00
Rémi Verschelde
465d4c1d95
Merge pull request #70009 from clayjohn/glow-hq
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Remove high quality glow as it is not any higher quality than regular glow
2022-12-13 23:32:15 +01:00
clayjohn
bdd4001ef0
Various fixes and documentation for CanvasGroup
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Properly apply custom materials with CanvasGroups in the GLES3 backend
Properly blur backbuffer when using a partial rect in forward_plus and
gl_compatibility renderers
Properly set fit_margin when clear_margin is set
Fix shader error during backbuffer clear in mobile renderer
2022-12-13 10:22:18 -08:00
clayjohn
5b5cd2b98b
Remove high quality glow as it is not any higher quality than regular glow
2022-12-13 10:15:45 -08:00
Rémi Verschelde
4454498d1e
OpenGL: Fix scene shader error when using Omni or Spot but not both
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Fixes #69886 .
2022-12-11 10:39:39 +01:00
Malcolm Nixon
deb2adf4bd
Invalidate the previous index array after calling glBindVertexArray, as this call clears the GL_ELEMEMT_ARRAY_BUFFER when changing the state.
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Update rasterizer_scene_gles3.cpp
Fix white-space to match godotengine checks.
2022-12-10 10:28:17 -05:00
Rémi Verschelde
60d7525d84
Merge pull request #69735 from clayjohn/Particles2D-sdf
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Detect and report if 2D particles use the screen SDF
2022-12-08 09:52:01 +01:00
Rémi Verschelde
cf093f8e47
Merge pull request #69733 from clayjohn/GLES3-skeleton-leak
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Properly free Skeleton RID in RenderingServer.free()
2022-12-07 22:23:40 +01:00
clayjohn
0a88c68d0a
Detect and report if 2D particles use the screen SDF
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This ensures that the SDF is updated even if not used in a canvas_item shader
2022-12-07 10:03:08 -08:00
clayjohn
1aa61a877a
Properly free Skeleton RID in RenderingServer.free()
2022-12-07 09:35:13 -08:00
Rémi Verschelde
bd290ad566
Merge pull request #69636 from Malcolmnixon/vulkan-mobile-sky-matrix
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Fix mobile renderer sky_transform operations
2022-12-06 15:16:20 +01:00
Malcolm Nixon
0f8a968cd4
Modified the mobile renderer to apply the sky_transform operations in the same order as the forward_plus renderer.
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Update rasterizer_scene_gles3.cpp
Apply sky_transform order fix to the gles3 renderer.
2022-12-06 06:47:50 -05:00
Rémi Verschelde
43e9ca40ff
Merge pull request #65035 from nathanfranke/fix-aabb-mesh
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Fix AABB errors on meshes with bones on multiple surfaces
2022-12-06 12:26:03 +01:00
Rémi Verschelde
8ec9701ad0
Merge pull request #69634 from clayjohn/GLES3-spec
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Clean up specialization constants in OpenGL scene renderer
2022-12-06 11:00:28 +01:00
Rémi Verschelde
d321bae91e
Merge pull request #69633 from clayjohn/GLES3-textures
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Use internal texture name when setting texture uniform location in OpenGL renderer
2022-12-06 11:00:23 +01:00
Rémi Verschelde
09a128761a
Merge pull request #69581 from dsnopek/openxr-opengl-flip-screen
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[opengl] Don't flip render target when blitting it to screen if it wasn't rendered upside down
2022-12-06 10:47:05 +01:00
clayjohn
975a8f9ada
Clean up specialization constants in OpenGL scene renderer
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Also add support for disabling omni and spot lights when not used
2022-12-05 18:10:13 -08:00
clayjohn
ac6b25f33e
Use internal texture name when setting texture uniform location in OpenGL renderer
2022-12-05 18:01:24 -08:00
Rémi Verschelde
0697d6f8cd
Merge pull request #69521 from clayjohn/GLES3-glsl
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Expose emulated *Unorm4x8 glsl functions in non-android builds
2022-12-05 10:13:38 +01:00
clayjohn
7bc11b5fe8
Exposure emulated *Unorm4x8 glsl functions in non-android builds
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Originally these functions were exposed on all GLSL ES 300 devices. However, that causes a build error as Android devices expose the *Unorm4x8 functions despite them not being in the ES 300 spec
2022-12-04 14:05:14 -08:00
Nathan Franke
aef261aa2a
fix aabb errors on meshes with bones on multiple surfaces
2022-12-04 14:40:19 -06:00
David Snopek
5af751bfb7
[opengl] Don't flip render target when blitting it to screen if it wasn't rendered upside down
2022-12-04 14:09:52 -06:00
NumbuhFour
1b09fd5410
Implement CAMERA_VISIBLE_LAYERS as built-in shader variable
2022-12-03 22:41:27 -08:00
Rémi Verschelde
daf168f4c8
Merge pull request #69522 from clayjohn/IBL-black-metal
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Allow black metallic materials to reflect IBL
2022-12-03 12:46:30 +01:00
Rémi Verschelde
29ddbfa19a
Merge pull request #69514 from clayjohn/IBL-roughness
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Properly remap roughness when reading from radiance map
2022-12-03 12:46:25 +01:00
clayjohn
1e05dd3504
Allow black metallic materials to reflect IBL
2022-12-02 19:54:59 -08:00
clayjohn
b2b89d7294
Properly remap roughness when reading from radiance map
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This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
2022-12-02 15:39:20 -08:00
Rémi Verschelde
7ef9947d0e
Merge pull request #68870 from dsnopek/master-webxr-input
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Get WebXR fully working in Godot 4!
2022-12-02 12:24:40 +01:00
David Snopek
310bf39cd3
Get WebXR fully working in Godot 4!
2022-12-01 21:46:30 -06:00
Rémi Verschelde
8177e5d7de
Merge pull request #69325 from clayjohn/GLES3-skeletons
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Add Skeletons and Blend Shapes to the OpenGL renderer
2022-12-01 23:22:42 +01:00
clayjohn
9141984e7e
Enable GLES3 on Android
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Add necessary build flags and switch from using a
GLES2 context to a GLES3 one.
This also enables building for OpenXR
Co-authored-by: m4gr3d <fhuyakou@gmail.com>
Co-authored-by: dsnopek <dsnopek@gmail.com>
2022-11-29 14:18:24 -08:00
clayjohn
f33ffd9ab4
Add Skeletons and Blend Shapes to the OpenGL renderer
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This uses a similar multipass approach to blend shapes
as Godot 3.x, the major difference here is that we
need to convert the normals and tangents to octahedral
for rendering.
Skeletons work the same as the Vulkan renderer except the bones
are stored in a texture as they were in 3.x.
2022-11-29 09:45:03 -08:00
clayjohn
535f1adc8d
Fix drawing of Mesh2D
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The batch was being discarded if no instance buffer was present, but an instance buffer is only needed for MultiMesh and particles.
2022-11-24 13:00:42 -08:00
dzil123
b4437cbaa6
Fix various missing rendering parameter checks
2022-11-22 03:48:32 -08:00
clayjohn
e81a1e5b5a
Expose model_matrix in GLES3 scene fragment shader
2022-11-21 09:56:08 -08:00
Rémi Verschelde
3a43d44656
Merge pull request #68830 from Ayush-singla27/issuebranch
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fixed incorrect mesh normals in shaders
2022-11-20 11:35:52 +01:00
clayjohn
0e5a98cdd8
Fix drawing of 2D skeletons in the RD renderer.
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Also clean up skeleton code in preparation for adding them to GLES3
Properly update Mesh2D AABBs when skeleton is updated
2022-11-18 23:36:40 -08:00
Ayush Singla
75ba0a7957
fixed incorrect mesh normals in shaders
2022-11-19 11:06:03 +05:30
dzil123
8fab25f32f
GLES3 TextureStorage - add missing null checks
2022-11-16 23:31:59 -08:00
Rémi Verschelde
dbf6ff0cb6
Merge pull request #68372 from Riteo/glad2
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Regenerate GL loader code with GLAD 2
2022-11-15 11:56:16 +01:00
Rémi Verschelde
5f78f24b08
Merge pull request #68426 from clayjohn/GLES3-particles
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Add GPUParticles to the OpenGL3 renderer.
2022-11-15 10:28:44 +01:00
Rémi Verschelde
64d7ce2a6e
Merge pull request #68628 from clayjohn/shadows
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Implement is_animated and casts_shadows
2022-11-15 10:27:29 +01:00
clayjohn
9ce57050a5
Add GPUParticles to the OpenGL3 renderer.
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This includes collision (2D SDF, Box, Sphere, Heightmap),
attraction (Box, Sphere), and all sorting modes.
This does not include 3D SDF collisions, trails, or
manual emission.
2022-11-14 23:28:25 -08:00
Riteo
f6397bffb1
Regenerate GL loader code with GLAD 2
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GLAD 1 creates unusable loaders for EGL, while the newly released GLAD 2
does not, so for consistency I thought that it would be a good idea to
uniform things beforehand. While it had some API changes some renames
were all that was needed and everything works like before, at least on
the Wayland branch.
I've kept the structure identical, although this new generator has quite
a few hefty features, such as a single header mode.
I've also added GLAD to `thirdparty/README.md`, but I haven't specified
that in the commit title because it's a very small "fix".
2022-11-14 21:48:01 +01:00
Markus Sauermann
3b14f0334c
Remove redundant Variant-types initializations
2022-11-14 19:35:19 +01:00
Rémi Verschelde
63cded6a85
Merge pull request #61884 from Calinou/alpha-hash-use-opaque-pipeline
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Use opaque rendering pipeline for alpha hash materials
2022-11-14 11:08:35 +01:00
clayjohn
4abf47f407
Implement is_animated and casts_shadows
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This allows the renderer to correctly decide when to update shadow maps
This PR also adds TIME to a few missing places
2022-11-13 14:09:21 -08:00
clayjohn
539b73384f
Implement texture_proxy_update which is needed for AnimatedTexture
2022-11-11 10:05:07 -08:00
Rémi Verschelde
e10f8cbf40
Merge pull request #68186 from pkdawson/expose-texture-rd
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Expose texture_get_rd_texture for scripts
2022-11-11 10:43:57 +01:00
Rémi Verschelde
1691a33eb9
Merge pull request #67374 from MrBlockers/fix-draw-primitive
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Fix draw_primitive ignoring texture argument
2022-11-11 10:43:18 +01:00
Rémi Verschelde
f4c354630a
Merge pull request #68440 from clayjohn/redraw-TIME
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Request redraw in OpenGL3 and mobile renderers when TIME used in shader
2022-11-09 08:58:06 +01:00
clayjohn
a1c3591461
Request redraw in OpenGL3 and mobile renderers when TIME used in shader
2022-11-08 22:52:11 -08:00
David Snopek
23603e409c
Add support for OpenGL to OpenXR
2022-11-08 18:47:11 -06:00
clayjohn
3c1e5003ab
Fix pathological corner case in drawing tileset editor
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Interleaving draw_rect calls with and without a texture forces every rect to
have its own draw call. In this case it meant that there is a draw call for every single
tile in the atlas. This change makes it so the renderer can batch draw calls
which reduced the draw call count by a factor of 512
2022-11-04 13:04:20 -07:00