godot/drivers
lawnjelly a4bd66f854 GLES2 Batching - prevent baking on VERTEX use in a shader
Using the operator += in a shader is classified as an 'assign', and so is classified as a write rather than a read. This means that we need to prevent vertex baking on either a write or read (i.e. on usage), rather than just on reads.
2020-06-19 09:42:04 +01:00
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alsa SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
alsamidi SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
coreaudio SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
coremidi SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
dummy SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
gl_context SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
gles2 GLES2 Batching - prevent baking on VERTEX use in a shader 2020-06-19 09:42:04 +01:00
gles3 Fix wrong internal format for half-float textures 2020-06-15 13:03:13 +02:00
png SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
pulseaudio SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
unix SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
wasapi SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
windows SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
winmidi SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
xaudio2 SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
SCsub SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
register_driver_types.cpp Update copyright statements to 2020 2020-01-01 11:16:22 +01:00
register_driver_types.h Update copyright statements to 2020 2020-01-01 11:16:22 +01:00