godot/drivers/gles3
clayjohn 5b213dcd26 Use GL_COLOR_ATTACHMENT in depth prepass when using Multiview.
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
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effects [Core] Add scalar versions of Vector* min/max/clamp/snap(ped) 2024-05-02 10:31:13 +02:00
environment Merge pull request #81167 from bitsawer/fix_sdfgi_editor_change 2023-10-25 10:27:03 +02:00
shaders Remove unused flag and code 2024-06-20 13:50:20 +10:00
storage Remove warning when project setting requests a larger global shader uniform buffer than the hardware supports. 2024-06-28 10:38:18 +02:00
rasterizer_canvas_gles3.cpp Make query for GL_MAX_VIEWPORT_DIMS compatible with web exports 2024-06-14 01:53:12 +02:00
rasterizer_canvas_gles3.h Remove unused flag and code 2024-06-20 13:50:20 +10:00
rasterizer_gles3.cpp Disable *glGetProcAddress() on the web 2024-06-24 10:57:22 -05:00
rasterizer_gles3.h Fix Adreno 3xx compatibility for devices with newer driver versions 2024-06-11 23:23:51 +02:00
rasterizer_scene_gles3.cpp Use GL_COLOR_ATTACHMENT in depth prepass when using Multiview. 2024-07-08 12:52:20 -07:00
rasterizer_scene_gles3.h Add more validation to UBO size and alignment in Compatibility renderer 2024-06-14 12:56:29 -07:00
SCsub Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
shader_gles3.cpp Make query for GL_MAX_VIEWPORT_DIMS compatible with web exports 2024-06-14 01:53:12 +02:00
shader_gles3.h Make query for GL_MAX_VIEWPORT_DIMS compatible with web exports 2024-06-14 01:53:12 +02:00