Commit Graph

2202 Commits

Author SHA1 Message Date
clayjohn eb62c5b27f Revert change to default depth clear value in draw_list_begin 2024-04-17 19:08:22 -07:00
Oxi 1815871b90 Fixed unshaded mode lightmaps 2024-04-17 10:38:54 +01:00
Rémi Verschelde ce13f0c033
Merge pull request #90749 from kleonc/y-sort-branch-root-transform-fix
Fix rendering transform of Y-sorted branch-root
2024-04-17 10:58:58 +02:00
kleonc 983cdb2f54 Fix transform of Y-sorted branch-root 2024-04-16 14:26:47 +02:00
Rémi Verschelde 8901e8776a
Merge pull request #90587 from clayjohn/reversez-shader-warn
Warn users when assigning `VERTEX` directly to `POSITION` due to compatibility breakage from Reverse Z changes
2024-04-16 13:30:47 +02:00
clayjohn 2f83b400a8 Warn users when assigning VERTEX directly to POSITION due to compatibility breakage from reverse z changes 2024-04-12 10:38:35 -07:00
Juan Linietsky 65686dedf9 Use WorkerThreadPool for Server threads
* Servers now use WorkerThreadPool for background computation.
* This helps keep the number of threads used fixed at all times.
* It also ensures everything works on HTML5 with threads.
* And makes it easier to support disabling threads for also HTML5.

CommandQueueMT now syncs with the servers via the WorkerThreadPool
yielding mechanism, which makes its classic main sync semaphore
superfluous.

Also, some warnings about calls that kill performance when using
threaded rendering are removed because there's a mechanism that
warns about that in a more general fashion.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2024-04-10 18:47:42 +02:00
Pedro J. Estébanez c28f5901c7 Polish interaction between windowing, input and rendering
- Adapt GL make/release API to the current architecture.
- Fix DisplayServer being locked while dispatching input (prevent deadlocks).
2024-04-10 18:47:42 +02:00
Rémi Verschelde 5c75fa260f
Merge pull request #90458 from clayjohn/RD-weight-buffer
Clear RIDs of weight buffers when freeing to avoid double free
2024-04-10 14:22:37 +02:00
Rémi Verschelde 258f2705f6
Merge pull request #90440 from Calinou/geometryinstance3d-fix-custom-aabb-assignment
Fix GeometryInstance3D Custom AABB assignment in the editor not working
2024-04-10 14:22:33 +02:00
Rémi Verschelde 50b89e6c56
Merge pull request #89752 from ze2j/fix_false_positive_errors_in_gdshaderinc_files
Fix false positive errors in gdshaderinc files
2024-04-10 14:22:00 +02:00
Rémi Verschelde c59f493620
Merge pull request #89729 from jitspoe/master.shadow_distance_fade_optimization
Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance.
2024-04-10 14:21:56 +02:00
clayjohn bafbde9f4b Clear RIDs of weight buffers when freeing to avoid double free 2024-04-09 17:52:05 -07:00
Hugo Locurcio 084b8d1246
Fix GeometryInstance3D Custom AABB assignment in the editor not working
This also fixes error spam when changing Custom AABB on a MeshInstance3D
that has no Mesh resource assigned yet (which is allowed in the editor).
This avoids pitfalls when assigning a custom AABB in a script when
loading meshes at runtime.
2024-04-09 19:02:43 +02:00
Rémi Verschelde 9cba6ec216
Merge pull request #89491 from thimenesup/compute_dispatch_indirect
Expose bindings to compute dispatch indirect of rendering device
2024-04-09 10:42:22 +02:00
thimenesup 8017c8cf21 Expose bindings to compute dispatch indirect rendering device 2024-04-08 20:46:53 +02:00
jsjtxietian 5a5453bcf2 Fixes `RenderingDevice::get_driver_resource` will crash or give incorrect result with certain resources 2024-04-08 12:31:22 +08:00
Rémi Verschelde c1b2cfdced
Merge pull request #90271 from DarioSamo/pipeline_cache_setting
Add toggle for enabling or disabling RenderingDevice's pipeline cache.
2024-04-06 13:06:47 +02:00
Rémi Verschelde 10d67e590d
Merge pull request #90191 from BastiaanOlij/fix_mobile_canvas_copy
Don't use subpasses when we're using Canvas background mode in Mobile
2024-04-06 13:06:37 +02:00
Dario ecaafa6001 Add toggle for enabling or disabling RenderingDevice's pipeline cache. 2024-04-05 13:14:07 -03:00
Rémi Verschelde b5064a6160
Merge pull request #89714 from lawnjelly/tighter_light_cull_colinear_fix
Tighter shadow culling - fix light colinear to frustum edge
2024-04-05 12:15:53 +02:00
Rémi Verschelde 0c71ba7801
Merge pull request #89880 from dsnopek/openxr-composition-layers-node3d-drs
Add support for OpenXR composition layers
2024-04-04 17:09:07 +02:00
David Snopek 0f2b804059 Add support for OpenXR composition layers
Co-authored-by: Bastiaan Olij <mux213@gmail.com>
2024-04-04 09:20:23 -05:00
Rémi Verschelde 550f5a577f
Merge pull request #90055 from Sauermann/fix-add-tbg-check
Add early return when setting `transparent_bg`
2024-04-04 14:36:54 +02:00
Rémi Verschelde 64c4a53a2c
Merge pull request #89849 from EIREXE/cute_and_funny_decals
Fix decal modulate being passed as srgb instead of as linear color.
2024-04-04 14:31:53 +02:00
Rémi Verschelde a28be933ee
Merge pull request #89398 from clayjohn/visual-debugger-coverage
Increase coverage of timestamps for visual profiler
2024-04-04 14:31:19 +02:00
Rémi Verschelde 69a4ff8996
Merge pull request #88328 from Khasehemwy/reversed-z
Use Reverse Z for the depth buffer
2024-04-04 14:30:53 +02:00
Khasehemwy d950f5f838
Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
Bastiaan Olij 9e9a6fb6d6 Can't use subpasses when we're using Canvas background mode in Mobile 2024-04-04 15:59:11 +11:00
clayjohn ac6c648645 Increase coverage of timestamps for visual profiler 2024-04-03 19:29:02 -07:00
lawnjelly 691854d589 Jitter raster occlusion camera to reduce false positives.
Due to the low resolution of the occlusion buffer, small gaps between occluders can be closed and incorrectly occlude instances which should show through the gaps. To ameliorate this problem, this PR jitters the occlusion buffer over time, making it more likely an instance will be seen through a gap. This is used in conjunction with an occlusion timer per instance, to prevent instances flickering on and off rapidly.
2024-04-03 12:18:45 +01:00
Markus Sauermann d14a84a166 Add early return when setting `transparent_bg`
Fix memory leak on Mac.
2024-03-30 22:33:54 +01:00
Rémi Verschelde 2597f60de1
Merge pull request #88830 from beiller/bugfix/taa_xr_fix
Add fix for TAA passes rendering black meshes on XR
2024-03-26 13:45:10 +01:00
jitspoe a0969a0931 Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance. 2024-03-25 21:25:56 -04:00
Álex Román Núñez 2f0ba1ed3f Fix decal modulate being passed as srgb instead of as linear color. 2024-03-24 14:59:43 +01:00
Rémi Verschelde 70c05f63da
Merge pull request #89531 from sullyscience/fix-resource-leaks
Fix mobile renderer RID leaks
2024-03-24 01:16:48 +01:00
Rémi Verschelde cd4e4c0fcc
Merge pull request #89111 from AThousandShips/vec_use
Use `Vector*` component-wise `min/max/clamp` functions where applicable
2024-03-24 01:14:51 +01:00
Ricardo Buring 2ed2ccc2d8 Fixed Timestep Interpolation (2D)
Adds fixed timestep interpolation to the rendering server (2D only).
Switchable on and off with a project setting (default is off).

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-03-23 12:28:36 +01:00
ze2j 993cd25ff2 Fix false positive errors in gdshaderinc files
These language features are wrongly detected as errors (not supported)
when used in gdshaderinc files:
- instance uniforms
- hint_normal_roughness_texture
- hint_depth_texture

This type of error should only occur when the shader type is not spatial
and not a gdshaderinc file.
2024-03-21 15:46:41 +01:00
lawnjelly 70cd25f3eb Tighter shadow culling - fix light colinear to frustum edge
In rare situations if a light is placed near colinear to a frustum edge, the extra culling plane derived can have an inaccurate normal due to floating point error.
This PR detects colinear triangles, and prevents adding a culling plane in this situation.
2024-03-20 16:47:54 +00:00
A Thousand Ships 79ba22a73f
Use `Vector*` component-wise `min/max/clamp` functions where applicable 2024-03-20 13:47:42 +01:00
David Sullivan dfa326ef55 Fix: Address mobile resource leaks in render
Update render_forward_mobile destructor to include instance buffers.
Update render_scene_buffers_rd cleanup to include weight buffers / blur
textures.
2024-03-15 14:48:12 -04:00
Rémi Verschelde 3e79cdbee2
Merge pull request #89450 from RandomShaper/fix_inside_lights
Fix missed light clusters when inside clipped lights
2024-03-14 22:34:56 +01:00
Rémi Verschelde 453485aede
Merge pull request #89270 from Repiteo/enforce-typename-in-templates
Enforce template syntax `typename` over `class`
2024-03-14 22:34:37 +01:00
Pedro J. Estébanez 605fdb655c Fix missed light clusters when inside clipped lights 2024-03-13 23:38:46 +01:00
Aaron Franke 9e0b38ecd3 Disable XR server when compiling without 3D 2024-03-13 09:02:10 -07:00
Pedro J. Estébanez 49625beac2 Ensure specialization constants come sorted from reflection 2024-03-12 14:42:01 +01:00
Rémi Verschelde f040a351c2
Merge pull request #89381 from aaronfranke/disable-3d
Disable all 3D nodes, physics, and resources when compiling without 3D
2024-03-11 14:02:57 +01:00
Aaron Franke 6aac3e4a16 Disable all 3D nodes, physics, and resources when compiling without 3D 2024-03-11 01:00:55 -07:00
Bastiaan Olij df8ff797b7 Consistantly use USE_MULTIVIEW as the define in shaders 2024-03-11 14:40:00 +11:00