Commit Graph

1667 Commits

Author SHA1 Message Date
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 d5838a06fa
Merge pull request #71709 from clayjohn/decals-lights-sorting
Sort decals and lights based on camera origin
2023-01-20 23:57:55 +01:00
Rémi Verschelde de3514b9ab
Merge pull request #71705 from clayjohn/RD-surface-free
Add mutex when adding geometry instances to the dirty list in the Forward Clustered renderer
2023-01-20 23:57:26 +01:00
clayjohn 921f99f9e3 Decrement texture_binding count when using screen textures 2023-01-20 12:48:13 -08:00
clayjohn a804556ab9 Add mutex when adding geometry instances to the dirty list in the Forward Clustered renderer 2023-01-20 10:34:19 -08:00
clayjohn 49bebf2bfb Sort decals and lights based on camera origin
Also implement sort_offset for decals

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-01-20 09:58:17 -08:00
Rémi Verschelde 9fc40123ab
Merge pull request #71679 from kleonc/draw_polyline_line_strip
`CanvasItem::draw_polyline` Support thin polylines drawn using line strip
2023-01-20 08:48:56 +01:00
clayjohn 2ccc69cd7d Use proper space for forward GI reflections 2023-01-19 12:58:59 -08:00
kleonc 728c51e362 CanvasItem::draw_polyline Support thin polylines drawn using line strip 2023-01-19 21:08:25 +01:00
bitsawer 6f57aae0ab Fix shader preprocessor memory leak 2023-01-19 22:06:59 +02:00
clayjohn faea9f5c10 Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
in favour of texture hints
2023-01-18 19:52:47 -08:00
kleonc 43fc483e6c CanvasItem::draw_arc Clamp angle difference so arc won't overlap itself 2023-01-18 15:16:22 +01:00
clayjohn b2a31a3bbf Remove light from dynamic light list when removing scenario 2023-01-17 14:33:15 -08:00
clayjohn c4a8284dec Flag dirty dependencies when GeometryInstance dependencies change in renderer
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
Rémi Verschelde 9cf0ffe1fa
Merge pull request #71524 from clayjohn/MOBILE-TAA
Warn when trying to enable TAA from mobile or gl_compatibility backend
2023-01-17 11:06:46 +01:00
Rémi Verschelde 59dcf64dd6
Merge pull request #71382 from jainl28patel/sprite2d_flip_normal_map
fix normal map not flipping in sprite2D
2023-01-17 10:56:44 +01:00
Rémi Verschelde e1e30f9fc7
Merge pull request #71520 from conradhappeliv/fix-71480
Fix GPUParticles2D not recomputing transforms each frame
2023-01-17 10:14:32 +01:00
Conrad H. Appel, IV ad6dd38795 Fix GPUParticles2D not recomputing transforms each frame 2023-01-16 14:10:58 -08:00
clayjohn 71ed83d301 Warn when trying to enable TAA from mobile or gl_compatibility backend
TAA should only be enabled from the forward_plus renderer for now
2023-01-16 13:32:40 -08:00
Rémi Verschelde 0ddd9c3e8f
Merge pull request #71526 from clayjohn/RD-sun-scatter
Properly initialize directional_light_count in RD sky shaders
2023-01-16 22:30:54 +01:00
Rémi Verschelde 2156250471
Merge pull request #62236 from MinusKube/master
Fix polyline not supporting closed polygons and not having a uniform width
2023-01-16 22:13:07 +01:00
clayjohn 8b3db6e9ce Properly initialize directional_light_count in RD sky shaders 2023-01-16 13:05:52 -08:00
MinusKube 01af885e69 Fix draw_polyline not supporting closed polygons and not having a uniform offset 2023-01-16 20:27:30 +01:00
Danil Alexeev a8cbb6245b
Fix scaling issue in `draw_line` and similar methods 2023-01-16 12:49:58 +03:00
Raul Santos 7560340ef6
Rename `center` method to `get_center` in Plane. 2023-01-15 17:18:50 +01:00
Rémi Verschelde ac104a69b8
Merge pull request #71309 from BastiaanOlij/improve_renderscaling_options
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
Rémi Verschelde a51ca2beaf
Merge pull request #71346 from Chaosus/material_fix_freezing
Clear material arrays to prevent freeing of invalid texture RID
2023-01-14 00:44:18 +01:00
clayjohn ccaebcd5e0 Avoid crashing when custom GLSL shaders are imported when using the gl_compatibility renderer 2023-01-13 12:53:19 -08:00
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
clayjohn 131036a5ef Only setup depth framebuffer properties when not rendering ReflectionProbes 2023-01-12 16:19:12 -08:00
Pedro J. Estébanez d0e37cd04c Add framework for avoidance of color flash in new windows 2023-01-12 21:42:51 +01:00
Rémi Verschelde 1f171ff18b
Merge pull request #71261 from clayjohn/RD-alpha-aa
Take alpha antialising options into account when setting up materials
2023-01-12 08:19:16 +01:00
clayjohn 0ae567b00a Take alpha antialising options into account when setting up materials
This restores the functionality of the alpha antialising options
2023-01-11 21:29:36 -08:00
Rémi Verschelde 0abd60b953
Merge pull request #71130 from clayjohn/RD-normal-roughness
Fix multiple issues that make the normal roughness texture unusable
2023-01-12 01:01:24 +01:00
Rémi Verschelde 201673ecd8
Merge pull request #71124 from clayjohn/forward-prepass
Only disable depth writing in opaque pipelines
2023-01-12 00:55:10 +01:00
Rémi Verschelde 8cb63cdd55
Merge pull request #70475 from BastiaanOlij/cleanup_luminance
Move luminance effect into its own class and use new buffers system
2023-01-11 01:10:37 +01:00
clayjohn 89766848de Fix multiple issues that make the normal roughness texture unusable 2023-01-09 11:56:36 -08:00
clayjohn e5abca4990 Only disable depth writing in opaque pipelines
This restores the behaviour of the visibility fade
2023-01-09 09:45:43 -08:00
Pedro J. Estébanez 5ca2ba45f1 Make inclusion of Godot version in shader hash universal 2023-01-09 17:47:02 +01:00
Bastiaan Olij 9b549231e4 Move luminance effect into its own class and use new buffers system 2023-01-07 14:40:42 +11:00
EpEpDragon 36d02882b9 Added optional offset and size parameter to RenderDevice buffer_get_data method 2023-01-06 17:08:37 +02:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
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
Rémi Verschelde a5e43daca1
Merge pull request #70929 from clayjohn/RD-mobile
Use proper indices for lights, decals, and reflection probes in mobile scene shader
2023-01-05 12:57:46 +01:00
Rémi Verschelde 0668b64c32
Merge pull request #70924 from clayjohn/canvas-bg-bugs
Always try to clear render target before drawing 3D with Canvas BG mode
2023-01-05 12:57:39 +01:00
clayjohn aaa9d626f3 Use proper indices for lights, decals, and reflection probes in mobile scene shader 2023-01-04 14:03:48 -08:00
clayjohn 72bc7e5a9d Always try to clear render target before drawing 3D with Canvas BG mode
This is necessary to ensure that we aren't copying garbage data to the 3D renderbuffer
2023-01-03 15:46:03 -08:00
Rémi Verschelde 0160fea1ce
Merge pull request #70884 from clayjohn/Depth-prepass
Ignore depth draw optimization when using depth draw alpha prepass
2023-01-03 23:23:29 +01:00
Rémi Verschelde 698ee56e54
Merge pull request #70638 from markusneg/cull-masked-shadows-gd4
Visual instance layers are regarded during shadow culling
2023-01-03 23:22:31 +01:00
clayjohn 062fb8b0dc Ignore depth draw optimization when using depth draw alpha prepass
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
Adam Scott ea33001b95 Add safety-checks before some servers `free()` 2022-12-29 16:23:38 -05:00
Markus Grafen 041b64ea7e visual instance layers are regarded during shadow culling
Partially cherry-picked from 16517ecb. Todos:
- setting Camera cull_mask should mark affected shadows dirty somehow
2022-12-27 18:43:53 +01:00
Bastiaan Olij 8bf16b0ce5 Fix errors related to reflection probe now using a render buffers object 2022-12-26 22:23:22 +11:00
Rémi Verschelde f064898956
Merge pull request #70253 from BastiaanOlij/cleanup_sky_render
Cleanup and improve sky render
2022-12-23 23:44:02 +01:00
Rémi Verschelde d8a0382e3f
Merge pull request #70476 from BastiaanOlij/move_sdfgi_init
Move SDFGI update logic into clustered renderer
2022-12-23 23:43:56 +01:00
Rémi Verschelde 2e07477751
Merge pull request #70214 from Ansraer/speed-maybe
[4.x] Use depth prepass to increase opaque render performance
2022-12-23 23:43:50 +01:00
Ansraer d44a91c2f7 use depth prepass to increase performance 2022-12-23 17:15:46 +01:00
Bastiaan Olij 65ca9e6924 Move SDFGI update logic into clustered renderer 2022-12-24 00:00:11 +11:00
Rémi Verschelde 1cab6c91e9
Merge pull request #69998 from BastiaanOlij/sorting-pivot-4
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 56b828eb82
Merge pull request #70457 from clayjohn/RD-particles-update
Avoid updating particles during 2D rendering
2022-12-23 09:11:58 +01:00
Rémi Verschelde 13850d7812
Merge pull request #70455 from clayjohn/RD-particle-trail
Check for disabled particle trail particle before initializing particle trail
2022-12-23 09:11:48 +01:00
Yuri Rubinsky f28348fc5c Fix shader crash when using boolean type for vertex->fragment varyings 2022-12-23 07:47:49 +03:00
clayjohn 41021b07be Avoid updating particles during 2D rendering
In 2D the particle uniform set isn't obtained until the render pass. So in 2D just avoid rendering if not updated yet.
2022-12-22 12:04:34 -07:00
clayjohn 4d301ee21e Check for disabled particle trail particle before initializing particle trail 2022-12-22 11:30:59 -07:00
Rémi Verschelde 291add339f
Merge pull request #70422 from clayjohn/RD-trails
Disable particle trails particles when parent parent is not active.
2022-12-21 23:38:04 +01:00
clayjohn eb10c71d6c Disable particle trails particles when parent parent is not active. 2022-12-21 15:19:57 -07:00
Rémi Verschelde 29464cb9dc
Merge pull request #70418 from clayjohn/RD-particles
Ensure that particles are processed at least once before being used
2022-12-21 22:46:30 +01:00
clayjohn 886cae515c Ensure that particles are processed at least once before being used 2022-12-21 14:06:05 -07:00
Rémi Verschelde 63f95c0e58
Merge pull request #70366 from quentinguidee/refactoring/fix-double-get-singleton
Fix double get_singleton()
2022-12-21 09:27:02 +01:00
Quentin Guidée d9c05f7fbd
Fix double get_singleton()
Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
2022-12-20 14:26:15 -05:00
Yuri Rubinsky 522d4243bf Add missing != operator to `StringName` 2022-12-20 17:25:54 +03:00
Rémi Verschelde f318d60e06
Merge pull request #65376 from reduz/astc-support
Implement basic ASTC support
2022-12-20 12:44:30 +01:00
Juan Linietsky 71d21c7ccb Implement basic ASTC support
Implements basic ASTC support:
* Only 4x4 and 8x8 block sizes.
* Other block sizes are too complex to handle for Godot image compression handling. May be implemented sometime in the future.

The need for ASTC is mostly for the following use cases:
* Implement a high quality compression option for textures on mobile and M1 Apple hardware.
* For this, the 4x4 is sufficient, since it uses the same size as BPTC.

ASTC supports a lot of block sizes, but the benefit of supporting most of them is slim, while the implementation complexity in Godot is very high.
Supporting only 4x4 (and 8x8) solves the real problem, which is lack of a BPTC alternative on hardware where it's missing.

Note: This does not yet support encoding on import, an ASTC encoder will need to be added.
2022-12-20 11:26:30 +01:00
Rémi Verschelde 1dad415131
Merge pull request #70300 from RandomShaper/depth_format
Ensure depth buffer format picked actually supports full intended usage
2022-12-19 17:11:24 +01:00
Rémi Verschelde adc1096b19
Merge pull request #70219 from bruvzg/msdf_outline_scaling
Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior.
2022-12-19 16:26:56 +01:00
Pedro J. Estébanez d8283550e6 Ensure depth buffer format picked actually supports full intended usage 2022-12-19 16:23:33 +01:00
Quentin Guidée e0f1e02cc7
Fix use of comma instead of semicolon
Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
2022-12-17 20:17:04 -05:00
bruvzg 20d9457f9d
Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior. 2022-12-17 22:47:54 +02:00
Rémi Verschelde 2b056115ef
Merge pull request #70091 from clayjohn/bone-aabbs
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
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
Transform sdf xfrom by particle emission transform when particles are in global space
2022-12-17 12:24:51 +01:00
Rémi Verschelde 740e5a6404
Merge pull request #70172 from clayjohn/RD-boot-filter
Enable using filtering on boot image in RD renderer
2022-12-17 12:24:24 +01:00
Rémi Verschelde 3b6d697676
Merge pull request #70133 from lyuma/negative_scale_backface
Flip culling when rendering a camera with negative scale
2022-12-17 12:22:18 +01:00
Rémi Verschelde 2b2c372dbc
Merge pull request #70122 from clayjohn/VRS-r8uint
Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported
2022-12-17 12:22:03 +01:00
Rémi Verschelde 13593d8644
Merge pull request #70087 from clayjohn/mesh-aabb
Cache mesh AABB when modified by skeleton and update instance AABB when skeleton changes
2022-12-17 12:21:01 +01:00
clayjohn 669a87bd89 Enable using filtering on boot image in RD renderer 2022-12-16 13:42:03 -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 5e90b90a97 Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported 2022-12-16 09:53:12 -08:00
clayjohn 1b330820bf Implement render_target_was_used API so that Viewports can properly check if they have been used.
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
Yuri Rubinsky 5c83e95103
Merge pull request #70016 from Chaosus/refactor_rd_shader_data
fixed https://github.com/godotengine/godot/issues/69949
2022-12-15 20:28:26 +03:00
Yuri Rubinsky 807632a90c Changed `STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT` type to enum flags 2022-12-15 14:10:37 +03:00
Rémi Verschelde 762c6d4b36
Merge pull request #69709 from RandomShaper/refactor_spirv_reflection
Refactor SPIR-V reflection into a generic RenderingDevice feature
2022-12-15 09:21:35 +01:00
Rémi Verschelde a194984e96
Merge pull request #70068 from clayjohn/mobile-lights
Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFF
2022-12-15 09:20:44 +01:00
Rémi Verschelde e1bcadd12d
Merge pull request #56804 from Calinou/ssr-add-max-roughness-cutoff
Add maximum roughness cutoff to SSR to improve performance
2022-12-15 09:20:29 +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
skeleton changes
2022-12-14 18:07:07 -08:00
clayjohn 7b0dd7a3e6 Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFF 2022-12-14 15:20:54 -08:00
Rémi Verschelde 465d4c1d95
Merge pull request #70009 from clayjohn/glow-hq
Remove high quality glow as it is not any higher quality than regular glow
2022-12-13 23:32:15 +01:00
Rémi Verschelde fc517e6c89
Merge pull request #70003 from clayjohn/GLES3-cc
Various fixes and documentation for CanvasGroup
2022-12-13 23:31:43 +01:00
clayjohn bdd4001ef0 Various fixes and documentation for CanvasGroup
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 83281e7a42
Merge pull request #69985 from clayjohn/mobile-rim
Ensure that rim lighting uses an exponent base greater than zero
2022-12-13 10:12:00 +01:00
Rémi Verschelde 4bfd21b515
Merge pull request #69828 from clayjohn/SSR-roughness
Fade out SSR with roughness so that it doesn't show at high roughness amounts
2022-12-13 10:10:56 +01:00
clayjohn a062798b76 Ensure that rim lighting uses a exponent base greater than zero
This avoids the undefined behavior that happens if the base is zero and the exponent is zero
2022-12-12 13:41:28 -08:00
Fabio Iotti c53c687962
Fix screen texture slightly darker 2022-12-12 21:17:36 +01:00
Pedro J. Estébanez 14e301467e Refactor SPIR-V reflection into a generic RenderingDevice feature 2022-12-12 14:14:53 +01:00
Yuri Rubinsky 6e48db69a3 Changed `RD::PipelineDynamicStateFlags` type to enum flags 2022-12-11 15:37:35 +03:00
Hugo Locurcio 7745bd42a6
Add maximum roughness cutoff to SSR to improve performance
In a test scene with mixed rough and non-rough materials, this saves
upwards of 0.15 ms of GPU time with very little visual artifacting
(GTX 1080, 2560×1440).
2022-12-10 17:35:18 +01:00
clayjohn e6f8c8517c Fade out SSR with roughness so that it doesn't show at high roughness amounts 2022-12-09 12:59:51 -08:00
Rémi Verschelde 60d7525d84
Merge pull request #69735 from clayjohn/Particles2D-sdf
Detect and report if 2D particles use the screen SDF
2022-12-08 09:52:01 +01:00
clayjohn 0a88c68d0a Detect and report if 2D particles use the screen SDF
This ensures that the SDF is updated even if not used in a canvas_item shader
2022-12-07 10:03:08 -08:00
Lily Garcia e328a0bcf8
Check if VRS is supported on creating VRS object 2022-12-07 13:00:13 +01:00
Rémi Verschelde bd290ad566
Merge pull request #69636 from Malcolmnixon/vulkan-mobile-sky-matrix
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.
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
Fix AABB errors on meshes with bones on multiple surfaces
2022-12-06 12:26:03 +01:00
Yaohua Xiong 9bdc0cb16f draw fish bones for Path2D and Path3D
These fish bones are add to indicate the direction and local transforms alone the path.
2022-12-05 15:39:14 +08:00
Nathan Franke aef261aa2a
fix aabb errors on meshes with bones on multiple surfaces 2022-12-04 14:40:19 -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
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
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
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
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 1bd7b0b269
Merge pull request #69430 from Rindbee/fix-clip-contents
Fix child nodes still being drawn when the visible area of a control with `clip_contents` enabled is `0`
2022-12-01 23:55:18 +01:00
Rindbee 7129718dc5 Fix child nodes still being drawn when the visible area of a control with `clip_contents` enabled is `0` 2022-12-01 19:47:33 +08:00
clayjohn f33ffd9ab4 Add Skeletons and Blend Shapes to the OpenGL renderer
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
Yuri Rubinsky 5934eef44c Changed `RenderingDevice::TextureUsageBits` type to enum flags 2022-11-26 13:08:07 +03:00
Rémi Verschelde 5d20dccade
Add MAKE_RESOURCE_TYPE_HINT macro to simplify binding arrays of resources 2022-11-24 14:06:00 +01:00
Rémi Verschelde 714b978044
Merge pull request #69005 from akien-mga/shaderlang-sampler-uniforms-array-type
Shader: Set proper resource type hints for sampler uniforms
2022-11-23 08:33:05 +01:00
Markus Sauermann 75d56f4201 Fix parameters for hash_murmur3_one_32
In multiple locations in the codebase hash_murmur3_one_32 is used for
generating hash values.

Whenever a sequence of multiple hash-calculation happens within a single
function, the previous hash value is always used as input in the following
hash-calculations. The only exception is get_cache_multipass, where currently the previous
hash value is overridden without utilizing it.
This patch corrects that.
2022-11-22 19:46:54 +01:00
Rémi Verschelde cb1826deae
Shader: Set proper resource type hints for sampler uniforms
Supersedes #64383.
2022-11-22 15:38:52 +01:00
dzil123 b4437cbaa6 Fix various missing rendering parameter checks 2022-11-22 03:48:32 -08:00
Rémi Verschelde e7418cac3d
Merge pull request #68942 from Chaosus/barrier_mask_flags
Expose `BarrierMask` as flags enum in `RenderingDevice`
2022-11-22 08:31:12 +01:00
Yuri Rubinsky acaf38cfbc Expose `BarrierMask` as flags enum in `RenderingDevice` 2022-11-22 09:45:20 +03:00
Rémi Verschelde a9a75e643e
Merge pull request #68527 from pkdawson/vertex-array-offsets
Add `offsets` parameter to RenderingDevice::vertex_array_create
2022-11-21 11:43:28 +01:00
Markus Sauermann 28af870750 Code simplifications found by cppcheck
They are based on:
- Boolean arithmetic simplifications
- setting variables that are not accessed
- constant variables
2022-11-21 08:43:36 +01:00
Rémi Verschelde 137327812b
Merge pull request #68876 from dzil123/renderdummy_texture_replace_null_check
RenderDummy::TextureStorage::texture_replace add missing null check
2022-11-20 11:36:04 +01:00
Rémi Verschelde 3a43d44656
Merge pull request #68830 from Ayush-singla27/issuebranch
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.
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
dzil123 8000751d90 RenderDummy::TextureStorage::texture_replace add missing null check 2022-11-18 22:03:46 -08:00
Ayush Singla 75ba0a7957 fixed incorrect mesh normals in shaders 2022-11-19 11:06:03 +05:30
Rémi Verschelde 58cb11b396
Merge pull request #68710 from BastiaanOlij/fix_vrs
Fix VRS issues
2022-11-18 16:19:22 +01:00
Yuri Rubinsky e8f9cd8ac5
Merge pull request #68808 from CherrySodaPop/global-instance-uniform 2022-11-18 09:49:49 +03:00
Lily Garcia 0683bc3783 Fix global uniforms parsed as instance uniform 2022-11-17 17:18:20 -05:00