Convert method signature parameters to const where it is possible
# Conflicts:
# drivers/gles3/rasterizer_canvas_gles3.cpp
# drivers/gles3/rasterizer_canvas_gles3.h
# editor/plugins/animation_state_machine_editor.cpp
# editor/plugins/animation_state_machine_editor.h
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask.
The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass.
This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used.
Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future.
3 options are available:
- Light and Sky (default)
- Light Only (new)
- Sky Only (equivalent to `use_in_sky_only = true`)
Co-authored by: clayjohn <claynjohn@gmail.com>
This has been superseded by GDExtension so this code is no longer useful
nor usable.
There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
* Changed syntax usage for RD::Uniform to create faster with a single RID
* Converted render pass setup to use this in clustered renderer to test.
This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
This can be used to fade lights and their shadows in the distance,
similar to Decal nodes. This can bring significant performance
improvements, especially for lights with shadows enabled and when
using higher-than-default shadow quality settings.
While lights can be smoothly faded out over distance, shadows are
currently "all or nothing" since per-light shadow color is no longer
customizable in the Vulkan renderer. This may result in noticeable
pop-in when leaving the shadow cutoff distance, but depending on the
scene, it may not always be that noticeable.
This updates VMA and instead of using the custom small pool approach from 4e6c9d3ae9, lazily creates pools for the relevant memory type indices, which doesn't require patching VMA.
Also, patches already merged upstream or not needed any longer are removed.
* Adds optional vec4 USERDATA1 .. USERDATA6 to particles, allowing to store custom data.
* This data is allocated on demand, so shaders that do not use it do not cost more.