Rémi Verschelde
eab30316ee
Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-range
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Decrease the default dynamic range in VoxelGIData to 2.0
2022-01-04 17:18:28 +01:00
Rémi Verschelde
3a5a3473be
Merge pull request #54791 from NHodgesVFX/master
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[4.x] add more OpenGL attributes
2022-01-04 16:52:27 +01:00
Yuri Roubinsky
bba9d9be14
Merge pull request #56486 from Chaosus/shader_fix_render_mode
2022-01-04 18:44:11 +03:00
Rémi Verschelde
095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
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Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
Rémi Verschelde
851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold
2022-01-04 15:28:06 +01:00
Rémi Verschelde
ff211c8e5a
Merge pull request #55386 from Calinou/allow-disable-depth-prepass
2022-01-04 15:25:11 +01:00
Yuri Roubinsky
5123ffe4a7
Fix `world_vertex_coords` render mode usage in the shaders
2022-01-04 17:06:12 +03:00
JFonS
e432181dc3
Merge pull request #55418 from Calinou/voxelgi-dynamic-map-use-16-bit-depth
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Use 16-bit depth to improve dynamic VoxelGI performance
2022-01-04 14:17:47 +01:00
Rémi Verschelde
7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI
2022-01-04 10:00:17 +01:00
Rémi Verschelde
34de6d16aa
Merge pull request #54409 from clayjohn/VULKAN-glow-flicker
2022-01-04 09:59:07 +01:00
Rémi Verschelde
370f0a162d
Merge pull request #55424 from Calinou/voxelgi-remove-unused-struct-fields
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Remove unused struct fields in VoxelGIData
2022-01-04 09:50:00 +01:00
Rémi Verschelde
a97889abe4
Merge pull request #55422 from Calinou/gi-shader-remove-unused-define
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Remove unused code in GI shaders
2022-01-04 09:49:42 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
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Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Yuri Roubinsky
fd9c92d4ab
Add a shader warning when the uniform buffer limit is exceeded
2022-01-03 16:24:56 +03:00
Rémi Verschelde
c6c834e745
Merge pull request #56187 from Chaosus/fix_default_texture
2022-01-03 13:08:25 +01:00
Yuri Roubinsky
ab239e9abb
Fix incorrect updating global uniform buffer
2021-12-31 13:31:01 +03:00
Hugo Locurcio
df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
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This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
Yuri Roubinsky
8e5008dfbd
Fix default texture of unassigned sampler with hint_normal
2021-12-23 11:15:46 +03:00
Hugo Locurcio
92e9cca5be
Rename `hint_aniso` to `hint_anisotropy` in the shader language
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The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
Hugo Locurcio
b3174e7af9
Add `RenderingServer.get_video_adapter_type()` method
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This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
Rémi Verschelde
bdf8340e59
Merge pull request #43181 from nathanfranke/string-empty
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Replace String comparisons with "", String() to is_empty()
2021-12-10 08:56:31 +01:00
Rémi Verschelde
f0b5cd51b6
Merge pull request #55714 from Geometror/fix-fog-spotlight
2021-12-09 18:05:17 +01:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Hendrik Brucker
1da732af35
Fix volumetric fog in combination with spotlights
2021-12-08 22:17:09 +01:00
Yuri Roubinsky
76f6c0849c
Make `compile` shader function to use struct instead long parameter list
2021-12-08 11:34:40 +03:00
Hugo Locurcio
c5550108c8
Decrease the default dynamic range in VoxelGIData to 2.0
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This reduces visible banding in indirect lighting and reflections.
Sharp reflections now match more closely the original scene.
The downside of this change is that clipping may appear in reflections
in extremely bright scenes, but this should not be a concern in most
scenes.
2021-12-08 00:28:17 +01:00
Rémi Verschelde
46d384060e
Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive
2021-12-07 14:00:59 +01:00
Hugo Locurcio
89ec3d3bc7
Remove or make verbose some debugging prints
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The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
2021-12-05 23:22:23 +01:00
Yuri Roubinsky
5ba93619fa
Allow using empty statements in the shader, added formatting warning
2021-12-01 11:52:25 +03:00
Hugo Locurcio
36106dba3b
Remove unused struct fields in VoxelGIData
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This reduces the struct size from 112 bytes to 96 bytes.
2021-11-28 23:09:51 +01:00
Hugo Locurcio
0beacf2ce8
Remove unused code in GI shaders
2021-11-28 22:58:54 +01:00
Hugo Locurcio
565f9c0448
Use 16-bit depth to improve dynamic VoxelGI performance
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In a complex scene with several dynamic emissive objects, this
saves over 1 ms of GPU time on a GTX 1080 in 2560×1440.
2021-11-28 18:51:36 +01:00
Hugo Locurcio
989a7d9270
Allow disabling the depth prepass in the Vulkan Clustered backend
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In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
2021-11-27 17:54:45 +01:00
Nathan Franke
dd30253cdc
PackedByteArray, Array slice end exclusive, rename subarray to slice
2021-11-26 22:13:12 -06:00
Yuri Roubinsky
0f1f002e74
Fix `TIME` using in custom functions of particle shader
2021-11-26 19:03:01 +03:00
Rémi Verschelde
4813abc6e7
Merge pull request #55311 from Chaosus/fix_uniform_array
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Fix uniform array alignment to fix a bug
2021-11-26 08:25:14 +01:00
Yuri Roubinsky
43d999e346
Fix uniform array alignment to fix a bug
2021-11-25 23:38:08 +03:00
Hugo Locurcio
c73a51fd55
Remove disabled debug code in ClusterBuilderRD
2021-11-25 20:28:50 +01:00
bruvzg
b7e6e50dd2
[macOS / iOS] Use non atomic operation to store facing bits on MoltenVK.
2021-11-25 12:43:45 +02:00
Rémi Verschelde
547c270777
Merge pull request #51679 from Je06jm/fsr
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AMD FidelityFX Super Resolution
2021-11-24 22:34:48 +01:00
bruvzg
5e0a034524
[macOS / iOS] Use storage buffers instead of unsupported images for the volumetric fog on MoltenVK.
2021-11-24 09:16:16 +02:00
Je06jm
20deb0917d
Implemented AMD's FSR as a computer shader for upscaling 3D scenes
2021-11-23 14:16:03 -07:00
Yuri Roubinsky
f4c0e90fd9
Allow passing non-variable constant to const function param in shaders
2021-11-19 12:14:13 +03:00
jfons
4c4b6620a0
Fix Depth-Prepass transparency mode
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Add mising bits of implementation and ensure depth-prepass objects are
only rendered in the transparency pass.
2021-11-18 12:49:46 +01:00
Rémi Verschelde
c30aa372ca
Merge pull request #55029 from clayjohn/VULKAN-SRGB
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Add SHADER_IS_SRGB define to Vulkan renderer
2021-11-17 08:46:23 +01:00
clayjohn
358820c4b7
Fix SRGB conversions in Vulkan Renderer
2021-11-16 20:56:13 -08:00
Yuri Roubinsky
df3b42411d
Fix broken light_compute in mobile renderer
2021-11-13 17:24:31 +03:00
Brian Semrau
716e15cd26
Fix multimesh still drawing when visible instances is zero
2021-11-12 21:51:14 -05:00
Yuri Roubinsky
826e781bfa
Fix default_texture_param in shader pipeline to support uniform arrays
2021-11-12 12:53:40 +03:00
Yuri Roubinsky
a45ae7b1c7
Fix shader crashing when using `ALBEDO` or `ALPHA` in light function
2021-11-11 11:59:30 +03:00