bruvzg
ee3a87caf1
Fix CanvasOcclusionShaderRD format error with double precision build.
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(cherry picked from commit c0a1c5ae61
)
2024-01-25 17:03:56 +01:00
ShirenY
045b1d5990
Transform mesh's AABB to skeleton's space when calculate mesh's bounds.
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(cherry picked from commit 27f71c4e78
)
2024-01-24 15:56:50 +01:00
clayjohn
d2d7261c1e
Set ReflectionProbe frame before mapping id in mobile renderer
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(cherry picked from commit 394edf8288
)
2023-12-07 10:27:05 +01:00
jsjtxietian
b768561154
Fix bad parameter of rendering_method crashes Godot
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Print error and default to forward plus
(cherry picked from commit b6bee1c21e
)
2023-12-07 10:27:03 +01:00
Matias N. Goldberg
a813176bb3
Fix buffer updates going to the wrong cmd buffer if barriers were 0
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From what I could see only SSAO & SSIL were affected when they both
call:
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0,
sizeof(uint32_t), &zero, 0);
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0,
sizeof(uint32_t), &zero, 0);
Also documented what setup_command_buffer & draw_command_buffer are for.
(cherry picked from commit c9ec1f7727
)
2023-12-07 10:27:02 +01:00
Rémi Verschelde
bd74d92ef7
Merge pull request #84957 from BastiaanOlij/fix_msaa2d_when_no_2d
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Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene
2023-11-22 21:56:23 +01:00
clayjohn
e2a5d2bf46
Enable non-multiview advanced shader group whenever advanced shaders are requested
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This is needed because xr_enabled does not guarantee that we won't use the non-multiview variants
2023-11-21 15:16:25 -07:00
Pedro J. Estébanez
5c25fa4c78
Fix potential double-close of draw command label
2023-11-20 18:59:06 +01:00
Bastiaan Olij
47983e30c5
Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene
2023-11-16 13:34:34 +11:00
Bastiaan Olij
b1c4d4e55b
Ensure optional variants are loaded last.
2023-11-15 14:31:25 +11:00
clayjohn
a74cfc2629
Use default samplers in base uniform set when rendering to reflection probes
2023-11-07 17:46:05 +01:00
clayjohn
d1043a5f93
Enhance checks and user experience around tangents.
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Ensure `ensure_tangents` option actually creates tangent array. Even if it is just a dummy array.
Allow mesh to generate its own tangents when using compression. This allows users to compress meshes without tangents.
Warn users if they are trying to read from tangents without providing tangents.
2023-11-01 22:40:42 +01:00
Bastiaan Olij
e3b8af723e
Fix cubemap downsampler logic
2023-10-31 10:36:42 +11:00
clayjohn
57ba7ded87
Fix bug with alpha to coverage by enabling depth discard when using alpha to coverage
2023-10-30 23:07:30 +01:00
Rémi Verschelde
2dafd06114
Merge pull request #83906 from clayjohn/GL-vertex-padding
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Add padding to normal attribute in Compatibility renderer to match the RD renderers
2023-10-26 16:00:56 +02:00
Rémi Verschelde
815b24d280
Merge pull request #83491 from jsjtxietian/pass-screen-size-when-render-shadow
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Pass viewport size to shadow pass instead of using Vector2i(1,1)
2023-10-26 12:09:21 +02:00
jsjtxietian
26d32554bd
Pass viewport size to shadow pass instead of using vector2i(1,1)
2023-10-26 15:25:22 +08:00
Rémi Verschelde
4cc8f0f36d
Merge pull request #83649 from BastiaanOlij/no_2d_stereo
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Skip 2D rendering if stereo enabled and fix couple of MSAA issues
2023-10-25 10:29:09 +02:00
Rémi Verschelde
f021d33940
Merge pull request #81167 from bitsawer/fix_sdfgi_editor_change
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Reset SDFGI when changing editor scene tabs
2023-10-25 10:27:03 +02:00
clayjohn
a88e519f18
Add padding to normal attribute in Compatibility renderer to match the RD renderers
2023-10-24 22:32:34 +02:00
Rémi Verschelde
261fe7ce6a
Merge pull request #83704 from clayjohn/misc-mesh-fixes
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Some more fixes for compressed meshes
2023-10-24 10:54:23 +02:00
Rémi Verschelde
64f80295e5
Merge pull request #83199 from Repiteo/texture-storage-default-scale
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Fix `TextureStorage` not assigning default scale
2023-10-24 10:53:56 +02:00
clayjohn
8f9cd4e1e3
Some more fixes for compressed meshes
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This cleans up a few more cases of uint32_t->uint64_t
Importantly this fixes an edge case in the axis-angle compression by
using the pre-existing Basis methods instead
2023-10-24 09:38:12 +02:00
Rémi Verschelde
50d17f6b8c
Merge pull request #83613 from clayjohn/surface_upgrade_tool
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Add an editor tool to automatically upgrade and re-save meshes
2023-10-24 00:10:37 +02:00
clayjohn
318ef8461f
Implementation of tool to automatically upgrade and re-save meshes
2023-10-23 22:39:48 +02:00
Rémi Verschelde
17aa5c5170
Merge pull request #83780 from jsjtxietian/prevent-null-variant-crash
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Prevent `_allocate_placeholders` crash if `p_version->variants` is null
2023-10-23 12:42:04 +02:00
Rémi Verschelde
814de86494
Merge pull request #83493 from clayjohn/light-pair-bug
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Ensure that only visible paired lights are used
2023-10-23 12:40:07 +02:00
jsjtxietian
5f85a042b6
Prevent _allocate_placeholders
crash if p_version->variants
is null
2023-10-22 23:19:00 +08:00
Hugo Locurcio
0012478ecb
Add property hint for 2D shadow size project setting
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Previously, it was possible to use zero or negative values, which are
invalid.
This also prevents crashing the engine by setting a shadow size of
0 or lower from a script.
2023-10-22 00:28:19 +02:00
Rémi Verschelde
2a995c09ac
Merge pull request #83639 from stoofin/frustum-buffer-size
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Fix shadow map debug visualization camera frustum index buffer size
2023-10-20 15:12:34 +02:00
Bastiaan Olij
425e943576
Skip 2D rendering if stereo enabled and fix MSAA2D with 3D issue.
2023-10-20 14:02:55 +11:00
stoofin
1a2b66d4fc
Fix shadow debug frustum index buffer size
2023-10-19 13:48:11 -07:00
Dario
4890e96556
Add an extra backbuffer color texture that can be used when an upscaler is in use.
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Fixes issue #83152 . Due to how BLUR_0 is reused for multiple purposes and requires being at native resolution for some post-processing effects to work, FSR2 will use an alternate texture at internal size to use as the screen texture read by shaders instead. The rendering pipeline will prefer using this texture if it exists.
2023-10-17 13:36:27 -03:00
Clay
623a050269
Ensure that only visible paired lights are used
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This is a longstanding issue in both the Mobile and GL Compatibility renderer.
Meshes pair with all lights that touch them, and then at draw time, we send all paired lights indices to the shader (even if that light isn't visible). The problem is that non-visible lights aren't uploaded to the GPU and don't have an index. So we end up using a bogus index
2023-10-17 13:02:46 +02:00
bitsawer
f0a178cbdb
Fix Mobile renderer shader instance uniform access
2023-10-15 18:09:54 +03:00
Thaddeus Crews
9ee41c707e
Fix texture storage not assigning default scale
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• Print errors if an invalid value is passed
2023-10-12 12:02:24 -05:00
Rémi Verschelde
b1371806ad
Merge pull request #82431 from bitsawer/fix_gpuparticles_free
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Fix errors when freeing GPUParticles
2023-10-12 00:22:33 +02:00
Rémi Verschelde
09b92a144d
Merge pull request #79921 from mandryskowski/ssr_transparency
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Make Fresnel darken SSR instead of blending with specular
2023-10-11 22:37:02 +02:00
mandryskowski
5b2e54c17b
Fresnel should darken the SSR reflections instead of blending them with specular light.
2023-10-11 18:58:22 +01:00
Rémi Verschelde
4b7cc99bc1
Merge pull request #79169 from reduz/debug-canvas-item-redraw
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Debug CanvasItem redraw
2023-10-11 08:40:05 +02:00
Rémi Verschelde
55282ddc10
Merge pull request #79527 from QbieShay/qbe/particles-rework
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Particle internal refactor and additions for more artistic control
2023-10-10 22:48:50 +02:00
QbieShay
c228fe1a0d
Particle internal refactor and additions for more artistic control
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-10-10 20:03:35 +02:00
Rémi Verschelde
a1d7c62df7
Merge pull request #83003 from AThousandShips/null_check_extra
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Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-10-09 15:37:14 +02:00
A Thousand Ships
f18aa00e85
Replace ERR_FAIL_COND
with ERR_FAIL_NULL
where applicable
2023-10-08 17:23:33 +02:00
A Thousand Ships
034c0f1624
Replace sanity
with safety
for checks
2023-10-08 16:22:24 +02:00
Rémi Verschelde
c05f521e16
Merge pull request #82892 from clayjohn/tangent-binormal-transform
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Only perform modelview transform on tangent and binormal when vertex shader is in local space
2023-10-06 12:53:05 +02:00
clayjohn
af1d81d95a
Only perform modelview transform on tangent and binormal when vertex shader is in local space
2023-10-05 22:08:36 -06:00
clayjohn
04846c1d6d
Avoid default fallback material when using world_vertex_coords
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This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00
Rémi Verschelde
d351d40e29
Merge pull request #82877 from tomissj2/master
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Fog shader: Fix undeclared identifier `global_variables`
2023-10-05 22:51:48 +02:00
Rémi Verschelde
950139e489
Merge pull request #82546 from viksl/volumetric-fog-spot-light-artifacts
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Fix cluster artifacts and negative light
2023-10-05 22:50:12 +02:00