Selecting "Generate AABB" on a 3D particle node in the editor would not work
and printed an error about incorrect buffer size if the particle shader used
one or more of the USERDATA build-ins.
- Supporting custom AABB on the MultiMesh resource itself allows us to prevent costly runtime AABB recalculations.
- Should also help improve CPU Particle performance.
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
A new `Math::division_round_up()` function was added, allowing for easy
and correct computation of integer divisions when the result needs to
be rounded up.
Fixes#80358.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
This fixes a bugs where per-viewport samplers were being used for internal texture fetches (probes, sky, etc.).
This also fixes a bug when using multiple viewports in the same scene.
This also fixes a bug where the texture bias would override the bias from 3D scale.
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
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.
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
This allows Godot to automatically compress meshes to save a lot of bandwidth.
In general, this requires no interaction from the user and should result in
no noticable quality loss.
This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.
Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.