Commit Graph

486 Commits

Author SHA1 Message Date
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
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
GanidhuAbey 133486bfba fixed depth of field bug with msaa 2021-12-26 23:13:47 -08:00
William Deurwaarder 68a5dad226 GPULightmapper: react on sky ambient properties
The panorama texture creation, used by GPULightmapper, has been adjusted to
also take the sky ambient properties into account.
2021-12-24 15:47:42 +01:00
William Deurwaarder 246fbd5442 GPULightmapper: cube to panorama copy function flip y based on flag
Cube to panorama copy function unconditionally flipped y, while other copy functions flipped y base on FLAG_FLIP_Y. Condition is added.
2021-12-24 00:47:42 +01:00
Yuri Roubinsky 8e5008dfbd Fix default texture of unassigned sampler with hint_normal 2021-12-23 11:15:46 +03:00
Hugo Locurcio e962900f23
Rename and reorder bake mode properties for consistency
The order now goes from least to most computationally expensive:

- Disabled
- Static
- Dynamic
2021-12-14 12:01:12 +01:00
Hugo Locurcio 92e9cca5be
Rename `hint_aniso` to `hint_anisotropy` in the shader language
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
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
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()
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
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
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
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
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
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
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
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
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
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
NHodgesVFX dbe366a830 add more OpenGL attributes 2021-11-08 20:12:11 -05:00
Dominic-ATOR d7a4187b05 Implement CameraEffects override_exposure 2021-11-08 21:14:56 +00:00
clayjohn 0eff109a21 Added SSIL post processing effect 2021-11-06 12:43:19 -07:00
Hugo Locurcio 91aa7cf1da
Decrease the default VoxelGI quality to improve performance
On a GeForce GTX 1080 in 2002×1447 resolution, decreasing VoxelGI quality
from High to Low quality saves 1.2 ms of GPU time in a medium-sized
test scene. This only results in a minor drop in quality.
2021-11-06 19:40:52 +01:00
Brian Semrau 4a1c28460e Fix materials not updating when texture replaced/deleted 2021-11-01 15:33:59 -04:00
Rémi Verschelde 210e6cc167
Merge pull request #54459 from rxlecky/fix-multimesh-buffer-overflow-53603 2021-11-01 11:18:11 +01:00
SeleckyErik 6b04f08b28 Fix multimesh buffer overflow in RendererStorageRD 2021-10-31 18:48:51 +01:00
M. Huri 4052d85d05 Repaired mistyped of 'threshold' on several files. 2021-10-31 22:11:42 +07:00
Rémi Verschelde d6f972fad4
Merge pull request #54403 from briansemrau/fix-small-fogvolume
FogVolume don't dispatch compute with zero-dimension groups
2021-10-31 09:12:10 +01:00
Brian Semrau 8f75ad4df2 Don't use Texture image caches if they are rendered to 2021-10-30 13:34:39 -04:00
Rémi Verschelde 6b0b1a4c04
Merge pull request #54405 from JFonS/fix_instance_index
Fix instance index in forward clustered shader
2021-10-30 14:22:22 +02:00
Brian Semrau 346e497959 Disallow compute dispatch with zero dimensions. 2021-10-30 02:39:25 -04:00
clayjohn 4d1d2b3900 Weight glow samples to reduce fireflies 2021-10-29 21:41:57 -07:00
jfons 6db13d3231 Fix instance index in forward clustered shader 2021-10-30 02:53:09 +02:00
Yuri Roubinsky 4da0de0085 Fix error spammed to output if `FogVolume` is setted to scene 2021-10-29 23:24:01 +03:00
Yuri Roubinsky a6ddfecc9f Fix crash when opening a converted `FogMaterial` 2021-10-29 14:18:38 +03:00
clayjohn 1b2cd9f251 Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28 22:02:23 -07:00
Rémi Verschelde f7d852b532
Merge pull request #54350 from akien-mga/clang-format-dont-align-operands 2021-10-28 17:10:52 +02:00
Rémi Verschelde e2deec67b9
Merge pull request #54222 from JFonS/instance-fade 2021-10-28 16:05:55 +02:00
Rémi Verschelde 3a6be64c12
clang-format: Various fixes to comments alignment from `clang-format` 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Joan Fons 95bc9c40d9 Fix shadow disabling on mobile renderer 2021-10-26 15:37:22 +02:00
jfons c46d1ea2b2 Fix shadow disabling settings
Fixes the SHADOW_CASTING_SETTING_OFF setting in
GeometryInstance3D and the "shadows_disabled" render
mode in spatial materials, which were not working
before.
2021-10-25 16:11:32 +02:00
JFonS c571e4a7f4 Implement distance fade and transparency
The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.

The transparency value of any given GeometryInstance3D is affected by:
   - Its new "transparency" property.
   - Its own visiblity range when the new "visibility_range_fade_mode"
     property is set to "Self".
   - Its parent visibility range when the parent's fade mode is
     set to "Dependencies".

The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.

Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.

Co-authored-by: reduz <reduzio@gmail.com>
2021-10-25 11:39:34 +02:00
Rémi Verschelde 3bebbcacdb
Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-dithering 2021-10-22 19:34:09 +02:00
Hugo Locurcio e87ec8ec17
Add Soft Very Low shadow quality mode for 3D
This can be used to improve 3D shadow rendering quality at little
performance cost. Unlike the existing Hard setting which is limited
to variable shadow blur only, it works with both fixed blur and
variable blur.
2021-10-21 18:34:26 +02:00
Yuri Roubinsky 9142df46b3 Fix built-in texture samplers passing for spatial shader mode 2021-10-21 12:32:32 +03:00
Yuri Roubinsky 5a354aaf6d Prevent a rendering crash and error spam for uniform texture array 2021-10-20 21:30:27 +03:00
Rémi Verschelde 244faf5588
Merge pull request #53972 from zedutch/fix-shader-time-update
Fix shaders using `TIME` not continuously updating
2021-10-19 16:37:55 +02:00
Rémi Verschelde 85a8939fa2
Merge pull request #53790 from briansemrau/remove-distant-shadowy-void 2021-10-19 15:17:09 +02:00
Rémi Verschelde 4387f9645b
Merge pull request #52940 from groud/toast_notification 2021-10-19 09:57:13 +02:00
Robin Arys 0e31465a59 Fix shaders that use TIME do not force editor to continuously update 2021-10-18 22:53:20 +02:00
Yuri Roubinsky 26a26d6657 Fix errors on quitting from an empty project 2021-10-18 14:24:03 +03:00
mennomax b4eeeb315a
Swap args of Plane(point, normal) constructor
Now (normal, point)
2021-10-15 20:49:42 -05:00
Rémi Verschelde 5a276443bd
Merge pull request #53815 from Chaosus/fix_wireframe_render_mode 2021-10-15 16:19:36 +02:00
Yuri Roubinsky 31ad85881d Fix `wireframe` render mode 2021-10-15 06:53:52 +03:00
Brian Semrau e9f1b0a0b2 Remove incorrect fog height density remapping 2021-10-14 16:09:45 -04:00
Brian Semrau 4fefd7cddd Fix several issues with directional shadows
- Internally disable blend splits in orthogonal directional shadow mode
- Fix soft shadows ignoring fade and blend_splits
- Fix soft shadow edge stability
2021-10-14 11:44:32 -04:00
Gilles Roudière 0587e5e018 Implement toast notifications in the editor 2021-10-14 13:30:54 +02:00
Brian Semrau a62e240260 Fix the height fog effect 2021-10-14 04:08:39 -04:00
Yuri Roubinsky e9b7ffd1fa Added few more built-ins to shader language 2021-10-13 20:27:36 +03:00
Rémi Verschelde 88463c3eee
Merge pull request #53712 from CakHuri/nullptr
Replace NULL with nullptr
2021-10-12 22:30:43 +02:00
M. Huri 033dc4dbef Replaced NULL with nullptr 2021-10-12 20:20:19 +07:00
Aaron Franke 7e51e4cb84
Fix some LGTM errors of "Multiplication result converted to larger type" 2021-10-12 00:17:27 -05:00
Yuri Roubinsky db2ee03fff Fix shader crash on using METALLIC and ROUGHNESS built-ins in light func 2021-10-11 13:35:53 +03:00
Hugo Locurcio 265bae824f
Remove unimplemented `Environment.ambient_light_occlusion_color` property
This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
2021-10-07 17:47:52 +02:00
Yuri Roubinsky 410cab4c61
Merge pull request #53491 from Chaosus/shader_fix_texture_array_uniforms 2021-10-07 10:00:12 +03:00
Rémi Verschelde 149e10da1c
Merge pull request #53504 from clayjohn/VULKAN-sky-bug
Remove bogus sky error check
2021-10-07 08:09:01 +02:00
Rémi Verschelde 3f94a5ebe7
Merge pull request #51115 from clayjohn/VULKAN-SSAO-radius
Move assignment of SSAO radius push constant
2021-10-07 08:04:17 +02:00
clayjohn 23dc490f40 Remove bogus sky error check 2021-10-06 22:04:56 -07:00
Yuri Roubinsky b5028da5c0 Fix regression which prevents using texture array uniforms 2021-10-06 22:31:07 +03:00
Yuri Roubinsky 6873ecaaf9 Added support for uniform arrays in shaders 2021-10-04 13:57:44 +03:00
Lightning_A c63b18507d Use range iterators for `Map` 2021-09-30 15:09:12 -06:00
Hugo Locurcio ba65730cbf
Rename RID's `getornull()` to `get_or_null()` 2021-09-29 23:58:02 +02:00
Manuel Dun 485eac3d3f radial fog fix 2021-09-29 15:49:59 -04:00
Hendrik Brucker 6a9f3746af Fix editor freeze when asigning Skeleton2D to Polygon2D 2021-09-29 01:50:01 +02:00
Rémi Verschelde 4296539d94
Merge pull request #53072 from CaptainProton42/fix-gpuparticles3d-generate-aabb 2021-09-28 16:20:22 +02:00
Bastiaan Olij cbdde9dff9 Fix access to render target texture for XR interfaces 2021-09-28 19:46:50 +10:00
CaptainProton42 1731030b3c Fix GPUParticles3D local_coords 2021-09-26 00:30:37 +02:00
CaptainProton42 dd70daafba Fix GPUParticles3D generate AABB 2021-09-26 00:30:37 +02:00
Anilforextra cdd912c48e Construct values only when necessary. 2021-09-25 14:46:45 +05:45
Anilforextra cc51b045da Construct values only when necessary. 2021-09-23 22:26:07 +05:45
Anilforextra 90908cd67d Add Get Center Method for Rect2/Rect2i and AABB. 2021-09-21 21:14:17 +05:45
Rémi Verschelde ec23d1348a
Merge pull request #52409 from GiantBlargg/position-depth-pre-pass 2021-09-17 14:21:29 +02:00
Rémi Verschelde 8ecc571158
Merge pull request #49063 from Calinou/remove-16x-msaa
Remove 16× MSAA support due to driver bugs and low performance
2021-09-13 17:34:04 +02:00
Rémi Verschelde 078bdef7e9
Merge pull request #51939 from clayjohn/VULKAN-horizon-so-fix
Compute horizon SO threshold before transformation
2021-09-13 11:44:42 +02:00
JFonS 5f69218edc
Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-material
Vulkan: Fix CanvasItem::use_parent_material
2021-09-12 01:00:30 +02:00
Lyuma aca4b737f1 8 uvs for glTF2, URI decode and Vertex Custom api.
Add glTF2 uri decode for paths.

Add vertex custom apis.

Add scene importer api.

Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh

Co-authored-by: darth negative hunter
 <thenegativehunter2@users.noreply.github.com>
2021-09-10 09:16:48 -07:00
Juan Linietsky 7c9cdea836
Merge pull request #52476 from Lauson1ex/master
Replace current ACES tonemapper with a high quality one
2021-09-09 19:13:44 -03:00
Juan Linietsky 3c554f09ea
Merge pull request #52252 from Calinou/sdfgi-use-light-indirect-energy
Use the Light3D Indirect Energy property in SDFGI
2021-09-09 17:17:48 -03:00
Endri Lauson 065d13eddc Replace ACES tonemapper with a high quality one 2021-09-07 19:46:02 -03:00
Bastiaan Olij 461d31427c
Merge pull request #52205 from BastiaanOlij/blit_source_rect
Add source rectangle to blit
2021-09-07 09:21:13 +10:00
Daniel Doran 3138b94058 Fix depth pass for shaders that set POSITION 2021-09-05 01:05:42 -06:00
Clay John 036b7a0985
Merge pull request #51873 from Chaosus/fix_uniform_error_spam
Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-31 11:28:48 -07:00
Hugo Locurcio 2c507cd426
Use the Light3D Indirect Energy property in SDFGI
The Indirect Energy property was previously ignored in SDFGI
(unlike VoxelGI).
2021-08-30 14:53:03 +02:00
Bastiaan Olij fbac863bfb Add source rectangle to blit 2021-08-29 14:57:16 +10:00
K. S. Ernest (iFire) Lee 90a35dac48
Merge pull request #51908 from bruvzg/msdf_fonts2
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27 08:51:37 -07:00
Juan Linietsky 712bcf564f
Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftovers
Remove leftovers of anisotropy in the VoxelGI shader code
2021-08-27 12:22:57 -03:00
bruvzg 4c3f7d1290 Makes FontData importable resource.
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00
Bastiaan Olij 64626cc435 Optionally scale 3D render content 2021-08-26 20:48:40 +10:00
Bastiaan Olij 6e87d62873
Merge pull request #50883 from BastiaanOlij/mobile_hdr
Scale color output in the mobile renderer to provide HDR support
2021-08-26 11:23:22 +10:00
JFonS c334989e00
Merge pull request #51821 from Calinou/builtin-shaders-add-comments
Add comments at the top of each built-in shader to ease debugging
2021-08-25 11:37:57 +02:00
Hugo Locurcio 6a6c0890c2
Remove leftovers of anisotropy in the VoxelGI shader code
Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
2021-08-25 10:23:28 +02:00
Hugo Locurcio 7192852da3
Remove 16× MSAA support due to driver bugs and low performance
In the `master` branch, 16× MSAA caused the entire system to freeze
on NVIDIA GPUs. This is likely caused by graphics drivers not actually
implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead.

On top of that, modern shader complexity makes 16× MSAA very difficult
to use while keeping a good framerate. 8× MSAA is hard enough to use
as it is.
2021-08-25 07:56:27 +02:00
Max Hilbrunner 583b6a594a
Merge pull request #51971 from aaronfranke/https
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23 15:58:54 +02:00
Michael Alexsander 88db541705
Merge pull request #51947 from AnilBK/redundant-assignments
[cppcheck] Remove some redundant assignments.
2021-08-23 13:23:45 +00:00
Bastiaan Olij d22163c657 Scale color output in the mobile renderer to provide HDR support 2021-08-23 15:30:36 +10:00
Bastiaan Olij 2d446771d6
Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemap
Fix multiview defines in tonemap shader
2021-08-23 12:02:18 +10:00
Aaron Franke ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
Duarte David 7e94c583e0 Fixed non-uniform scaling of normals 2021-08-22 19:28:18 +01:00
Bastiaan Olij 74a647bddd Fix multiview defines in tonemap shader 2021-08-22 21:30:58 +10:00
Anilforextra c86db8b710 Remove redundant assignments.
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
clayjohn bccc4cd735 Compute horizon so threshold before transformation 2021-08-20 19:27:52 -07:00
jfons 55e7832d7b Improvements to SpotLight3D and OmniLight3D's shadows
OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
  znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
  squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.

SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.

Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
Yuri Roubinsky b6af457d25 Fix incorrect checking of uniform set to prevent error spam (2) 2021-08-19 09:11:01 +03:00
reduz 700f9d916d More fixes to mobile renderer
* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
2021-08-18 12:20:19 -03:00
Hugo Locurcio a139e58f8c
Add comments at the top of each built-in shader to ease debugging
When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
2021-08-18 03:09:22 +02:00
reduz 6027cd0a1d Fixes to mobile renderer
* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
TechnoPorg b097e7f510 Vulkan: Fix CanvasItem::use_parent_material
The "Use Parent Material" option now does something when enabled on a CanvasItem. As before, it's not just limited to a node's direct parent but can move up the tree until it finds a material.
Also corrected a typo in rendering_device_vulkan.h that didn't merit its own commit.
2021-08-17 09:08:56 -06:00
Yuri Roubinsky 06add309d7 Fix incorrect uniform buffer size for particles 2021-08-17 13:33:28 +03:00
Juan Linietsky d5a30431b9
Merge pull request #51635 from reduz/further-mobile-optimizations
More optimizations on the mobile renderer.
2021-08-16 14:50:52 -03:00
Yuri Roubinsky 9de779344c Makes a clear error message if shader compilation failed 2021-08-16 11:25:20 +03:00
Bastiaan Olij c7847b3f6d Moved disabling bokeh shader variants to before the version_create call 2021-08-16 12:18:27 +10:00
Bastiaan Olij 4002650cb9 Fix read from screen and depth texture 2021-08-15 13:14:19 +10:00
Rémi Verschelde 4e1d91f4d3
Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
Rewrote raster DOF shader to using BOKEH
2021-08-14 14:44:23 +02:00
reduz cfac8972e1 More optimizations on the mobile renderer.
* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.

This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand.
As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
2021-08-13 14:30:59 -03:00
Rémi Verschelde e499758a77
Merge pull request #51025 from reduz/fix-directional-shadow-bias
Fix directional shadow bias
2021-08-13 16:45:49 +02:00
Yuri Roubinsky eadf9d92f9
Merge pull request #51609 from Chaosus/shader_fix_varying_error
Fix shader crash when using local var with the same name as varying
2021-08-13 10:37:53 +03:00
Yuri Roubinsky fa96c98bdf Fix shader crash when using local var with the same name as varying 2021-08-13 09:20:16 +03:00
Bastiaan Olij 07fd559478 Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00