Commit Graph

3503 Commits

Author SHA1 Message Date
Rémi Verschelde 2c9b7fc7a8
libpng: Enable intrinsics on x86/SSE2, ppc64/VSX, and all arm/NEON 2023-08-04 14:57:21 +02:00
Luke Hubmayer-Werner 9e844cc0c8 PulseAudio: Remove get_latency() caching 2023-08-04 15:35:13 +09:30
clayjohn 558f4b7559 Initialize shader placeholders up front
Then use the placeholder to create the shader instead of swapping RIDs
This fixes a false positive that reported leaked shaders
2023-08-03 16:13:33 +02:00
Yuri Sizov eda04c5658 Merge pull request #80071 from darksylinc/matias-fixes2
Fix validation layer warnings
2023-08-01 17:26:04 +02:00
Yuri Sizov bffbc5dd3e Merge pull request #80070 from clayjohn/GLES3-depth-prepass
Enable depth writes during shadow pass and depth pass. Disable during color pass
2023-08-01 17:26:00 +02:00
Yuri Sizov 1c40263665 Merge pull request #79606 from clayjohn/ShaderRD-compilation-groups
Shader rd compilation groups
2023-08-01 17:25:16 +02:00
Yuri Sizov 8b12849fef Merge pull request #79876 from LRFLEW/mobalpha
Fix transparent viewport backgrounds with custom clear color
2023-07-31 21:01:32 +02:00
Matias N. Goldberg 4ce41495b1 Fix validation layer warnings
1. Validation layers on Windows were complaining w/
VUID-VkSwapchainCreateInfoKHR-surface-01270 that we were not calling
vkGetPhysicalDeviceSurfaceSupportKHR before vkCreateSwapchainKHR.

2. Godot was only calling vkGetPhysicalDeviceSurfaceSupportKHR at
startup, but it should be doing this for every window w/ a new surface
it wants to create, not just the first one.
- In practice this will likely not make a difference. If
vkGetPhysicalDeviceSurfaceSupportKHR returns false after initialization,
there's nothing we can do about it and it is likely because something
else went terribly wrong, which is why the error message is worded like
that.
- This is mostly to shut up validation layers. Though technically,
the layers are right.

3. Do not call vkGetPhysicalDeviceSurfaceSupportKHR on queues we don't
even plan on ever using. We don't know how drivers will react to that
(e.g. they may preemptetively allocate resources to support presentation
on exotic queues, instead of just saying no). Just behave like every
other Vulkan app out there.
2023-07-30 17:07:27 -03:00
clayjohn b986afed46 Enable depth writes during shadow pass and depth pass. Disable during color pass
This fixes an unreported performance bug. Basically, without this change, the depth prepass did nothing
2023-07-30 21:59:28 +02:00
LRFLEW 6effd3cde7 Fix transparent viewport backgrounds with custom clear color 2023-07-30 06:19:47 -05:00
Matias N. Goldberg 472226422e Fix uninitialized variable ending up sent to Vulkan
The first time a shader is compiled Godot performs the following:

```cpp
for (uint32_t i = 0; i < SHADER_STAGE_MAX; i++) {
	if
(spirv_data.push_constant_stages_mask.has_flag((ShaderStage)(1 << i))) {
		binary_data.push_constant_vk_stages_mask |=
shader_stage_masks[i];
	}
}
```

However binary_data.push_constant_vk_stages_mask is never initialized to
0 and thus contains garbage data or'ed with the good data.

This value is used by push constants (and many other things) thus it can
be a big deal.

Fortunately because the relevant flags are always guaranteed to be set
(but not guaranteed to be unset), the damage is restricted to:

1. Performance (unnecessary flushing & over-excessive barriers)
2. Overwriting push descriptors already set (this would be serious,
doesn't seem to be an issue)
3. Driver implementations going crazy when they see bits set they don't
expect (unknown if this is an issue)

This uninitialized value is later saved into the binary cache.

Valgrind is able to detect this bug on the first run, but not on the
subsequent ones because they data comes from a file.

cache_file_version has been bumped to force rebuild of all cached
shaders. Because the ones generated so far are compromised.
2023-07-29 18:28:33 -03:00
Yuri Sizov 1fe49e7271 Merge pull request #79142 from BastiaanOlij/register_render_buffers
Expose RenderSceneBuffers(RD) through ClassDB
2023-07-27 15:22:27 +02:00
Yuri Sizov d894a2ff57 Merge pull request #79883 from clayjohn/GLES3-shader-cache-dir
Check if shader cache directory is available before using cache
2023-07-26 18:40:35 +02:00
Bastiaan Olij 4874b96033 Expose RenderingSceneBuffers through ClassDB 2023-07-26 23:48:30 +10:00
Bastiaan Olij 63d6e9c557 Add custom texture create function 2023-07-26 20:46:34 +10:00
Yuri Sizov 202e4b2c1e Merge pull request #79884 from Dragoncraft89/master
Vulkan: Fix dangling pointers in `_clean_up_swap_chain`
2023-07-25 21:51:38 +02:00
Yuri Sizov 7bb732cc38 Merge pull request #79866 from adamscott/fix-file-permissions-web
Fix file permissions for the web platform (affects every Unix-like platform)
2023-07-25 21:26:30 +02:00
Yuri Sizov 3f2e901633 Merge pull request #79865 from clayjohn/discard-shader
Fix use of discard in shaders
2023-07-25 21:26:27 +02:00
Yuri Sizov 08cffc128f Merge pull request #79812 from ParsleighScumble/parsleigh/init-sky-scene-state
Use defaults to initialize sky data in case of no sky
2023-07-25 21:26:23 +02:00
Florian Kothmeier 7f7a2b2557
Fix dangling pointers in _clean_up_swap_chain 2023-07-25 14:41:57 +02:00
clayjohn 52fb5bf986 Check if shader cache directory is available before using cache 2023-07-25 14:33:37 +02:00
Adam Scott b6faccccd5
Fix file permissions for the web platform 2023-07-25 08:29:24 -04:00
Clay 7c812cd7e9 Fix use of discard in shaders
discard was being included in all shaders set to depth pass opaque, which is the majority of shaders

Instead it should only be used with alpha prepass materials
2023-07-24 23:21:04 +02:00
Parsleigh Scumble 67c13fe4eb Use defaults to initialize sky data in case of no sky 2023-07-24 10:41:13 -07:00
Yuri Sizov 21524e26e0 Merge pull request #79849 from bitsawer/fix_particles_and_compute_threading
Fix Vulkan multithreaded compute list and GPU particle processing
2023-07-24 19:33:52 +02:00
Yuri Sizov b1f4e58bbf Merge pull request #79772 from Malcolmnixon/gles-skeletons
Unbind the framebuffer when updating meshes
2023-07-24 19:33:27 +02:00
Yuri Sizov 4ba24f6492 Merge pull request #79685 from LRFLEW/glinval
GLES3: Don't call `glTexParameter*` for invalid filter and repeat modes
2023-07-24 19:33:12 +02:00
Yuri Sizov 3e9fadc1dd Merge pull request #79660 from bitsawer/fix_opengl_multimesh
Fix GLES3 multimesh rendering when using colors or custom data
2023-07-24 19:33:05 +02:00
bitsawer 5d18e2ee00 Fix Vulkan multithreaded compute list and GPU particle processing 2023-07-24 12:56:55 +03:00
LRFLEW 3e9173f11a GLES3: Don't call glTexParameter* for invalid filter and repeat modes 2023-07-21 19:26:57 -05:00
Malcolm Nixon 679f5bf410 Unbind the framebuffer when updating meshes.
While the vertex shaders used to update the meshes aren't actually rendering to the framebuffer, they may still refuse to run with some framebuffers bound - such as XR with multiple views.
2023-07-21 19:34:12 -04:00
Yuri Sizov f932c1aba1 Merge pull request #79526 from Zylann/fix_rd_thread_safe
Fix missing `_THREAD_SAFE_METHOD_` missing from `RenderingDeviceVulkan` `submit` and `sync`
2023-07-21 17:54:39 +02:00
Yuri Sizov 4acb8c66a1 Merge pull request #79568 from LRFLEW/glaniso
GLES3: Reset anisotropic filtering when changing texture filtering mode
2023-07-21 17:15:39 +02:00
clayjohn e970f5249c Add Shader compile groups to RD Shader system
This allows us to specify a subset of variants to compile at load time and conditionally other variants later.

This works seamlessly with shader caching.

Needed to ensure that users only pay the cost for variants they use
2023-07-21 16:42:30 +02:00
bruvzg 4bfb820d32 [Windows] Initialize COM as apartment-threaded. 2023-07-20 12:14:16 +03:00
bitsawer 9897f1cfb9 Fix GLES3 multimesh rendering when using colors or custom data 2023-07-20 11:54:34 +03:00
Fabio Alessandrelli 28001b9ef6 [Net] Explicitly handle buffer errors in send/recv 2023-07-19 10:08:25 +02:00
Marc Gilleron 8722cbc0a0 Add missing thread-safe method macros to RD Vulkan submit and sync 2023-07-18 20:04:51 +01:00
LRFLEW 90f0e97eb9 GLES3: reset anisotropic filtering when changing texture filtering mode 2023-07-17 00:18:39 -05:00
Bastiaan Olij a22f495a3c Split raster barrier into vertex and fragment barrier 2023-07-15 12:30:32 +10:00
Hendrik Brucker 7e21eb7e00 Extract and reorganize texture resource classes 2023-07-14 20:04:21 +02:00
Yuri Sizov bb15241e06 Merge pull request #77740 from ChibiDenDen/simplify_vulkan
Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders
2023-07-12 17:16:12 +02:00
Yuri Sizov a33b548092 Merge pull request #78168 from clayjohn/GLES3-gaussian-rt
Use Gaussian approximation for backbuffer mipmaps in GL Compatibility renderer
2023-07-12 15:08:57 +02:00
Kamil Brzoskowski 3cd865dbe8
Fix formatting of dlopen error message on Windows
And harmonize the format for all platforms.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2023-07-09 23:39:45 +02:00
Rémi Verschelde 1453dc9d5d
Merge pull request #79143 from clayjohn/wayland-menu
Avoid freeze when interacting with menus on Wayland by re-aquiring next swapchain image after updating swapchain
2023-07-09 12:24:07 +02:00
Rémi Verschelde 43c0fa7f4b
Merge pull request #78797 from Calinou/remove-redundant-vformat
Remove uses of `vformat()` with no placeholders
2023-07-08 18:18:35 +02:00
Rémi Verschelde 98358b2822
Merge pull request #78794 from joemarshall/patch-1
Fix threading bug in Vulkan rendering device
2023-07-08 18:17:46 +02:00
clayjohn df021b5063 Avoid freeze when interacting with menus on Wayland by re-aquiring next swapchain image after updating swapchain 2023-07-07 10:19:28 +02:00
Rémi Verschelde c566b03f26
Merge pull request #78852 from clayjohn/Particles-glitch
Initialize particles instance buffer in case it is used before being updated
2023-07-07 08:28:28 +02:00
clayjohn 35ed7c770b Initialize particles instance buffer in case it is used before being updated 2023-06-29 13:24:40 -07:00
Hugo Locurcio dcc92c174e
Remove uses of `vformat()` with no placeholders
This is identical to passing the string directly.
2023-06-28 16:27:55 +02:00
Joe Marshall c52fadbe75
fix threading bug in vulkan rendering device 2023-06-28 13:50:25 +01:00
clayjohn 7c37a32897 Use a filter with mipmaps when initializing textures with mipmaps in GL Compatibility renderer
This works around a driver bug in some older devices and should be harmless on any spec-compliant device
2023-06-26 10:45:24 -07:00
clayjohn cc89321c9c Reset filter/repeat state of textures in GL Compatibility renderer when render target is cleared 2023-06-23 10:57:56 -07:00
Brecht Kuppens 55fc56bfd4 Moved variables closer to usage to fix unused variable warning 2023-06-22 23:01:09 +02:00
Rémi Verschelde cb73a6e9f9
Merge pull request #78490 from clayjohn/GLES3-particles-subemit
Add warnings and fallbacks for particles sub emitters when using the GL Compatibility rendering backend
2023-06-22 21:02:38 +02:00
Qiqi Wu df740f6865 free color and depth texture after check framebuffer complete failed 2023-06-22 09:13:24 +08:00
ChibiDenDen 35715e510f replace sampler arrays with constant sampler elements 2023-06-22 01:11:57 +03:00
clayjohn 8a5af8183a Add warnings and fallbacks for particles sub emitters when using the GL Compatibility rendering backend
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-06-21 12:56:52 -07:00
bitsawer dab0871d41 Fix invalid RID errors when freeing a mesh with blend shapes 2023-06-19 11:07:15 +03:00
bruvzg 131e49bf13
[Unix] Fix temporary file permissions. 2023-06-16 23:34:27 +03:00
Qiqi Wu c8e3f00e5d GLES3: Remove unimplemented texture_create() declaration 2023-06-16 18:58:23 +08:00
Rémi Verschelde 7dddd8a22c
Merge pull request #78302 from clayjohn/GLES3-screen-warning
Remove outdated warning when using screen texture in GL Compatibility renderer
2023-06-16 10:23:27 +02:00
Rémi Verschelde 9e81aeda33
Merge pull request #78287 from clayjohn/GLES3-texture-replace
Copy texture filter/repeat modes when replacing a texture in the GL Compatibility backend
2023-06-16 10:23:03 +02:00
Rémi Verschelde 1710a7d303
Merge pull request #78285 from clayjohn/GLES3-viewport-filter
Ensure filter/repeat is cached by Viewport texture in GL Compatibility renderer
2023-06-16 10:22:33 +02:00
clayjohn 36a005fafc
Add RENDERING_INFO parameters to GL Compatibility renderer
This also fixes RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME for the RD renderers as it was incorrectly reporting vertex/index count at times

This also adds memory tracking to textures and buffers to catch memory leaks.

This also cleans up some memory leaks that the new system caught.
2023-06-16 09:10:00 +02:00
clayjohn 8a7f02addb Remove outdated warning when using screen texture in GL Compatibility renderer 2023-06-15 18:48:50 -07:00
clayjohn 96b2743782 Ensure filter/repeat is cached by Viewport texture in GL Compatibility renderer 2023-06-15 13:08:55 -07:00
clayjohn 3e211b7f74 Copy texture filter/repeat modes when replacing a texture in the GL Compatibility backend 2023-06-15 13:06:42 -07:00
jpcerrone bd786ce0d9 Fix for Win+M crashing the editor
Fixes #77790
Adds missing 'break' statement to 'VulkanContext::prepare_buffers' function.
It was mistakenly removed in #72859
2023-06-14 14:34:09 -03:00
Rémi Verschelde e0651ed4b5
Merge pull request #78199 from clayjohn/detect_3d
Ensure that "detect 3D" is only called when using 3D shaders
2023-06-14 09:26:47 +02:00
Bastiaan Olij 6dd47e232b Expose RD::texture_native_handle 2023-06-14 09:58:08 +10:00
clayjohn 0b7e2dfdfc Ensure that "detect 3D" is only called when using 3D shaders 2023-06-13 13:20:11 -07:00
clayjohn 9721a27427 Use Gaussian approximation for backbuffer mipmaps in GL Compatibility renderer 2023-06-12 21:51:23 -07:00
Rémi Verschelde 9ce42d176d
Merge pull request #76977 from manueldun/light-shader-builtins
Enable the use of all supported builtins on the light shader
2023-06-09 11:04:46 +02:00
Rémi Verschelde 166643df32
Merge pull request #74937 from bitsawer/fix_uniform_storage
Fix shader uniform storage conversions and crash
2023-06-09 11:04:16 +02:00
Manuel Dun e2321c21db Enable the use of all builtins on the light shader
When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
2023-06-08 14:14:14 -04:00
Rémi Verschelde 9e4315bb50
Style: Harmonize header includes in platform ports
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.

The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
2023-06-08 15:19:19 +02:00
clayjohn 05142b6228 Properly update array textures when using the OpenGL backend to avoid crash 2023-06-07 15:44:11 -07:00
Rémi Verschelde e75285f69f
Merge pull request #77946 from bruvzg/opengl_blend_cache
[OpenGL] Fix LCD blend mode color caching.
2023-06-07 11:02:30 +02:00
bruvzg a2abea8b98
[OpenGL] Fix LCD blend mode color caching. 2023-06-07 10:55:38 +03:00
MJacred 2c5e2196bd Replace get_rendering_device() call to prevent crashes on OpenGL.
And make OpenGL video adapter info align with Vulkan.
2023-06-06 23:29:36 +02:00
Rémi Verschelde 3dd0307f3f
Merge pull request #76348 from warriormaster12/pipeline-cache
Implement Vulkan pipeline caching
2023-06-01 00:40:33 +02:00
warriormaster12 dded713dc0 Implement Vulkan pipeline caching 2023-05-31 22:24:18 +03:00
bitsawer 23c375d6b4 Fix shader uniform storage conversions and crash 2023-05-29 15:17:13 +03:00
Rémi Verschelde f2e91eae63
Merge pull request #77224 from patrickdown/implement_texture_2d_layered_initialize
Implemented texture_2D_layered_initialize
2023-05-29 10:29:08 +02:00
patrickdown 391a1bf60e Implemented texture_2D_layered_initialize 2023-05-27 12:53:59 -05:00
Yuri Sizov f6dcd7f51a
Merge pull request #75181 from dalexeev/fix-light-only-mode
Fix "Light Only" mode of `CanvasItemMaterial`
2023-05-27 17:28:29 +02:00
Dani Frank 6d3634e29f fix gles texture uniform array binding 2023-05-26 23:11:02 +03:00
Rémi Verschelde 2ab0f17f3b
Merge pull request #77409 from allenwp/OpenGL3-Blend-Issue76334
Fixed issues with blend modes in OpenGL 3 renderer
2023-05-24 18:36:06 +02:00
Allen Pestaluky 51f0e36509 Fixed issues with blend modes in OpenGL 3 renderer
Added uses_blend_alpha = true for ADD, SUBTRACT, and MULTIPLY blend modes to match the other renderers

Fixes #76334
2023-05-24 10:35:23 -04:00
Rémi Verschelde 8b0530be64
Merge pull request #77022 from sakrel/fix_buffer_get_data
RenderingDeviceVulkan::buffer_get_data: Use draw command buffer instead of setup command buffer
2023-05-24 08:47:19 +02:00
Rémi Verschelde 852740a627
Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposure
Fix the grainy sky while using debanding.
2023-05-24 08:46:28 +02:00
Rémi Verschelde b917f748b5
Merge pull request #75945 from Calinou/renderingdevice-finalaction-fix-typo
Fix typo in FinalAction `switch` statement in RenderingDevice
2023-05-24 08:46:01 +02:00
Rémi Verschelde 05ddc822fb
Merge pull request #77265 from lyuma/aabb_bone_lod_inside
Fix calculation of skinned AABB for unused bones.
2023-05-22 13:49:19 +02:00
Lyuma 791d8001db Fix AABB for unused bones
Fixes bug where bounding box of 1 unit was used in some skinned models and had wrong LODs.
(this could become very large if the mesh is scaled, such as FBX conversions)
Also fixes a mistake in calcualting bone index.
2023-05-19 19:47:52 -07:00
Markus Grafen 8a3e829930 (Re-)Implemented Light3D's property "shadow_reverse_cull_face"
The parameter shadow_reverse_cull_face is now passed to the shadow pass so that the mesh back-faces are used for shadow map calculation.
2023-05-19 19:22:10 +02:00
ChibiDenDen 14e9a61ebc Verify gles3 cached shader load successful 2023-05-17 19:36:30 +03:00
Danil Alexeev 43b0702a02
Fix "Light Only" mode of `CanvasItemMaterial` 2023-05-13 09:06:09 +03:00
sakrel f52c151fcf RenderingDeviceVulkan::buffer_get_data: Use draw command buffer instead of setup command buffer 2023-05-12 23:25:20 +02:00
Rémi Verschelde 373f2a8f8b
Merge pull request #76541 from KoBeWi/WAZZUP
Add mono audio support to WASAPI
2023-05-12 14:09:10 +02:00
Rémi Verschelde d0305e5c62
Merge pull request #76959 from stolk/initlight
Initialize light intensity parameter before use.
2023-05-12 10:04:57 +02:00
Rémi Verschelde cc48827e4a
Merge pull request #76946 from AThousandShips/shadow_warning
Enable shadow warnings and fix raised errors
2023-05-12 10:04:09 +02:00
Bram Stolk 14494e08d1 Initialize light intensity parameter before use.
Unlike renderer_rd, the gles3 light storage fails to initialize
the intensity of the light.
To avoid using garbage memory, possibly NaN, we use the same
default value that renderer_rd uses.
Fixes #76956
2023-05-11 09:46:46 -07:00
warriormaster12 10797d58dd fixed a query pool validation error 2023-05-11 17:17:23 +03:00
Ninni Pipping 71ee65dc57 Enable shadow warnings and fix raised errors 2023-05-11 16:00:59 +02:00
Rémi Verschelde 564d1b34e0
Merge pull request #74711 from BastiaanOlij/add_texture_native_handle
Provide access to internal graphics handles for textures
2023-05-09 19:28:26 +02:00
Rémi Verschelde 668cf3c66f
Merge pull request #76832 from RandomShaper/cluster_render_prevail
Save cluster render shader from being optimized out entirely
2023-05-09 10:46:23 +02:00
Rémi Verschelde 1c7a62d2c0
Merge pull request #76092 from ChibiDenDen/shader_cache_gles3
Add shader cache to gles3
2023-05-09 10:45:10 +02:00
Bastiaan Olij c328676d96 For GDExternal use, provides access to internal graphics handles for textures 2023-05-09 13:47:22 +10:00
Pedro J. Estébanez 6465432570 Save cluster render shader from being optimized out entirely 2023-05-08 18:39:49 +02:00
Rémi Verschelde 392fdd106d
Merge pull request #75937 from RandomShaper/threaded_render_load
Allow creation of rendering buffers at any time
2023-05-08 13:52:33 +02:00
Rémi Verschelde e370b3538b
Merge pull request #74945 from ChibiDenDen/patch-3
Fix gles3 rendering on android studio emulator
2023-05-08 13:52:28 +02:00
Hugo Locurcio 5056c427d3
Improve RenderingServer, RenderingDevice, ShaderGlobalsOverride documentation
This brings the overall class reference completion percentage from 87% to 92%.
2023-05-06 22:40:32 +02:00
ChibiDenDen 6441210177 Add ARB_get_program_binary to glad to support shader cache over desktop GL 2023-05-06 00:20:37 +03:00
Max Hilbrunner 39d85308fd
Merge pull request #76109 from paddy-exe/fix-node-position-view 2023-05-05 14:35:41 +02:00
Max Hilbrunner 5e9b7c3452
Merge pull request #75055 from JohanAR/light_specular 2023-05-05 13:53:02 +02:00
Samuele Panzeri 59f04e16b8 Support long path in file access on windows
Changed windows file access file to check for path length and use the \\?\ long format when needed
2023-05-05 10:04:39 +02:00
Johan Aires Rastén 8452e6cdb3 Add SPECULAR_AMOUNT spatial light shader built-in
Light3D has a light_specular property which is used to set the
intensity of specular contributed by this light source, but it was
previously only used by the default material light shader, and not
possible to use in a custom light() shader.
2023-05-04 09:15:12 +02:00
Patrick e35bbd76a3 Fix Rotation Issue with NODE_POSITION_VIEW Visual Shader Node 2023-05-03 19:59:43 +02:00
ChibiDenDen 5956aa1a6a Fix gles3 rendering on android studio emulator
Use a temporary framebuffer for screen copy from rendertarget to screen.

This solves GLES3 rendering in android studio emulator (before this change there is just a black screen)

Based on discussion in:
https://github.com/godotengine/godot/issues/74828
2023-04-29 16:21:54 +03:00
kobewi 8d010b44c1 Add mono audio support to WASAPI 2023-04-28 13:29:43 +02:00
Samuele Panzeri 4aaa2e6477 Fix wait for thread not started 2023-04-27 20:28:22 +02:00
Rémi Verschelde 359b494cbe
Merge pull request #76437 from RandomShaper/fix_vol_fog_voxel_gi
Fix voxel GI issues
2023-04-27 08:19:06 +02:00
Pedro J. Estébanez 09aa1bbdb3 Fix unsupported sampler filter used for voxel GI 2023-04-26 20:54:06 +02:00
Rémi Verschelde b58873b98a
Merge pull request #69833 from Eoin-ONeill-Yokai/audio_invalid_mixrate
Fix crash caused by invalid mix_rate assignment due to bogus project settings.
2023-04-26 11:35:37 +02:00
Eoin O'Neill 5a08091168 Fix crash caused by invalid mix_rate assignment due to bogus
project settings.

We'll default to a sensible value in the case that a user has
somehow managed to modify the configuration file incorrectly.

Closes 69819
2023-04-25 23:52:50 -07:00
Rémi Verschelde 367ad3545d
Merge pull request #76315 from RandomShaper/vk_fix_barriers
Fix issues with Vulkan layout transitions
2023-04-25 09:59:55 +02:00
bruvzg 628f3b2f79
[OS] Implement and expose to scripting APIs `get_memory_info` method instead of old `get_free_static_memory`. 2023-04-24 14:08:55 +03:00
Pedro J. Estébanez 882b869220 Fix issues with Vulkan layout transitions 2023-04-24 12:24:24 +02:00
Johan Aires Rastén 14a8124ffe Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders 2023-04-20 14:33:30 +02:00
Rémi Verschelde 27253f3eb2
Merge pull request #76240 from clayjohn/Light2D-artifacts
Clamp normal when calculating 2D lighting to avoid artifacts
2023-04-19 10:13:56 +02:00
clayjohn ab603e347f Clamp normal when calculating 2D lighting to avoid artifacts 2023-04-18 17:26:17 -07:00
Rémi Verschelde c2edf14faf
Merge pull request #75881 from bruvzg/win_coinit
[Windows] Cleanup COM library initialization/uninitialization.
2023-04-18 23:40:06 +02:00
Rémi Verschelde 63d17df83e
Merge pull request #74978 from bruvzg/linux_version_check
[Linux/BSD] Add dynamically loaded library version checks.
2023-04-18 23:38:51 +02:00
ChibiDenDen 4adbfcfbb2 Add shader cache to gles3 2023-04-15 18:41:10 +03:00
mightygoat 69f634ac78 Fix the grainy sky while using debanding 2023-04-15 10:43:46 +05:30
Rémi Verschelde e6e52f9154
Merge pull request #75162 from ecmjohnson/gpuparticles_inf_translate
GPUParticles3D: Translate inactive particles to -INF
2023-04-13 09:53:04 +02:00
Erik Johnson 6229c2a1f9 Translate inactive particles to -INF 2023-04-12 19:32:39 -04:00
clayjohn 9be0a73294 Add EXPOSURE built in to spatial shaders
This allows users to restore light values to pre-pre-exposure amounts
2023-04-12 10:35:13 -07:00
Rémi Verschelde 5e34a28bd7
Merge pull request #73313 from clayjohn/particles-split
Properly calculate lifetime_split for particles
2023-04-12 17:01:17 +02:00
Rémi Verschelde 6e0c7d6a98
Merge pull request #75968 from clayjohn/GL-depth-write
Ensure that depth write state is updated before transparent pass in OpenGL3 renderer
2023-04-12 09:08:30 +02:00
Rémi Verschelde ecbb196728
Merge pull request #75954 from clayjohn/GL-multimesh-one
Check for instancing without relying on instance_count when drawing 2D meshes
2023-04-12 09:08:06 +02:00
Rémi Verschelde 6a6e36ec6a
Merge pull request #75795 from cody82/fix-html-particle-shader
Fix "error X3708: continue cannot be used in a switch" in HTML export
2023-04-12 09:06:57 +02:00
clayjohn ed0c378bda Ensure that depth write state is updated before transparent pass in OpenGL3 renderer 2023-04-11 21:17:24 -07:00
clayjohn 579ca03e88 Check for instancing without relying on instance_count when drawing 2D meshes
This ensures that Particles and MultiMeshes still draw when instance_count is 1
2023-04-11 16:58:42 -07:00
Rémi Verschelde 347a8e20ae
Merge pull request #69324 from RedMser/advanced-settings-errors
Make it easier to solve warnings/errors referring to project settings
2023-04-11 19:39:53 +02:00
Hugo Locurcio dd53037f74
Fix typo in FinalAction `switch` statement in RenderingDevice 2023-04-11 18:44:12 +02:00
Pedro J. Estébanez d4c46f15ae Allow creation of rendering buffers at any time 2023-04-11 16:33:47 +02:00
bruvzg 83dc545ea2 [Windows] Cleanup COM library initialization/uninitialization. 2023-04-10 10:38:25 +03:00