Yuri Sizov
3a8524dd92
Merge pull request #83452 from RandomShaper/rd_common
...
Split `RenderingDevice` into API-agnostic and `RenderingDeviceDriver` parts
2023-12-20 20:09:18 +01:00
Pedro J. Estébanez
12a519bae2
Split RenderingDevice into API-agnostic and RenderingDeviceDriver parts
...
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>
2023-12-20 19:18:08 +01:00
Yuri Sizov
c1d8b53ca0
Merge pull request #82668 from mrjustaguy/master
...
Improve split blending logic for Vulkan
2023-12-18 18:17:36 +01:00
Yuri Sizov
2d0ee20ff3
Merge pull request #86219 from clayjohn/RD-samplers-hotfix
...
Reduce the number of samplers used by the scene shaders
2023-12-16 17:50:10 +01:00
clayjohn
a5399ab5af
Reduce the number of samplers used by the scene shaders
...
The hard limit for Apple devices is 16 samplers per stage. So we need to ensure we use less than that
2023-12-15 17:13:44 -07:00
Bastiaan Olij
22cd145177
Merge passes in Vulkan mobile renderer
2023-12-16 09:51:35 +11:00
Yuri Sizov
4269a57b0c
Merge pull request #85387 from jsjtxietian/fix-forward-plus-crash
...
Use render method from OS instead of project settings in compositor RD
2023-12-14 17:38:43 +01:00
jsjtxietian
453c2246b6
Use render method from OS in compositor RD; Update related UI
2023-12-14 11:38:46 +08:00
Wilson E. Alvarez
80fb8db31f
Remove unnecessary assignments
...
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2023-12-13 11:06:26 -05:00
Rémi Verschelde
342531597b
Merge pull request #85811 from clayjohn/2D-render-info
...
Implement render info counters for the 2D renderer
2023-12-12 10:41:06 +01:00
Rémi Verschelde
4943b6e6b3
Merge pull request #84451 from ShirenY/FixSkeletonMeshCulling
...
Transform mesh's AABB to skeleton's space when calculating mesh's bounds
2023-12-12 00:16:51 +01:00
ShirenY
27f71c4e78
Transform mesh's AABB to skeleton's space when calculate mesh's bounds.
2023-12-09 11:41:15 +08:00
Yuri Sizov
5c95fd5905
Merge pull request #85793 from Lasuch69/expose-compute
...
Expose `copy_effects` compute shader in Mobile backend
2023-12-08 18:46:03 +01:00
Yuri Sizov
74b6fad3c8
Merge pull request #85822 from bruvzg/maco_dbl
...
Fix CanvasOcclusionShaderRD format error with double precision build.
2023-12-08 16:58:59 +01:00
Yuri Sizov
ee1bf15924
Merge pull request #84637 from clayjohn/RD-sampler-bias
...
Use render pass uniform set to store viewport samplers.
2023-12-08 15:23:18 +01:00
Yuri Sizov
dfe0f584b4
Merge pull request #82953 from jsjtxietian/document-forcedraw-can-only-be-called-from-main-thread
...
Add thread guard for `force_draw` and update related documentation
2023-12-08 15:22:53 +01:00
clayjohn
528b4a3283
Implement render info counters for the 2D renderer
...
This provides information for the debug monitors
2023-12-06 14:39:33 -07:00
bruvzg
c0a1c5ae61
Fix CanvasOcclusionShaderRD format error with double precision build.
2023-12-06 23:03:12 +02:00
Lasuch
608d41a969
Expose copy_effects copy compute shader in Mobile backend
2023-12-05 21:22:46 +01:00
Rémi Verschelde
4c3d95e02c
Merge pull request #85635 from clayjohn/RD-ReflectionProbes-mobile
...
Set ReflectionProbe frame before mapping id in mobile renderer
2023-12-04 23:20:47 +01:00
Rémi Verschelde
7113050e0b
Merge pull request #84241 from jsjtxietian/fix-render-method-crash-on-bad-input
...
Fix bad parameter for `rendering_method` crashes Godot
2023-12-04 23:02:21 +01:00
Rémi Verschelde
6f4da7a976
Merge pull request #83736 from darksylinc/matias-broken_buffer_update
...
Fix buffer updates going to the wrong cmd buffer if barriers were 0
2023-12-04 22:58:24 +01:00
clayjohn
394edf8288
Set ReflectionProbe frame before mapping id in mobile renderer
2023-12-01 16:52:50 -07:00
Rémi Verschelde
bd74d92ef7
Merge pull request #84957 from BastiaanOlij/fix_msaa2d_when_no_2d
...
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
...
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
Rémi Verschelde
c2f8fb3015
Merge pull request #85039 from RandomShaper/mingwthreads
...
Use mingw-std-threads in MinGW builds
2023-11-21 15:44:18 +01:00
Pedro J. Estébanez
5c25fa4c78
Fix potential double-close of draw command label
2023-11-20 18:59:06 +01:00
Rémi Verschelde
ac29e8e3fe
Merge pull request #85086 from clayjohn/shaders-amount-ratio
...
Make `AMOUNT_RATIO` constant in the shader language specification.
2023-11-20 14:14:46 +01:00
clayjohn
8a95b2956f
Make AMOUNT_RATIO constant in the shader language specification.
...
Writing to it doesn't do anything and will crash the compatibility backend.
2023-11-19 14:36:26 +01:00
Pedro J. Estébanez
fe4850c0d0
Use mingw-std-threads in MinGW builds
2023-11-18 11:56:05 +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
Alistair Leslie-Hughes
367079ffee
Renderer Viewport correct sizeof usage.
...
The current usage.
In viewport_find_from_screen_attachment
- Allocates a list of pointers, eg sizeof(RID*) * ridcount.
We need fill that buffer
viewport_owner.fill_owned_buffer(rids);
...
p_rid_buffer[idx] = _make_from_id((validator << 32) | i);
_make_from_id returns an RID object, not a pointer.
Since there isn't a copy constructor, a bitwise copy of the object occurs.
This issue will only present itself under 32bit builds.
sizeof(RID) : 8
sizeof(RID*) : 4
whereas 64bit builds they are both 8.
2023-11-16 11:02:12 +11:00
Bastiaan Olij
b1c4d4e55b
Ensure optional variants are loaded last.
2023-11-15 14:31:25 +11:00
jsjtxietian
b88b84ce18
Add thread guard for force_draw and update relared doc
...
force_draw must be called from main thread
2023-11-10 18:57:31 +08:00
jsjtxietian
b6bee1c21e
Fix bad parameter of rendering_method crashes Godot
...
Print error and default to forward plus
2023-11-10 10:38:12 +08:00
clayjohn
2b9e6d2972
Use render pass uniform set to store viewport samplers.
...
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.
2023-11-08 23:26:08 +01:00
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.
...
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
Rémi Verschelde
2bc35308fc
Merge pull request #81494 from jsjtxietian/Fix-int-to-uint-implicit-cast-error-when-use-uniform-mat3-in-gles3
...
Fix int to uint implicit cast error when use mat3 uniform in compatibility renderer
2023-10-31 20:14:14 +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
jsjtxietian
967e0e6485
Fix int to uint implicit cast error when use uniform mat in gles3
2023-10-27 10:46:52 +08:00
Rémi Verschelde
2dafd06114
Merge pull request #83906 from clayjohn/GL-vertex-padding
...
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
...
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
9f49da24da
Merge pull request #83830 from jsjtxietian/fix-varying-assign-swizzle-check
...
Fix assign with swizzle in shader not doing varying validation check
2023-10-25 10:30:22 +02:00
Rémi Verschelde
4cc8f0f36d
Merge pull request #83649 from BastiaanOlij/no_2d_stereo
...
Skip 2D rendering if stereo enabled and fix couple of MSAA issues
2023-10-25 10:29:09 +02:00
Rémi Verschelde
9798ae3d6a
Merge pull request #82974 from mrjustaguy/Split-fix
...
Directional 2 Split Shadow Stabilization Fix
2023-10-25 10:28:21 +02:00
Rémi Verschelde
f021d33940
Merge pull request #81167 from bitsawer/fix_sdfgi_editor_change
...
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