Commit Graph

79 Commits

Author SHA1 Message Date
dzil123 aa0b91ca52 [3.x] Fix shader compiler asan out of bounds 2022-11-17 19:24:15 -08:00
Hugo Locurcio ab9a95f266
Add `hint_transparent` to use a transparent black placeholder texture 2022-08-02 23:32:07 +02:00
Yuri Roubinsky 85deed9207 Backport some changes to 3.x shaders 2022-01-25 10:34:57 +03:00
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Yuri Roubinsky 0c449befbf Allow pass varyings as out param to the function, when it's possible 2022-01-04 10:22:39 +03:00
Hugo Locurcio d7d35e4f73
Add `const` qualifier support for function arguments in shaders
This prevents the function argument from being reassigned within
the function.

Example:

    void test(const int t) {}
2021-11-19 21:20:23 +01:00
Pedro J. Estébanez 4c710780d4 Implement async shader compilation plus caching for GL ES 3
Async. compilation via ubershader is currently available in the scene and particles shaders only.

Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
2021-11-09 12:19:12 +01:00
Yuri Roubinsky 8a1c986455 [3.x] Fix shader crash when using local var with the same name as varying 2021-08-13 09:30:35 +03:00
Rémi Verschelde 940ca74ccf
Merge pull request #50889 from Chaosus/shader_const_array_3.x
[3.x] Implemented global const array to shaders
2021-07-27 13:05:32 +02:00
Yuri Roubinsky 1e191847c7 [3.x] Implemented global const array to shaders 2021-07-26 16:29:39 +03:00
Yuri Roubinsky 0a99613e53 Backport latest varying fixes to 3.x (2) 2021-07-26 15:40:42 +03:00
Hugo Locurcio a38b447413
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-25 00:31:39 +02:00
Lyuma fba6b62054 Backport dd0874e "Allow passing varying from fragment to light shader function" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma 0c028ad96e Backport bc0e8e7 "Fix using post-init shader array constructors" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma 25016bf715 Backport 6b99bda "Added support for arrays as shader struct members" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma fc6bee0750 Backport 6f16239 "Implementation of struct for shaders" to 3.4 2021-05-14 11:28:48 -07:00
Rémi Verschelde 140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Yuri Roubinsky 474b178534 [3.2] Fix shader crash if pass const argument to 'out/inout' parameter 2020-06-25 10:27:37 +03:00
Yuri Roubinsky ee93c85ef1 Fix shader constant sorting 2020-03-31 14:32:33 +03:00
fhuya 30d738eda7 Add support for opengl external textures as defined by https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt 2020-03-05 13:09:49 -08:00
Yuri Roubinsky 3b2490f19c Prevent shader crash if invalid builtin used after array member accessor
(cherry picked from commit 3a70566b15)
2020-02-14 16:02:21 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Yuri Roubinsky 5e44b5be81 Prevents usage of unsupported texture shader types in GLES2 2019-11-03 13:41:15 +03:00
Yuri Roubinsky 1b003f3d64 Prevents shader crash on GLES2 if unsupported built-in has been used 2019-10-31 09:21:44 +03:00
Yuri Roubinsky 76eb486413 Added check if field name in the shader is equal to builtin 2019-10-29 15:37:19 +03:00
Hugo Locurcio 701581d1d3
Improve error messages related to `shader_type`
The list of allowed shader types is now displayed if any
`shader_type`-related error is emitted.

This makes it easier to remember which shader types are allowed
when creating a new shader.
2019-10-26 17:43:14 +02:00
Chaosus 1333ea2a2d Implement shader array support for varyings 2019-09-14 18:23:25 +03:00
Yuri Roubinski 38601dd3e9 Fix shader crash when users miss the return statement 2019-08-28 11:32:33 +03:00
Yuri Roubinski 4dda253ee0 Implements switch to shaders 2019-08-23 14:43:09 +03:00
Yuri Roubinski b24b3497d6 Implemented local shader constants 2019-08-05 10:35:53 +03:00
Chaosus 9379cbc774 Added local array initializer 2019-07-16 07:13:37 +03:00
Chaosus c37379456f Implemented local shader arrays 2019-07-15 15:57:39 +03:00
geequlim 253cd73f1d Fix code completion for shader editor 2019-07-06 12:03:17 +08:00
Chaosus c2d4abf62e Added constant support to shaders
Co-authored-by: DavidSichma <sichmada@gmail.com>
2019-06-01 13:41:07 +03:00
Rémi Verschelde 5fc86026ca Fix typos with codespell
Using codespell 1.14.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
Rémi Verschelde b7cc2bb1e2 Core: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`

Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
2019-02-12 13:34:25 +01:00
Hein-Pieter van Braam d308eb091a Fix many asan and ubsan reported issues
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.

This fixes #25217 and fixes #25218
2019-01-30 06:43:56 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Juan Linietsky 631cf676c3 Removed noperspective (not in GLSL ES 3.0), do not write smooth if not specified. Fixes #20435 2018-11-21 23:07:09 -03:00
JFonS fb92c7b0fa Use hint_color when getting shader default params 2018-11-16 12:20:23 +01:00
Juan Linietsky d2e642b2dc Proper validation of out arguments in built-in shader functions, closes #16244 2018-11-14 18:56:19 -03:00
Juan Linietsky baa8678d2a Do not allow samplers where they dont belong (variables/return types), fixes #15133 2018-11-12 08:36:26 -03:00
JFonS 3cedec5f75 Set uniform default values in inspector 2018-09-13 23:05:33 +02:00
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Thomas Herzog b4d3f541e7 add 3D textures 2018-07-30 12:20:27 +02:00
Juan Linietsky d2aaf460fb Manually fix, merge and close #15168 2018-07-29 12:18:37 -03:00
Juan Linietsky f6ce73f724 Visual Shaders are back. 2018-07-14 18:16:18 -03:00