Commit Graph

354 Commits

Author SHA1 Message Date
Rémi Verschelde 70c05f63da
Merge pull request #89531 from sullyscience/fix-resource-leaks
Fix mobile renderer RID leaks
2024-03-24 01:16:48 +01:00
A Thousand Ships 79ba22a73f
Use `Vector*` component-wise `min/max/clamp` functions where applicable 2024-03-20 13:47:42 +01:00
David Sullivan dfa326ef55 Fix: Address mobile resource leaks in render
Update render_forward_mobile destructor to include instance buffers.
Update render_scene_buffers_rd cleanup to include weight buffers / blur
textures.
2024-03-15 14:48:12 -04:00
Rémi Verschelde cebaf9dac5
Merge pull request #89042 from permelin/fix-particle-trail-activation
Fix early activation of particle trail sections
2024-03-08 13:09:25 +01:00
Rémi Verschelde a52e575652
Merge pull request #89134 from BastiaanOlij/fix_recursive_reflection_probes
Fix never ending loop with overlapping probes
2024-03-05 09:56:05 +01:00
Bastiaan Olij a5d3d23db4 Fix never ending loop with overlapping probes 2024-03-05 10:07:56 +11:00
Per Melin 853935a5c9 Fix error in AABB calculation for particles with USERDATA
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.
2024-03-02 14:26:09 +01:00
Per Melin 9b2d77a238 Initialize particle trail history frame numbers
Fixes #88712

All particle trail sections were activated at once on the first cycle, instead
of being spread out over the trail's lifetime.
2024-03-01 19:32:43 +01:00
Robert Yevdokimov 13e82094ee Remove word duplicates in comments and strings, and fix casing and punctuation 2024-02-23 17:28:28 -05:00
Rémi Verschelde 292f4c7f97
Merge pull request #80214 from BastiaanOlij/rendering_effect
Implement hooks into renderer
2024-02-20 23:59:27 +01:00
Arman Elgudzhyan 533eab89ab Fixed reversed custom AABB null check when recalculating multimesh AABBs 2024-02-18 12:07:23 -08:00
Bastiaan Olij 5a98845655 Implement hooks into renderer 2024-02-18 21:54:21 +11:00
Eidolon 08f4560e69 Add optional depth fog 2024-02-17 22:39:34 -03:00
Rémi Verschelde 59643bdb86
Merge pull request #88325 from akien-mga/texture-formats
Export: Unify settings for PC texture formats, removed obsoleted ETC feature
2024-02-17 00:23:45 +01:00
Arman Elgudzhyan 7ac8365e11 Support custom AABB within MultiMesh resources
- Supporting custom AABB on the MultiMesh resource itself allows us to prevent costly runtime AABB recalculations.
- Should also help improve CPU Particle performance.
2024-02-15 22:37:07 -08:00
Rémi Verschelde e457f41f9b
Remove code relative to obsoleted ETC texture format
Co-authored-by: BlueCube3310 <53150244+BlueCube3310@users.noreply.github.com>
2024-02-14 17:16:41 +01:00
Rémi Verschelde 5e58bcd793
Merge pull request #88205 from 0x0ACB/thread_safe_texture_rid
Make `RID_Owner<Texture>` threadsafe in `TextureStorage` for GLES3
2024-02-13 23:43:40 +01:00
Erik Johnson eab95698cd
Fix shadows for billboarded Sprite3D's 2024-02-13 10:36:38 +01:00
ACB 09d2c09434 Make `RID_Owner<Texture>` threadsafe in `TextureStorage` for gles3 2024-02-11 17:23:00 +01:00
A Thousand Ships 684752e75b
Replace error checks against `size` with `is_empty` 2024-02-09 12:50:15 +01:00
Yuri Sizov 2ce450f8bc Merge pull request #84894 from clayjohn/tangent-error-message
Store ArrayMesh path in RenderingServer for use in error messages
2024-01-24 14:07:47 +01:00
Yuri Sizov e8105adb0e Merge pull request #87155 from griffinkh/build_warning_fix
Fix build warning with memset value being too large
2024-01-22 20:38:56 +01:00
Yuri Sizov e95456b7f3 Merge pull request #86073 from m4rr5/add_reflection_mask
Add a reflection mask to the reflection probes
2024-01-22 20:38:37 +01:00
Marcel Offermans 25f573ca63 Add a reflection mask to the reflection probes.
Co-authored-by: Bastiaan Olij <mux213@gmail.com>
2024-01-20 08:07:31 +01:00
Rémi Verschelde 0bcc0e92b3
Merge pull request #86730 from reduz/64-bit-cowdata
Promote CowData to 64 bits
2024-01-19 18:46:11 +01:00
Juan Linietsky 24fe0715b5 Promote CowData to 64 bits
Fixes a lot of bugs, please help me fill the list.
2024-01-19 17:41:10 +01:00
Griffin Kroah-Hartman 21ae69a1de fix build warning with memset value being too large
same resolution for issue #83342 for texture_storage.cpp
2024-01-13 19:05:38 +01:00
clayjohn 7b355a128c Default to 32-bit depth map on Forward+ renderer and 24-bit only on Mobile renderer 2024-01-10 12:23:59 -08:00
Dario cc4d39b0c1 Acyclic Command Graph for RenderingDevice.
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
2024-01-08 14:54:56 -03:00
Rémi Verschelde 798632422d
Merge pull request #86245 from ecmjohnson/fix-skeleton-culling
Check skeleton RID when using cached AABB
2024-01-08 11:52:41 +01:00
Muller-Castro 96a95cb974 Add const lvalue ref to container parameters 2024-01-05 14:49:57 -03:00
EddieBreeg 8747c67d9e
Fix potential integer underflow in rounded up divisions
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>
2024-01-02 14:14:47 +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
Erik Johnson d874ead58d Check skeleton RID when using cached AABB 2023-12-17 11:43:49 -05:00
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 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
clayjohn 394edf8288 Set ReflectionProbe frame before mapping id in mobile renderer 2023-12-01 16:52:50 -07:00
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
clayjohn ead36fdcc4 Store ArrayMesh path in RenderingServer for use in error messages 2023-11-14 16:27:10 +01:00
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 a88e519f18 Add padding to normal attribute in Compatibility renderer to match the RD renderers 2023-10-24 22:32:34 +02:00
Rémi Verschelde 261fe7ce6a
Merge pull request #83704 from clayjohn/misc-mesh-fixes
Some more fixes for compressed meshes
2023-10-24 10:54:23 +02:00
Rémi Verschelde 64f80295e5
Merge pull request #83199 from Repiteo/texture-storage-default-scale
Fix `TextureStorage` not assigning default scale
2023-10-24 10:53:56 +02:00
clayjohn 8f9cd4e1e3 Some more fixes for compressed meshes
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
2023-10-24 09:38:12 +02:00
Rémi Verschelde 50d17f6b8c
Merge pull request #83613 from clayjohn/surface_upgrade_tool
Add an editor tool to automatically upgrade and re-save meshes
2023-10-24 00:10:37 +02:00
clayjohn 318ef8461f Implementation of tool to automatically upgrade and re-save meshes 2023-10-23 22:39:48 +02:00
Rémi Verschelde 814de86494
Merge pull request #83493 from clayjohn/light-pair-bug
Ensure that only visible paired lights are used
2023-10-23 12:40:07 +02:00
Dario 4890e96556 Add an extra backbuffer color texture that can be used when an upscaler is in use.
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.
2023-10-17 13:36:27 -03:00
Clay 623a050269 Ensure that only visible paired lights are used
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
2023-10-17 13:02:46 +02:00
Thaddeus Crews 9ee41c707e
Fix texture storage not assigning default scale
• Print errors if an invalid value is passed
2023-10-12 12:02:24 -05:00
Rémi Verschelde b1371806ad
Merge pull request #82431 from bitsawer/fix_gpuparticles_free
Fix errors when freeing GPUParticles
2023-10-12 00:22:33 +02:00
Rémi Verschelde 55282ddc10
Merge pull request #79527 from QbieShay/qbe/particles-rework
Particle internal refactor and additions for more artistic control
2023-10-10 22:48:50 +02:00
QbieShay c228fe1a0d Particle internal refactor and additions for more artistic control
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-10-10 20:03:35 +02:00
A Thousand Ships f18aa00e85 Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 2023-10-08 17:23:33 +02:00
clayjohn 51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
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.
2023-10-05 12:02:23 -06:00
kobewi 09b30be86d Add vararg call() method to C++ Callable 2023-10-05 11:35:29 +02:00
Rémi Verschelde 829d9bb6ba
Merge pull request #82451 from DarioSamo/mesh-storage-vertex-array-taa-fix
Fix mismatch between surface vertex array generation inside the function and the caller.
2023-10-05 10:08:34 +02:00
Rémi Verschelde c255acebe8
Merge pull request #81607 from Rindbee/fix-UPDATE_WHEN_VISIBLE-not-work-in-exported-project
Fix `SubViewport` with `UPDATE_WHEN_VISIBLE` not working properly in exported project
2023-10-05 10:07:16 +02:00
clayjohn cb7200b028 Implement 3D shadows in the GL Compatibility renderer 2023-09-28 09:39:26 +02:00
Dario c3d1b52254 Fix mismatch between surface vertex array generation inside the function and the caller.
Fixes #82446.
2023-09-27 14:02:48 -03:00
bitsawer 898d1a2d5f Fix errors when freeing GPUParticles 2023-09-27 11:46:31 +03:00
A Thousand Ships fdd3d36c6d [Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 2023-09-25 18:45:30 +02:00
Dario 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00
Rémi Verschelde 8788b20ea0
Merge pull request #81775 from darksylinc/matias-taa-msaa
Fix massive validation errors when enabling TAA + MSAA
2023-09-24 23:32:31 +02:00
Matias N. Goldberg 4de0ed4adf Fix massive validation errors when enabling TAA + MSAA
TAA + MSAA would make Godot request unnecessary flags for an MSAA
velocity texture. flags that were not even actually needed.

This was causing:
 1. Unsupported GPUs to fail completely (e.g. Intel Arc 770)
 2. Wrong codepaths to be followed (causing validation errors, possibly
crashes or glitches)
 3. Unnecessary performance impact in all GPUs.

See
https://github.com/godotengine/godot/issues/71929#issuecomment-1722274359
2023-09-16 19:31:04 -03:00
风青山 59d0fdbacc Fix `SubViewport` with `UPDATE_WHEN_VISIBLE` not working properly in exported project
The issue is primarily due to `RSG::texture_storage->render_target_was_used()`
returning inconsistent results in the editor and exported projects.
2023-09-13 16:02:10 +08:00
Dario 9b91750fb1 Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
Introduces a new structure to store samplers created with certain parameters instead of storing a 'custom' set of samplers. Allows viewports to correctly configure the mipmap bias and use it when rendering the scene.
2023-09-06 11:24:19 -03:00
Matias N. Goldberg 53837adc00 Use 16-bit index buffers instead of 32 when unnecessary 2023-09-03 19:59:10 -03:00
Dario 293302ccd8 Add motion vector support for GPU 3D Particles.
Add the capability of resizing the transforms buffer for particles to be double its size and alternate where the current output is written to. Only works for particles that use index as their draw order.
2023-08-28 10:56:02 -03:00
Dario e2984af013 Add motion vector support for animated surfaces like skeletons or blend shapes.
Extends mesh instances that required custom vertex buffers to create two alternating buffers that are written to and binds them to use them as the previous vertex buffer when generating motion vectors.
2023-08-16 11:37:42 -03:00
Rémi Verschelde 9d9043a9c8
Merge pull request #80654 from bitsawer/fix_global_uniform_texture_set
Fix global shader uniform texture loading
2023-08-16 09:17:25 +02:00
Rémi Verschelde 623156a05c
Merge pull request #80651 from clayjohn/RD-2D-HDR-MSDF
Fallback to linear color texture when using 2D HDR and MSDF font
2023-08-16 09:17:01 +02:00
Rémi Verschelde 04c2bc5a37
Merge pull request #80424 from DarioSamo/rd-buffer-copy-vulkan
Add `buffer_copy` method to RenderingDevice
2023-08-16 09:13:06 +02:00
bitsawer 41def3740a Fix global shader uniform texture loading 2023-08-15 14:18:26 +03:00
clayjohn 40d70bf9b8 Fallback to linear color texture when using 2D HDR and MSDF font 2023-08-15 11:08:29 +02:00
Dario 420f3890b0 Fix incorrect error checking and notifications introduced in PR #80414.
There was an error in the other branch of the refactored function where the size of the array was not properly multiplied by the size of the float to check against the buffer size. This was only an error in the error-checking itself and not the functionality. There was also an error where the proper notification was not emitted whenever the buffer for the multimesh is recreated to invalidate the previous references the renderer might've created to it. This fixes CPU Particles getting corrupted when they're created without emission being enabled.
2023-08-13 09:08:20 -03:00
Dario 0d7deca4e2 Add buffer_copy method to RenderingDevice interface and an implementation for the Vulkan driver.
Direct buffer copies are required to perform certain operations more efficiently, as the only current alternative is to download the buffer to the CPU and upload it again. As the first use case, the new function is used when enabling motion vectors on multimeshes.
2023-08-12 09:38:39 -03:00
Dario 5155870d64 Improve handling of motion vectors for multimesh instances.
Fixes #67287. There was a subtle error where due to how enabling motion vectors for multi-meshes was handled, only the first instance would have a valid transforms buffer and the rest would point to an invalid buffer. This change moves over the responsibility of enabling motion vectors only when changes happen to the individual 3D transforms or the entire buffer itself. It also fixes an unnecessary download of the existing buffer that'd get overwritten by the current cache if it exists. Another fix is handling the case where the buffer was not set, and enabling motion vectors would not cause the buffer to be recreated correctly.
2023-08-09 08:17:07 -03:00
Rémi Verschelde 1163dac9e3
Merge pull request #80215 from clayjohn/HDR-2D
Add option to enable HDR rendering in 2D
2023-08-08 16:57:33 +02:00
clayjohn 57eb762bae Add option to enable HDR rendering in 2D
This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance

Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
2023-08-07 11:24:03 +02:00
Dario 77776f5313 Fix motion vectors being corrupted when using precision=double and resulting in the TAA pass being completely broken.
See Issue #69528. When building with precision=double, the TAA pass would break due to the motion vectors being corrupted. It was apparent the origin of the camera itself was corrupted in the UBO for the previous frame because the camera origin was only being split correctly for the current block but not for the previous block (to effectively support the double precision float on the shader).
2023-08-04 11:42:06 -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
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 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
Rémi Verschelde 7030ac555f
Merge pull request #79270 from clayjohn/particle-trails-error
Unify error condition for particles trail lifetime
2023-07-10 10:38:34 +02:00
clayjohn 78ecdb17f9 Unify error condition for particles trail lifetime 2023-07-10 10:17:27 +02:00
clayjohn 35ed7c770b Initialize particles instance buffer in case it is used before being updated 2023-06-29 13:24:40 -07:00
bitsawer ef00de99b4 Fix error spam when a mesh with bone weights has an invalid skeleton 2023-06-22 15:58:52 +03:00
ChibiDenDen 35715e510f replace sampler arrays with constant sampler elements 2023-06-22 01:11:57 +03:00
bitsawer dab0871d41 Fix invalid RID errors when freeing a mesh with blend shapes 2023-06-19 11:07:15 +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
bitsawer 23c375d6b4 Fix shader uniform storage conversions and crash 2023-05-29 15:17:13 +03:00
Rémi Verschelde 1086375785
Merge pull request #77266 from Rindbee/fix-bugs-in-TextureStorage-texture_3d_update
Fix calling `TextureStorage::texture_3d_update()` could cause a crash
2023-05-22 13:49:23 +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
Rindbee ebd2b9e299 Fix calling `TextureStorage::texture_3d_update()` could cause a crash 2023-05-22 06:24:13 +08:00
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