Commit Graph

2374 Commits

Author SHA1 Message Date
Arseny Kapoulkine
b2c83b42f6
Relax motion vector updates to allow skipped frames for skeletons
Before this change, a skeleton that was not updated every frame would
result in a difference of 2+ between last_change and frame index every
frame, which would disable the buffer rotation and set motion vectors to
zero. This results in significant visual artifacts for FSR2 that are
especially prominent on the characters that move together with the view
such as the main character in third person mode.

This is a significant problem for high refresh rate displays: at 120 Hz,
we are effectively guaranteed to skip skeleton updates every other frame
with skeleton update happening during physics processing, and the lack
of physics interpolation for skeletons. This happens by default in TPS
demo when FSR2 is enabled.

In other places where motion vectors are disabled, such as multi-mesh
and mesh rendering (where previous transform is updated), the logic
effectively allows for a single-frame gap in updates, because it
compares the frame where the update happened (which is the current frame
if updates are consistent) with the current frame, so the latency of 0
means "update just happened", but both multi-mesh and mesh transform
updates permit a latency of 1 as well.

Here, however, last_change is updated *after* the frame processing has
concluded, so a zero-latency update has a distance of 1. Allowing a
distance of 2 (latency 1) reduces the severity of the problem and aligns
the logic with transform updates.

Note that the problem will still happen when refresh rate is noticeably
higher than physics rate times 2. For example, it still happens at 240
Hz. However, a longer latency allowance is inconsistent with other
transforms and could lead to issues, so ideally long term physical
interpolation of skeleton transforms would completely solve this.

(cherry picked from commit 92f2bc70dd)
2024-09-16 17:10:47 +02:00
jsjtxietian
139f5ee15e
Add model_normal_matrix for fragment shader
(cherry picked from commit e698351db2)
2024-09-16 17:09:36 +02:00
clayjohn
c684d65c64
Use transformed roughness instead of raw roughness to calculate roughness fade in SSR
(cherry picked from commit b99d0d778a)
2024-09-16 17:06:30 +02:00
kleonc
f0f69a7b7c
Fix Parallax2D repeats being not relative to its transform
(cherry picked from commit 1bd8372813)
2024-09-16 17:04:12 +02:00
clayjohn
6c202154a7
Add fixed fog to the sky in the Compatibility renderer
And apply luminance multiplier after fog in RD renderer

(cherry picked from commit 578049b7b9)
2024-09-16 17:01:45 +02:00
clayjohn
2d7266e764
Ensure fog_sky_affect is used even when using a background color
(cherry picked from commit 37be585fdf)
2024-09-16 16:57:44 +02:00
kevinkuo52
6aff947ee5
pass in render_info to _fill_instance_data for alpha to fix overdraw call count
(cherry picked from commit 3388a4a360)
2024-09-16 16:55:12 +02:00
jsjtxietian
b84dbab84d
Fix undefined alpha_scissor in standard shader
(cherry picked from commit 970a237c20)
2024-09-16 16:42:01 +02:00
Chaosus
3dc376ec0b
Fix shader crash when the comma used in for loop as a trailing
(cherry picked from commit d74749fd60)
2024-09-16 16:39:51 +02:00
jsjtxietian
a70df8537e
Fix uniform subgroup in shader will carry out to next group
(cherry picked from commit e6c45fbe5d)
2024-09-16 16:34:02 +02:00
clayjohn
5a33e45fed
Fail when submit or sync called on main rendering device
Fail if submit or sync called multiple times in a row

(cherry picked from commit b0e33aa00f)
2024-09-16 16:33:25 +02:00
Slashscreen
13d5227911
Apply patch for considering visual layers for DirectionalLight
Co-authored-by: majikayogames <152851004+majikayogames@users.noreply.github.com>
(cherry picked from commit 4457b11ff0)
2024-09-16 16:31:40 +02:00
Jamie Pate
f8c99efc3b
Fix LightmapGI causes crash when using --headless
Fixes #89119

Add dummy LightmapInstance and Lightmap resources for headless rendering

Prevents the RenderingServer from crashing when it accesses
lightmap_instance->base_data
2024-08-07 11:38:05 +02:00
Rémi Verschelde
52f22902c7
Merge pull request #94902 from clayjohn/SHADER-hints
Restrict sampler hint validation to only screen texture hints
2024-07-30 12:29:04 +02:00
clayjohn
a2f2699208 Restrict sampler hint validation to only screen texture hints 2024-07-28 22:31:57 -07:00
Bastiaan Olij
1eb0039b6e Fix regression around OpenGL swapchain optimisation for OpenXR 2024-07-29 12:46:58 +10:00
clayjohn
ba3457dfff Emit normal_roughness compatibility code in custom functions 2024-07-26 10:45:36 -07:00
jsjtxietian
38fad35356 Fix editor crash when shader has incorrect global array declaration 2024-07-26 11:53:11 +08:00
BlueCube3310
eb3b217777 RenderingDevice: Use the correct amount of layers for Cubemaps for boundary checks 2024-07-24 20:26:46 +02:00
Rémi Verschelde
62c88a4052
Merge pull request #94671 from Chaosus/shader_fix_varying
Fix shader crash when using a varying in separate func before it defined
2024-07-24 09:59:31 +02:00
Rémi Verschelde
139cf025c9
Merge pull request #94629 from RandomShaper/fix_undef_position
Fix position from vertex shader partially uninitialized
2024-07-24 09:59:24 +02:00
Feiyue Zhang
6f30df4b6a
Linearize color if HDR 2D is on 2024-07-24 09:49:50 +02:00
Yuri Rubinsky
965b2f6ca4 Fix shader crash when using a varying in separate func before it defined 2024-07-23 21:55:18 +03:00
BlueCube3310
741bb152ae RenderingDevice: Fix getting cubemap data 2024-07-23 13:44:28 +02:00
Pedro J. Estébanez
0064532c1e Fix position from vertex shader partially uninitialized 2024-07-23 09:04:54 +02:00
Yuri Rubinsky
574e61a542 Fix crash when assigning more textures than expected to texture array 2024-07-22 20:51:11 +03:00
Rémi Verschelde
587f1d0cb0
Merge pull request #92817 from Alex2782/fix_glsl_Mali-G
Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx
2024-07-22 17:24:04 +02:00
Alexander Hartmann
78ede4f8b6 Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx 2024-07-20 22:01:35 +02:00
Garteal
2606831d71 SDFGI: fix crash if update_data is nullptr 2024-07-19 18:27:32 +02:00
Rémi Verschelde
47e99d55b3
Merge pull request #94388 from BastiaanOlij/expose_more_methods_scene_buffers_rd
Expose more state in RenderSceneBuffersRD
2024-07-19 11:10:46 +02:00
Rémi Verschelde
ceb1801db2
Merge pull request #94492 from jsjtxietian/fsr-1
Add warning when use FSR1 on renderer other than forward plus
2024-07-18 10:45:50 +02:00
Rémi Verschelde
0f1e2c38a8
Merge pull request #94069 from RandomShaper/fix_vk_vali_blocky
RenderingDevice: Leave handling of compressed block granularity to the driver
2024-07-18 10:45:27 +02:00
Rémi Verschelde
590628feda
Merge pull request #86516 from jsjtxietian/fix-camera-direction
Fix incorrect `CAMERA_DIRECTION_WORLD` calculation
2024-07-18 10:45:20 +02:00
jsjtxietian
46ed290fef Add warning when use FSR1 on renderer other than forward plus 2024-07-18 12:10:18 +08:00
Rémi Verschelde
a963f111cb
Merge pull request #94462 from jsjtxietian/more-type
Make ShaderLanguage's parser recognize sampler passed in from array
2024-07-17 12:24:11 +02:00
Rémi Verschelde
c5e5fa3d9f
Merge pull request #94289 from clayjohn/MOBILE-multimesh-spec-constant
Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
2024-07-17 12:24:01 +02:00
Rémi Verschelde
c2375d0b12
Merge pull request #94184 from mertkasar/ssr-rotation-fix
Fix SSR orientation issues when using orthogonal camera
2024-07-17 11:43:25 +02:00
Rémi Verschelde
0268ceaa5c
Merge pull request #94064 from bruvzg/lcd_aa_modulate
Fix LCD font AA modulation in RendererRD.
2024-07-17 11:43:03 +02:00
jsjtxietian
3859817614 Make shaderLanguage's parser recognize sampler passed in from array 2024-07-17 16:52:44 +08:00
Bastiaan Olij
9442eb8194 Expose more state in RenderSceneBuffersRD 2024-07-15 22:04:10 +10:00
clayjohn
4cbc967f50 Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
This works around a bug on the Quest3 and slightly improves performance on all mobile devices at the cost of increased pipeline count.
2024-07-12 15:44:06 -07:00
Mert Kasar
56ed2cb6d1 Fix SSR orientation issues when using orthogonal camera
- Use negative clip space values to fix reversed rotations in reflections
- Use constant -z view vector when raymarching to fix perspective in reflections
2024-07-12 21:56:31 +03:00
Rémi Verschelde
198e55e402
Merge pull request #94153 from clayjohn/SSAO-linearize
Properly linearize depth buffer for SSAO when using orthogonal camera
2024-07-11 00:27:43 +02:00
Rémi Verschelde
f5bb5db8ae
Merge pull request #94135 from Calinou/vulkan-swapchain-resize-error-fail-silently
Silence Vulkan "Unable to acquire framebuffer." swapchain error
2024-07-11 00:27:36 +02:00
Rémi Verschelde
46e8377a5e
Merge pull request #93960 from BastiaanOlij/fix_mobile_compositor
Pre transparent compositor effects needs to run later
2024-07-11 00:27:06 +02:00
clayjohn
e0f736ec10 Properly linearize depth buffer for SSAO when using orthogonal camera 2024-07-09 15:29:45 -07:00
Hugo Locurcio
cf2d2e2dd8
Silence Vulkan "Unable to acquire framebuffer." swapchain error
This error is harmless and can be safely ignored.
2024-07-09 17:12:54 +02:00
Rémi Verschelde
40cb283dd7
Merge pull request #93866 from Chaosus/shader_fix_global_func_set
Improve code for setup of `global_func_set` in `ShaderLanguage`
2024-07-09 16:47:13 +02:00
Rémi Verschelde
6f9c0aa40d
Merge pull request #93630 from BastiaanOlij/scene_data_projection_correction
Make RenderSceneData take projection correction into account
2024-07-09 00:03:14 +02:00
Pedro J. Estébanez
00e89229bf RenderingDevice: Leave handling of compressed block granularity to the driver 2024-07-08 11:58:51 +02:00