Commit Graph

81 Commits

Author SHA1 Message Date
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
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 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Yuri Roubinsky ac91e2ca0d [3.2] Prevents default values of VSNodeCustom from overriding by a script 2021-04-12 14:52:19 +03:00
Delf Neumärker 4065fa0bcf Fix crash when calling connect_nodes_forced with invalid params
(cherry picked from commit 4a468171e5)
2021-02-19 15:54:00 +01:00
Pedro J. Estébanez 4485b43a57 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 12:23:25 +01:00
andybarcia 61c00938a2
Fixes crash when calling VisualShader::set_mode
(cherry picked from commit f455f873c7)
2021-02-18 00:35:57 +01:00
kleonc 31744577b3
VisualShader::_input_type_changed Fix index out of bounds crash.
(cherry picked from commit 7d451c0040)
2021-02-16 14:27:39 +01:00
Yuri Roubinsky 34d3235c84 [3.2] Visual Shader Parenthesis fix 2021-02-08 19:37:50 +03:00
Yuri Roubinsky 8689c1178d
Adds Metallic to spatial light input of visual shaders
(cherry picked from commit f4eef287f9)
2021-02-02 13:02:46 +01:00
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 ec7228a675 [3.2] Optimizations for Fresnel and Texture nodes in visual shaders 2020-10-02 08:42:06 +03:00
Rémi Verschelde ef223f3aa7
Merge pull request from Chaosus/vs_uniform_ref_3.2
[3.2] Added UniformRef visual shader node
2020-10-01 13:50:08 +02:00
Rémi Verschelde 4a9264271d
doc: Sync classref with current source 2020-09-08 14:20:53 +02:00
Yuri Roubinsky 7facd00ace [3.2] Fix specular render_mode for visual shaders 2020-08-28 13:06:55 +03:00
Yuri Roubinsky d0c705781c [3.2] Added UniformRef visual shader node 2020-08-11 15:04:06 +03:00
Yuri Roubinsky 87ebc29d8e Use path instead classname to prevent errors for exported visual shaders 2020-06-15 21:33:32 +03:00
Yuri Roubinsky 1f89c3bfeb (3.2) Some fixes for canvas item visual shader inputs 2020-05-05 12:21:25 +03:00
Pedro J. Estébanez d8be5a9986 Add MODULATE builtin to canvas item shaders 2020-05-04 00:10:24 +02:00
Yuri Roubinsky e10b0c9eaa Added missing '\n' in visual shader expression node code generation
(cherry picked from commit 6e1187ad2f)
2020-02-14 16:13:44 +01:00
Yuri Roubinsky 1f4885fe49 Added missing '\n' in visual shader custom node code generation
(cherry picked from commit 9d8b59e86a)
2020-02-14 16:13:44 +01:00
Yuri Roubinsky fb56d93163 Better visual shader code generation
(cherry picked from commit bfec48abf1)
2020-02-14 16:13:44 +01:00
Yuri Roubinsky 72f7e4efe0 Fix canvas_item light alpha output in visual shaders
(cherry picked from commit b822da00f8)
2020-02-06 13:02:07 +01:00
Yuri Roubinsky 9705d5587e Hide "control" methods from VisualShaderNodeGroupBase 2020-01-28 10:24:59 +03:00
Yuri Roubinsky 274f1d8610 Hide "editable" property from VisualShaderNodeGroupBase public interface 2020-01-28 09:43:07 +03:00
Yuri Roubinsky 796484d761 Added missing property "size" to VisualShaderNodeGroupBase 2020-01-27 19:18:48 +03:00
Yuri Roubinsky 3479cf4b42 Removed unused method "build" from VisualShaderNodeExpression 2020-01-27 18:24:39 +03:00
Yuri Roubinsky 86cdccebe6 Hide "default_input_values" property in VisualShaderNode. 2020-01-23 11:18:51 +03:00
Yuri Roubinsky a8ab4e3357 Forbid recursive connections in visual shader 2020-01-20 18:15:45 +03:00
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
Haoyu Qiu 024c25426b Fixes crash when shader inputs/outputs is invalid string 2019-12-10 17:04:18 +08:00
Yuri Roubinsky f5ffc1aedc Fix invalid casting on visual shader sampler 2019-11-04 18:50:33 +03:00
Yuri Roubinsky 8243afb0e9 Added sampler inputs for visual shaders 2019-11-03 17:59:15 +03:00
Yuri Roubinsky 9086e7330f Removes translations from generated visual shader code 2019-10-29 09:26:05 +03:00
Yuri Roubinsky b217babca2 [VShaders] Added sampler port to CubeMap, fixed parsing in expresssion s 2019-10-11 10:36:04 +03:00
Yuri Roubinsky 0ec352213d Removed "rebuild" function from public interface of VisualShader 2019-10-10 12:15:55 +03:00
Yuri Roubinsky fec8da3c5e Makes cube maps to be works in visual shaders 2019-10-09 12:13:53 +03:00
Yuri Roubinsky b11d15d5c3 Makes Texture and TextureUniform in visual shaders to use UV by default 2019-10-03 16:59:49 +03:00
Yuri Roubinsky 31ada3b685 Fix global code in visual shaders if two or more custom nodes are used 2019-10-02 17:13:19 +03:00
Chaosus f14bcd8cc5 Added sampler port type for visual shaders 2019-10-01 13:20:08 +03:00
Rémi Verschelde 4f294b958f doc: Sync classref with current source
Fix a few missing bindings or unspecified argument names and default values.
2019-09-24 11:52:06 +02:00
Chaosus89 bd507739ea Fix formatting error for bool in resulted code of visual shader 2019-09-05 08:32:24 +03:00
Chaosus89 bf3024c172 Added missing OUTPUT_IS_SRGB and FRONT_FACING to visual shaders 2019-09-04 18:24:44 +03:00
Chaosus89 54f0889f20 Fix parsing array indexing symbol in visual shader expression 2019-09-04 16:01:41 +03:00
Chaosus89 a68ea5721f Fix semicolon parsing in visual shader expression 2019-09-01 13:12:33 +03:00
Chaosus89 466a9ffdc6 Fix visual shader expression parsing 2019-09-01 12:14:20 +03:00
Yuri Roubinski 725e5d15ff Added "editable" property to VisualShaderGroupNode 2019-08-22 15:12:18 +03:00
Yuri Roubinski 1e3fb6d760 Fix preview for global expressions in visual shaders 2019-08-20 19:34:09 +03:00