Commit Graph

1455 Commits

Author SHA1 Message Date
BlueCube3310 f31371c04e Automatically ensure correct normals in Compatibility renderer 2023-10-22 15:00:11 +02:00
David Snopek 58775a6c67 Fix `GPUParticles3D` on the Meta Quest 2 with OpenGL renderer 2023-10-21 16:49:24 -05:00
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
mrjustaguy 09a2a7c54e Remove PSSM Fade 2023-10-13 12:01:23 +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 775ab4e983
Merge pull request #83141 from BastiaanOlij/fix_shadow_size
Fix compatibility shadow size not being initialised
2023-10-11 18:30:55 +02:00
Bastiaan Olij 59cd86f89d Fix compatibility shadow size not being initialised 2023-10-11 22:02:38 +11:00
Rémi Verschelde 4b7cc99bc1
Merge pull request #79169 from reduz/debug-canvas-item-redraw
Debug CanvasItem redraw
2023-10-11 08:40:05 +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
Rémi Verschelde a28dab7e82
Merge pull request #79711 from adamscott/web-non-blocking-main-thread
Add `proxy_to_pthread` option to `platform=web`
2023-10-09 23:22:22 +02:00
Adam Scott 78c2a08fae
Add `proxy_to_pthread` option to `platform=web`
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2023-10-09 11:50:01 -04:00
Rémi Verschelde a1d7c62df7
Merge pull request #83003 from AThousandShips/null_check_extra
Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-10-09 15:37:14 +02:00
A Thousand Ships f18aa00e85 Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 2023-10-08 17:23:33 +02:00
A Thousand Ships 034c0f1624 Replace `sanity` with `safety` for checks 2023-10-08 16:22:24 +02:00
Rémi Verschelde c05f521e16
Merge pull request #82892 from clayjohn/tangent-binormal-transform
Only perform modelview transform on tangent and binormal when vertex shader is in local space
2023-10-06 12:53:05 +02:00
clayjohn af1d81d95a Only perform modelview transform on tangent and binormal when vertex shader is in local space 2023-10-05 22:08:36 -06:00
clayjohn 04846c1d6d Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00
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
bitsawer 6f88ed73be Fix GLES3 instanced rendering color and custom data defaults 2023-09-29 11:44:37 +03:00
Yuri Sizov 7ae0fa1083 Merge pull request #77496 from clayjohn/GLES3-shadows
Implement 3D shadows in the GL Compatibility renderer
2023-09-28 20:03:53 +02:00
clayjohn cb7200b028 Implement 3D shadows in the GL Compatibility renderer 2023-09-28 09:39:26 +02:00
SlugFiller d468582ef8 Fix build on MSVC 2017 2023-09-27 19:49:59 +03:00
bitsawer 898d1a2d5f Fix errors when freeing GPUParticles 2023-09-27 11:46:31 +03:00
Pedro J. Estébanez a67559931b [GLES3] Avoid freeing proxy textures clearing onwer's data 2023-09-27 10:44:56 +02:00
bitsawer f1062f25eb Add device info to GLES3 shader cache key hash 2023-09-26 13:01:31 +03:00
bruvzg 1887a9df19
[macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching.
Co-authored-by: Riteo <riteo@posteo.net>
2023-09-21 14:21:00 +03:00
Rémi Verschelde 9a1b4f338b
Merge pull request #81160 from paddy-exe/canvas-uv-world-space
Add render mode to use world coordinates in canvas item shader
2023-09-19 09:03:18 +02:00
Yuri Sizov 48e1c19dea Merge pull request #81583 from AThousandShips/null_check_drivers_platform
[Drivers,Platform] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-09-15 19:48:18 +02:00
bitsawer af7b870e2a Improve GLES3 scene renderer compatibility with older devices 2023-09-14 16:34:29 +03:00
A Thousand Ships 3565d1bf7e [Drivers,Platform] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 2023-09-12 20:13:32 +02:00
Rémi Verschelde 3815b2f98e
Merge pull request #81315 from conorlawton/z-billboard-y-velocity-no-scale
Fix z-billboard + y to velocity transform alignment to correctly respect non-uniform scale
2023-09-08 23:14:27 +02:00
Conor Lawton 9ecafcc491 Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead of averaging scale 2023-09-08 20:01:57 +01:00
Rémi Verschelde 8de6405288
UWP: Remove platform port, needs to be redone from scratch for 4.x
The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.

So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
2023-09-07 15:01:59 +02:00
Rémi Verschelde 8f3042ed46
Merge pull request #81395 from jsjtxietian/fix-clear-color-alpha-value-affect-2d-editor-in-compatibility
Fix clear color's alpha value will affects 2D editor in Compatibility mode
2023-09-07 13:54:10 +02:00
jsjtxietian e21a485dbc Fix clear color's alpha value will affects 2D editor in Compatibility mode
When the rt's transparency is false, force the alpha of the clear color to one
2023-09-07 12:56:34 +08:00
Milan Gruner 45a33cc749 Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog 2023-09-05 18:15:02 +02:00
bitsawer 836705d7a9 Reset SDFGI when changing editor scene tabs 2023-08-30 19:50:05 +03:00
Patrick c98ab5aba3 Add option to use world coordinates in canvas item shader
By using the render mode `world_vertex_coords` you can automatically use the vertex coordinates in world space
2023-08-30 15:32:18 +02:00
Rémi Verschelde fd7b27a473
Merge pull request #80909 from adamscott/web-fix-max-uniform-buffer-size-overflow
Fix integer value for `GL_MAX_UNIFORM_BLOCK_SIZE` overflowing
2023-08-28 15:03:50 +02:00
Juan Linietsky 407b16ab00
Debug CanvasItem redraw
I wanted to add this tool for years and always forget. This command line option:

```
$ godot.exe -e --debug-canvas-item-redraw
```

Allows to see when a canvas item is redrawn. This helps find out if something
in the UI is refreshing in a way it should not. Examples as such:

* Signals causing more of the UI to redraw.
* Container resizing causes more UI elements to redraw.
* Something using a timer is redrawing all time time, which can go unnoticed.

To my surprise, the editor UI is redrawing very efficiently. There is some
weird stuff with the scene tabs, redrawing when the inspector changes but most
things for the most part are fine.
2023-08-28 12:53:56 +02:00
jsjtxietian d48b95a305 fix glMapBufferRange return null when r_index + last_item_index > max_instances 2023-08-27 18:00:35 +08:00
Adam Scott 9c7db7397f
Fix integer value for GL_MAX_UNIFORM_BLOCK_SIZE overflowing 2023-08-25 10:19:25 -04:00
A Thousand Ships 6cb28e481f Fix memory access error for `MultiMesh` with GLES3
Buffer was incorrectly assigned when invalid data was provided
2023-08-19 16:01:21 +02:00
Rémi Verschelde 5541567c1a
Merge pull request #80151 from WhalesState/Dev1
Fix GLES3 changing 2D shadow atlas size is broken
2023-08-17 11:23:24 +02:00
Mounir Tohami 2987dd0c71 fix GLES3 changing 2d shadow atlas size is broken 2023-08-16 15:58:23 +00:00
bitsawer 41def3740a Fix global shader uniform texture loading 2023-08-15 14:18:26 +03:00
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
Yuri Sizov bffbc5dd3e Merge pull request #80070 from clayjohn/GLES3-depth-prepass
Enable depth writes during shadow pass and depth pass. Disable during color pass
2023-08-01 17:26:00 +02:00
clayjohn b986afed46 Enable depth writes during shadow pass and depth pass. Disable during color pass
This fixes an unreported performance bug. Basically, without this change, the depth prepass did nothing
2023-07-30 21:59:28 +02:00
LRFLEW 6effd3cde7 Fix transparent viewport backgrounds with custom clear color 2023-07-30 06:19:47 -05:00
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
Yuri Sizov d894a2ff57 Merge pull request #79883 from clayjohn/GLES3-shader-cache-dir
Check if shader cache directory is available before using cache
2023-07-26 18:40:35 +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 3f2e901633 Merge pull request #79865 from clayjohn/discard-shader
Fix use of discard in shaders
2023-07-25 21:26:27 +02:00
Yuri Sizov 08cffc128f Merge pull request #79812 from ParsleighScumble/parsleigh/init-sky-scene-state
Use defaults to initialize sky data in case of no sky
2023-07-25 21:26:23 +02:00
clayjohn 52fb5bf986 Check if shader cache directory is available before using cache 2023-07-25 14:33:37 +02:00
Clay 7c812cd7e9 Fix use of discard in shaders
discard was being included in all shaders set to depth pass opaque, which is the majority of shaders

Instead it should only be used with alpha prepass materials
2023-07-24 23:21:04 +02:00
Parsleigh Scumble 67c13fe4eb Use defaults to initialize sky data in case of no sky 2023-07-24 10:41:13 -07:00
Yuri Sizov b1f4e58bbf Merge pull request #79772 from Malcolmnixon/gles-skeletons
Unbind the framebuffer when updating meshes
2023-07-24 19:33:27 +02:00
Yuri Sizov 4ba24f6492 Merge pull request #79685 from LRFLEW/glinval
GLES3: Don't call `glTexParameter*` for invalid filter and repeat modes
2023-07-24 19:33:12 +02:00
Yuri Sizov 3e9fadc1dd Merge pull request #79660 from bitsawer/fix_opengl_multimesh
Fix GLES3 multimesh rendering when using colors or custom data
2023-07-24 19:33:05 +02:00
LRFLEW 3e9173f11a GLES3: Don't call glTexParameter* for invalid filter and repeat modes 2023-07-21 19:26:57 -05:00
Malcolm Nixon 679f5bf410 Unbind the framebuffer when updating meshes.
While the vertex shaders used to update the meshes aren't actually rendering to the framebuffer, they may still refuse to run with some framebuffers bound - such as XR with multiple views.
2023-07-21 19:34:12 -04:00
bitsawer 9897f1cfb9 Fix GLES3 multimesh rendering when using colors or custom data 2023-07-20 11:54:34 +03:00
LRFLEW 90f0e97eb9 GLES3: reset anisotropic filtering when changing texture filtering mode 2023-07-17 00:18:39 -05:00
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
Yuri Sizov a33b548092 Merge pull request #78168 from clayjohn/GLES3-gaussian-rt
Use Gaussian approximation for backbuffer mipmaps in GL Compatibility renderer
2023-07-12 15:08:57 +02:00
Rémi Verschelde c566b03f26
Merge pull request #78852 from clayjohn/Particles-glitch
Initialize particles instance buffer in case it is used before being updated
2023-07-07 08:28:28 +02:00
clayjohn 35ed7c770b Initialize particles instance buffer in case it is used before being updated 2023-06-29 13:24:40 -07:00
clayjohn 7c37a32897 Use a filter with mipmaps when initializing textures with mipmaps in GL Compatibility renderer
This works around a driver bug in some older devices and should be harmless on any spec-compliant device
2023-06-26 10:45:24 -07:00
clayjohn cc89321c9c Reset filter/repeat state of textures in GL Compatibility renderer when render target is cleared 2023-06-23 10:57:56 -07:00
Brecht Kuppens 55fc56bfd4 Moved variables closer to usage to fix unused variable warning 2023-06-22 23:01:09 +02:00
Rémi Verschelde cb73a6e9f9
Merge pull request #78490 from clayjohn/GLES3-particles-subemit
Add warnings and fallbacks for particles sub emitters when using the GL Compatibility rendering backend
2023-06-22 21:02:38 +02:00
Qiqi Wu df740f6865 free color and depth texture after check framebuffer complete failed 2023-06-22 09:13:24 +08:00
ChibiDenDen 35715e510f replace sampler arrays with constant sampler elements 2023-06-22 01:11:57 +03:00
clayjohn 8a5af8183a Add warnings and fallbacks for particles sub emitters when using the GL Compatibility rendering backend
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-06-21 12:56:52 -07:00
bitsawer dab0871d41 Fix invalid RID errors when freeing a mesh with blend shapes 2023-06-19 11:07:15 +03:00
Qiqi Wu c8e3f00e5d GLES3: Remove unimplemented texture_create() declaration 2023-06-16 18:58:23 +08:00
Rémi Verschelde 7dddd8a22c
Merge pull request #78302 from clayjohn/GLES3-screen-warning
Remove outdated warning when using screen texture in GL Compatibility renderer
2023-06-16 10:23:27 +02:00
Rémi Verschelde 9e81aeda33
Merge pull request #78287 from clayjohn/GLES3-texture-replace
Copy texture filter/repeat modes when replacing a texture in the GL Compatibility backend
2023-06-16 10:23:03 +02:00
Rémi Verschelde 1710a7d303
Merge pull request #78285 from clayjohn/GLES3-viewport-filter
Ensure filter/repeat is cached by Viewport texture in GL Compatibility renderer
2023-06-16 10:22:33 +02:00
clayjohn 36a005fafc
Add RENDERING_INFO parameters to GL Compatibility renderer
This also fixes RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME for the RD renderers as it was incorrectly reporting vertex/index count at times

This also adds memory tracking to textures and buffers to catch memory leaks.

This also cleans up some memory leaks that the new system caught.
2023-06-16 09:10:00 +02:00
clayjohn 8a7f02addb Remove outdated warning when using screen texture in GL Compatibility renderer 2023-06-15 18:48:50 -07:00
clayjohn 96b2743782 Ensure filter/repeat is cached by Viewport texture in GL Compatibility renderer 2023-06-15 13:08:55 -07:00
clayjohn 3e211b7f74 Copy texture filter/repeat modes when replacing a texture in the GL Compatibility backend 2023-06-15 13:06:42 -07:00
clayjohn 0b7e2dfdfc Ensure that "detect 3D" is only called when using 3D shaders 2023-06-13 13:20:11 -07:00
clayjohn 9721a27427 Use Gaussian approximation for backbuffer mipmaps in GL Compatibility renderer 2023-06-12 21:51:23 -07:00
Rémi Verschelde 9ce42d176d
Merge pull request #76977 from manueldun/light-shader-builtins
Enable the use of all supported builtins on the light shader
2023-06-09 11:04:46 +02:00
Rémi Verschelde 166643df32
Merge pull request #74937 from bitsawer/fix_uniform_storage
Fix shader uniform storage conversions and crash
2023-06-09 11:04:16 +02:00
Manuel Dun e2321c21db Enable the use of all builtins on the light shader
When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
2023-06-08 14:14:14 -04:00
clayjohn 05142b6228 Properly update array textures when using the OpenGL backend to avoid crash 2023-06-07 15:44:11 -07:00
Rémi Verschelde e75285f69f
Merge pull request #77946 from bruvzg/opengl_blend_cache
[OpenGL] Fix LCD blend mode color caching.
2023-06-07 11:02:30 +02:00
bruvzg a2abea8b98
[OpenGL] Fix LCD blend mode color caching. 2023-06-07 10:55:38 +03:00
MJacred 2c5e2196bd Replace get_rendering_device() call to prevent crashes on OpenGL.
And make OpenGL video adapter info align with Vulkan.
2023-06-06 23:29:36 +02:00
bitsawer 23c375d6b4 Fix shader uniform storage conversions and crash 2023-05-29 15:17:13 +03:00
Rémi Verschelde f2e91eae63
Merge pull request #77224 from patrickdown/implement_texture_2d_layered_initialize
Implemented texture_2D_layered_initialize
2023-05-29 10:29:08 +02:00
patrickdown 391a1bf60e Implemented texture_2D_layered_initialize 2023-05-27 12:53:59 -05:00