Rémi Verschelde
e2ca1d413e
Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter
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Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12 08:16:46 +02:00
floppyhammer
37230dbb1f
Fix CPUParticles2D disappearance after amount change
2021-08-12 10:53:37 +08:00
Hugo Locurcio
635f6cdf2e
Fix the Use Nearest Mipmap Filter project setting not working
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The project setting wasn't being used anywhere.
This also tweaks the property hints to denote that these properties
are only effective after a restart.
2021-08-12 01:58:42 +02:00
Rémi Verschelde
62047e4e48
Merge pull request #51486 from reduz/fixes-to-mobile-renderer
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Fixes and optimizations to mobile renderer
2021-08-11 15:19:11 +02:00
clayjohn
a7c3e0dcd6
Use f0 instead of albedo in blinn and phong
2021-08-10 21:54:24 -07:00
reduz
ca117910da
Fixes and optimizations to mobile renderer
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* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-10 23:17:28 -03:00
Rémi Verschelde
afb40920fe
Merge pull request #51411 from clayjohn/VULKAN-blinn-phong
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[4.0] Make Blinn and Phong specular modes take albedo into account
2021-08-10 21:11:48 +02:00
Rémi Verschelde
16d73fefdb
Merge pull request #50682 from aaronfranke/basis-looking-at
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Move code for looking_at to Basis
2021-08-10 11:28:12 +02:00
Rémi Verschelde
51b4df72a7
Merge pull request #51436 from Calinou/tonemap-clamp-negative-colors
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Clamp negative colors regardless of the tonemapper to avoid artifacts
2021-08-10 09:56:11 +02:00
Rémi Verschelde
56f17d925f
Merge pull request #51417 from clayjohn/Vulkan-horizon-so
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Add horizon specular occlusion
2021-08-10 09:56:02 +02:00
clayjohn
fa962ff27d
Make Blinn and Phong specular modes PBR
2021-08-09 20:09:00 -07:00
Aaron Franke
84f720966c
Use doubles for time in many other places
2021-08-09 14:05:42 -05:00
Hugo Locurcio
57451f132f
Clamp negative colors regardless of the tonemapper to avoid artifacts
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Color artifacts could be visible when using negative lights with the
Filmic and ACES tonemapping operators, as these did not clamp negative
colors.
2021-08-09 17:01:07 +02:00
Rémi Verschelde
0a38d5c8f7
Merge pull request #43158 from nathanfranke/fix-gradient-and-draw-tile
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Fix Gradient and Color Picker checkerboard, Fix tile parameter for CanvasItem.draw_texture_rect
2021-08-09 16:47:58 +02:00
Rémi Verschelde
85399a9170
Merge pull request #51155 from Chaosus/shader_fix_specular_mode
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Fix a default shader specular render mode to `SCHLICK_GGX`
2021-08-09 08:13:47 +02:00
clayjohn
7bdea93497
Add horizon specular occlusion
2021-08-08 19:43:48 -07:00
Nathan Franke
051234e84e
Fix Gradient, Color Picker BG, Fix CanvasItem::draw_texture_rect p_tile
2021-08-07 16:40:50 -05:00
Rémi Verschelde
da339f8ffc
Merge pull request #51309 from Chaosus/fix_uniform_error_spam
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Fix incorrect checking of uniform set to prevent error spam
2021-08-06 17:15:03 +02:00
Bastiaan Olij
b920bf05a4
Use subpasses to do 3D rendering and resolve in mobile renderer
2021-08-06 23:43:26 +10:00
Yuri Roubinsky
47a6bb2f28
Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`)
2021-08-06 16:01:58 +03:00
Yuri Roubinsky
ac4406cfbe
Fix incorrect checking of uniform set to prevent error spam
2021-08-06 12:20:12 +03:00
Rémi Verschelde
dbd1a90bd4
Merge pull request #50942 from BastiaanOlij/cubemap_raster
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Porting cubemap compute shaders to raster for the mobile renderer
2021-08-01 21:52:24 +02:00
Aaron Franke
9f3ae0adcd
Move code for looking_at to Basis
2021-08-01 12:49:02 -05:00
Bastiaan Olij
c76426527b
Porting cubemap compute shaders to raster for the mobile renderer
2021-08-01 21:22:38 +10:00
Rafał Mikrut
e8877806ec
Fix 'Attempted to remove invalid ID' errors
2021-07-31 15:30:31 +02:00
Hugo Locurcio
e6a544c169
Merge pull request #50891 from Vitika9/50852
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Removed redundant assignment of `blur_pipeline`
2021-07-26 21:43:38 +02:00
Rémi Verschelde
8f6c16e4a4
Merge pull request #50847 from reduz/implement-binary-shader-compilation
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Implement Binary Shader Compilation
2021-07-26 17:09:48 +02:00
vitika9
1c63866996
Fixed coding style
2021-07-26 20:12:16 +05:30
Nicholas Huelin
7f908cf40f
Fix expression in `cluster_builder_rd.h`
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This expression should now work as intended.
2021-07-26 08:19:53 -04:00
reduz
cf3f404d31
Implement Binary Shader Compilation
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* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-26 08:40:39 -03:00
Rémi Verschelde
7341dd5afa
Merge pull request #50856 from SirQuartz/patch-32
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Fix always true expression `radius > 0.98 || radius < 1.02` in `cluster_builder_rd.h`
2021-07-26 08:47:33 +02:00
Nicholas Huelin
a1a392045d
Fix always true expression in `cluster_builder_rd.h`
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This pull request fixes an issue where an expression would always evaluate to `true` no matter what.
2021-07-25 11:53:04 -04:00
luz paz
5cf3bed0c8
Fix various typos
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Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 07:18:25 -04:00
Rémi Verschelde
ff0b5f8fa1
Merge pull request #50809 from akien-mga/iterators-const-references
2021-07-25 12:52:58 +02:00
Rémi Verschelde
2f221e5fd5
Merge pull request #50250 from luzpaz/typos
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Fix various typos
2021-07-25 12:38:58 +02:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators
2021-07-25 12:22:25 +02:00
Rémi Verschelde
2a8a59eac0
Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragment
2021-07-25 11:58:11 +02:00
luz paz
3564c16cb8
Fix various typos with codespell
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Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Bastiaan Olij
1f69582835
Use fragment shader instead of compute shader for effects for mobile renderer
2021-07-25 13:58:21 +10:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations
2021-07-23 17:38:28 -04:00
Rémi Verschelde
fa56989818
Merge pull request #50537 from Calinou/improve-shader-error-output-2
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Add error marking to the shader error console output
2021-07-20 11:00:17 +02:00
Rémi Verschelde
394191c02f
Merge pull request #50605 from Calinou/tweak-shader-code-style
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Use C++11 raw literals for shader code to improve readability
2021-07-20 10:05:13 +02:00
reduz
9293bc3935
Implement more rendering options as specialization constants
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* Shadow quality settings now specialization constant.
* Decal and light projector filters can be set.
* Changing those settings forces re-creation of the pipelines.
These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
2021-07-19 21:51:29 -03:00
Hugo Locurcio
abc38b8d66
Use C++11 raw literals for shader code to improve readability
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In files that have lots of branching, `\t` was replaced with a
tab character instead.
2021-07-19 08:19:50 +02:00
Hugo Locurcio
9fc2849a57
Add error marking to the shader error console output
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This makes it possible to see where the shader error is without
having to look at the trace printed below the source code.
2021-07-17 03:05:11 +02:00
reduz
76e25438c9
Fixes to forward mobile
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* use valid format for framebuffer: VK_FORMAT_A2B10G10R10_UNORM_PACK32
* Unfortunately cant be used for compute.
* Mobile will need to do refprobe, sky, mipmapblurring using raster.
2021-07-15 21:05:58 -03:00
Juan Linietsky
3f12765a7e
Merge pull request #49678 from BastiaanOlij/mobile_renderer_select_color_format
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Use 32bit instead of 64bit 3D render buffer on mobile renderer
2021-07-15 10:16:39 -03:00
Yuri Roubinsky
d6dc77aa36
Removes lines about window size from the console output
2021-07-14 20:58:53 +03:00
Bastiaan Olij
8a29208fc4
Use 32bit instead of 64bit 3D render buffer on mobile
2021-07-13 10:26:28 +10:00
reduz
ad9f606ed8
Use specialization constants in clustered renderer
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* Keep track of when projector, softshadow or directional sofshadow were enabled.
* Enable them via specializaton constant where it makes sense.
* Re-implements soft shadows.
* Re-implements light projectors.
2021-07-12 20:33:52 -03:00