Commit Graph

2399 Commits

Author SHA1 Message Date
Rémi Verschelde 6bf64027b7
Merge pull request #94785 from Chaosus/shader_fix_samplers_order
Fix texture samplers to not being last in the property list
2024-08-19 16:05:21 +02:00
Rémi Verschelde 8b39d7f326
Merge pull request #95666 from kleonc/parallax2d_repeat_offsets_relative_to_source
Fix `Parallax2D` repeats being not relative to its transform
2024-08-19 14:34:21 +02:00
Rémi Verschelde 10b91ee950
Merge pull request #95705 from zeux/fsr-skin-relax
Relax motion vector updates to allow skipped frames for skeletons
2024-08-19 12:09:34 +02:00
Rémi Verschelde 9cc53a134e
Merge pull request #95682 from zeux/fsr2-fix-free
Fix double free in FSR2 destructor
2024-08-19 12:09:20 +02:00
Rémi Verschelde c6400a8fe4
Merge pull request #95662 from clayjohn/GLES3-sky-fog
Add fixed fog to the sky in the Compatibility renderer
2024-08-19 12:09:10 +02:00
Rémi Verschelde f4037d6f6c
Merge pull request #92496 from clayjohn/HDR-2D-sRGB
Ensure MovieWriter output is in gamma space when using HDR 2D
2024-08-19 12:08:40 +02:00
Rémi Verschelde 824a97120e
Merge pull request #92213 from clayjohn/ambient-disabled
Disable all sources of ambient light when `ambient_light_disabled` render mode is used
2024-08-19 12:08:31 +02:00
kleonc 1bd8372813 Fix Parallax2D repeats being not relative to its transform 2024-08-19 11:43:16 +02:00
clayjohn 578049b7b9 Add fixed fog to the sky in the Compatibility renderer
And apply luminance multiplier after fog in RD renderer
2024-08-17 23:33:26 -07:00
Arseny Kapoulkine 92f2bc70dd 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.
2024-08-17 11:10:41 -07:00
Arseny Kapoulkine 0024cface5 Fix double free in FSR2 destructor
Before this change, using FSR2 resulted in the following error when the
effect was destroyed:

	ERROR: Attempted to free invalid ID: 662734928609453
	   at: _free_internal (servers/rendering/rendering_device.cpp:4957)

This happened because ACCUMULATE and ACCUMULATE_SHARPEN passes shared
the same shader_version object but had different pipeline IDs. When
version_free was called for ACCUMULATE pass, it destroyed pipelines
created from that version, including the pipeline for the
ACCUMULATE_SHARPEN pass.

Using a unique version could work around this problem, but it's easier
to rely on version_free destroying the created pipelines through the
dependency mechanism.
2024-08-16 22:44:57 -07:00
Rémi Verschelde 5b6d9a7dd8
Merge pull request #95659 from clayjohn/RD-sky-affect
Ensure `fog_sky_affect` is used even when using a background color
2024-08-16 23:49:58 +02:00
clayjohn 37be585fdf Ensure fog_sky_affect is used even when using a background color 2024-08-16 14:11:08 -07:00
kevinkuo52 3388a4a360 pass in render_info to _fill_instance_data for alpha to fix overdraw call count 2024-08-16 08:59:36 -07:00
Rémi Verschelde 664ff6f7c4
Merge pull request #95547 from Chaosus/shader_fix_for_middle_expression
Fix middle expression of `for` loop to accept not only operators
2024-08-16 14:36:10 +02:00
Rémi Verschelde 0f9925c0f9
Merge pull request #95542 from KoBeWi/go_bind_yourself
Remove empty `bind_methods()`
2024-08-16 14:35:51 +02:00
Rémi Verschelde 851d0a764d
Merge pull request #95536 from jsjtxietian/rename-alpha-scissor
Fix undefined `alpha_scissor` in standard shader
2024-08-16 14:35:38 +02:00
Rémi Verschelde 9c77f57a1d
Merge pull request #95350 from Chaosus/shader_fix_for_loop_comma_crash
Fix shader crash when the comma used in `for` loop as a trailing
2024-08-16 14:33:42 +02:00
Rémi Verschelde d1706b0200
Merge pull request #95450 from clayjohn/RD-local-device
Fail when submit or sync called on main rendering device
2024-08-16 10:36:09 +02:00
Rémi Verschelde afbcd0810f
Merge pull request #95438 from clayjohn/SSR-roughness-fix
Use transformed roughness instead of raw roughness to calculate roughness fade in SSR
2024-08-16 10:36:03 +02:00
Rémi Verschelde 94e9b2e2af
Merge pull request #95379 from SlashScreen/fix_dir_light_layers
Consider visual layers for DirectionalLight
2024-08-16 10:35:44 +02:00
Rémi Verschelde b1c624beb5
Merge pull request #95270 from Lssikkes/ls-multimesh-reset-only
Fix for multimesh motion vector corruption
2024-08-16 10:35:26 +02:00
Rémi Verschelde 5098ac587e
Merge pull request #94896 from jsjtxietian/carry-subgroup
Fix uniform subgroup in shader will carry out to next group
2024-08-16 10:35:00 +02:00
Rémi Verschelde 46c6865979
Merge pull request #92391 from rburing/fti_3d
Physics interpolation (3D)
2024-08-16 10:33:37 +02:00
Chaosus 3272f00525 Fix middle expression of `for` loop to accept not only operators 2024-08-15 10:29:19 +03:00
kobewi 065dd099dd Remove empty bind_methods() 2024-08-15 08:24:32 +02:00
jsjtxietian 970a237c20 Fix undefined `alpha_scissor` in standard shader 2024-08-15 11:44:11 +08:00
Slashscreen 4457b11ff0 Apply patch for considering visual layers for DirectionalLight
Co-authored-by: majikayogames <152851004+majikayogames@users.noreply.github.com>
2024-08-13 08:45:38 -07:00
clayjohn b0e33aa00f Fail when submit or sync called on main rendering device
Fail if submit or sync called multiple times in a row
2024-08-12 15:50:01 -07:00
clayjohn b99d0d778a Use transformed roughness instead of raw roughness to calculate roughness fade in SSR 2024-08-12 12:04:16 -07:00
Chaosus d74749fd60 Fix shader crash when the comma used in `for` loop as a trailing 2024-08-10 11:23:11 +03:00
Sen 52cd5acdda Fix for multimesh motion vector corruption by resetting motion vector state and filling both halves of buffer 2024-08-08 16:19:31 +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
Yuri Rubinsky e41048e16e Fix texture samplers to not being last in the property list 2024-07-29 09:19:09 +03:00
clayjohn a2f2699208 Restrict sampler hint validation to only screen texture hints 2024-07-28 22:31:57 -07:00
jsjtxietian e6c45fbe5d Fix uniform subgroup in shader will carry out to next group 2024-07-29 11:07:09 +08:00
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