Yuri Rubinsky
cf240a7ae0
Refactor shader hints
2022-05-31 11:51:47 +03:00
clayjohn
2ba53547c9
Fix error with !rb spam when using background color mode with reflection probes
2022-05-28 18:11:28 -07:00
Hugo Locurcio
e85459dcd1
Add Cone and Cylinder shapes to FogVolume
...
This complements the existing Ellipsoid and Box local fog shapes.
This can be used to represent a light cone coming from a SpotLight.
2022-05-25 12:35:53 +02:00
GanidhuAbey
3c95a70081
Fix particle system from going inactive early
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Prevents particles from freezing and dissapearing by resetting
it's inactive time when particles are emitted.
2022-05-24 17:31:21 -06:00
Rémi Verschelde
12ddaa36a6
Merge pull request #60641 from clayjohn/Sky-ign
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Use IGN instead of white noise for sky dithering
2022-05-24 23:34:41 +02:00
clayjohn
3e20c1347d
Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
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As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24 11:00:34 -07:00
clayjohn
4f82b1bd20
Use IGN instead of white noise for sky dithering
2022-05-24 10:57:07 -07:00
Rémi Verschelde
1314e6cbcc
Merge pull request #60803 from Chaosus/shader_hint_rename
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Rename `hint_albedo`, `hint_white/black` in shaders
2022-05-24 08:15:33 +02:00
trollodel
fe3371a9a9
Add timestamps to some rendering effects
2022-05-21 17:47:28 +02:00
Rémi Verschelde
a53434639f
Merge pull request #61214 from somnathsarkar/particle-attractor-fix
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Fix GPUParticles3D disappearance at attractor origins
2022-05-21 08:48:36 +02:00
Somnath Sarkar
99911bfa79
Fix GPUParticles3D disappearance at attractor origins
2022-05-20 19:56:32 -04:00
reduz
45af29da80
Add a new HashSet template
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Windy Darian
a3e016e07e
Fix normal and tangent blending in blend shapes
2022-05-20 07:59:45 -04:00
Aaron Record
900c676b02
Use range iterators for RBSet in most cases
2022-05-19 12:09:16 +02:00
Yuri Rubinsky
5322b171de
Fix tonemapper shader to correctly apply alpha channel
2022-05-18 06:43:07 +03:00
clayjohn
600d8105d8
Fix custom irradiance bug in Vulkan mobile renderer
2022-05-16 11:57:41 -07:00
reduz
746dddc067
Replace most uses of Map by HashMap
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Somnath Sarkar
52aeaf5d16
Fix computation of screen_uv
2022-05-16 00:00:01 -04:00
Bastiaan Olij
fe8c8eeba8
Copy_to_fb is available in both raster and clustered renderers, remove unwanted checks
2022-05-13 13:19:42 +10:00
Rémi Verschelde
9cf9054c3e
Merge pull request #60976 from Calinou/fsr-rename-property-hint
2022-05-12 23:12:03 +02:00
Rémi Verschelde
ff30a09993
Merge pull request #60643 from clayjohn/GLES3-3D
2022-05-12 21:08:02 +02:00
clayjohn
652adcd5bf
Basic 3D rendering
2022-05-12 10:37:27 -07:00
Hugo Locurcio
0cdd7d88ad
Rename remaining references of FSR to FSR 1.0
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With FSR 2.0 around the corner, we should avoid any ambiguity by
explicitly stating the version number.
2022-05-12 18:22:43 +02:00
reduz
8b7c7f5a75
Add a new HashMap implementation
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Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing ).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
clayjohn
2bf8831dd6
SceneShader compiling
2022-05-11 21:00:21 -07:00
clayjohn
3bb8e6a9fe
SkyShaders working
2022-05-11 21:00:21 -07:00
Bastiaan Olij
9939cfc4c4
Split out bokeh_dof and copy effects
2022-05-11 11:08:56 +10:00
Yuri Roubinsky
a8bbe570ca
Rename `hint_albedo`, `hint_white/black` in shaders
2022-05-09 22:50:18 +03:00
Yuri Roubinsky
8ed84a9f01
Fix instance uniform shader crash in custom functions
2022-05-09 17:10:42 +03:00
mightygoat
61df370810
Check multimesh before uniform set creation
2022-05-05 12:25:02 +05:30
mightygoat
10209e31eb
Fix the uniform set creation of multimesh with a invalidated buffer
2022-05-05 06:59:47 +05:30
Rémi Verschelde
c114823471
Merge pull request #58298 from Calinou/decal-distance-fade-use-easing
2022-05-04 21:50:20 +02:00
Aaron Franke
fa7a7795f0
Rename Basis get_axis to get_column, remove redundant methods
2022-05-03 09:37:47 -05:00
Rémi Verschelde
6530d46d67
Merge pull request #51102 from Calinou/renderingserver-add-api-version-getter
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Add `get_video_adapter_api_version()` to RenderingServer
2022-05-03 14:44:55 +02:00
Rémi Verschelde
931838b330
Merge pull request #60627 from aaronfranke/rename-elements
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Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03 14:40:01 +02:00
Hugo Locurcio
180e5d3028
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
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These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Hugo Locurcio
31194f5b1c
Add `get_video_adapter_api_version()` to RenderingServer
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This method can be used to get the graphics API version currently in
use (such as Vulkan). It can be used by projects for troubleshooting
or statistical purposes.
2022-05-03 01:18:35 +02:00
Hugo Locurcio
618c88c71b
Make Decal distance fade smoother
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`smoothstep()` avoids the sudden transparency jump when entering or
leaving a decal's distance fade margin distance. This in turn helps
make opacity transitions less noticeable to the player, as it's
less likely to catch the player's eye.
2022-05-02 23:14:00 +02:00
Rémi Verschelde
c273ddc3ee
Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
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Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
Yuri Rubinsky
c25c837f21
Merge pull request #60682 from Chaosus/shader_vec3_hint_color
2022-05-01 11:23:42 +03:00
Yuri Roubinsky
5eb3a0ef4a
Add `hint_color` support for `vec3` in shaders
2022-05-01 09:47:35 +03:00
clayjohn
623753a3a2
Use linear mipmap sampling in ToneMapper
2022-04-30 21:30:08 -07:00
Aaron Franke
1bf94dff3a
Rename Basis "elements" to "rows"
2022-04-29 08:02:56 -05:00
Aaron Franke
b831fb0a54
Rename Transform2D "elements" to "columns"
2022-04-29 08:02:39 -05:00
Rémi Verschelde
cab171c54e
Merge pull request #60547 from BastiaanOlij/split_tonemapper_effect
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Splitting tonemapper into its own class
2022-04-28 08:33:44 +02:00
Bastiaan Olij
3b2267ba6d
Splitting tonemapper into its own class
2022-04-28 15:00:30 +10:00
Rémi Verschelde
8dfa12cae7
Merge pull request #59979 from bruvzg/cpp_check2
2022-04-27 10:08:26 +02:00
Hugo Locurcio
eb497bbaa7
Fix "ortogonal" -> "orthogonal" typo in rasterizer code
2022-04-26 21:49:44 +02:00
NNesh
2f33414dab
Fix clearing backbuffer if there are no items
2022-04-25 22:31:40 +05:00
Rémi Verschelde
fbfecc1dea
Merge pull request #60407 from JFonS/fix_color_pass_lm
2022-04-25 16:03:08 +02:00
bruvzg
be611c1c05
Implement Label3D node.
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Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
2022-04-22 12:08:46 +03:00
Joan Fons
0d57bbaae5
Add missing color pass flags to the valid list
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Some valid flag combinations were missing, causing error spam in certain situations.
2022-04-21 12:37:56 +02:00
bruvzg
de4c97758a
Fix more issues found by cppcheck.
2022-04-20 10:34:00 +03:00
Clay John
c77bbde7ae
Merge pull request #60214 from JFonS/fix_depth_prepass
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Fix depth pre-pass on all face cull modes
2022-04-19 11:37:34 -07:00
Bastiaan Olij
0b4fd92a17
Moved particles into ParticlesStorage
2022-04-17 13:13:22 +10:00
Bastiaan Olij
b6faf6c6c0
Move light, reflection probe and lightmap into LightStorage
2022-04-17 13:13:18 +10:00
Bastiaan Olij
6b28d94e77
Merge canvas and decal into TextureStorage and add render target
2022-04-17 12:59:50 +10:00
Rémi Verschelde
8fee88947e
Merge pull request #60213 from JFonS/fix_depth_state
2022-04-13 18:28:49 +02:00
Joan Fons
1270b542bb
Fix depth pre-pass on all face cull modes
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The default shadow material was used for depth rendering disregarding the cull mode of the original material. This commit adds a check so the default shadow material is only used when the original material has back-face culling.
2022-04-13 17:37:28 +02:00
Joan Fons
259e50f447
Fix regression in rasterizer state
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Fixes a regression introduced by the color pass flags rework. The various rasterizer state structs were not being reset for each flag combination, which meant some state changes were wrongly applied to some flag combinations.
2022-04-13 16:21:40 +02:00
Rémi Verschelde
46ef52162e
Color: Rename `to_srgb`/`to_linear` to include base color space
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This helps reduce confusion around sRGB <> Linear conversions by making
both input and output color spaces explicit.
2022-04-13 11:45:52 +02:00
Hugo Locurcio
1a41a177e4
Use less blur for distant directional shadow splits
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This makes the transition between shadow splits less noticeable,
specially when the expensive Blend Splits property is disabled.
2022-04-11 19:37:49 +02:00
Rémi Verschelde
0fb3d69bb7
Merge pull request #60137 from JFonS/fix_default_shadow_tex
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Fix Vulkan validation errors on default depth textures
2022-04-11 17:38:21 +02:00
Rémi Verschelde
dcdc6954f8
Merge pull request #60138 from JFonS/fix_spec_constants
2022-04-11 14:18:50 +02:00
jfons
c4c0ef116a
Fix specialization constant updates in color passes
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The color pass specialization constants were not being updated after splitting them to their own array.
2022-04-11 12:40:17 +02:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted.
2022-04-11 13:28:51 +03:00
jfons
bdc239a5a9
Fix Vulkan validation errors on default depth textures
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The validation layers were complaining that we use DEFAULT_RD_TEXTURE_WHITE (which is RGBA8) in places where it's sampled as a depth texture. This commit adds the new default texture DEFAULT_RD_TEXTURE_DEPTH and uses it where needed.
2022-04-11 11:53:49 +02:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck.
2022-04-06 14:34:37 +03:00
Rémi Verschelde
f8ab79e68a
Zero initialize all pointer class and struct members
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This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Bastiaan Olij
b8be7903f3
Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorage
2022-04-02 16:29:04 +11:00
jfons
e69d762dd0
Add color pass flags to Forward Clustered renderer
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This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask.
The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass.
This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used.
Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future.
2022-04-01 12:12:49 +02:00
Rémi Verschelde
155a94fabe
Merge pull request #59385 from BastiaanOlij/extract_shader_storage
2022-03-31 19:19:03 +02:00
Rémi Verschelde
a647fb3e62
Fix typos with codespell
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Using codespell 2.2-dev from current git.
Fix a couple incorrect uses of gendered pronouns.
2022-03-31 14:07:29 +02:00
Bastiaan Olij
36defd1179
Extract global variable, shader and material storage
2022-03-31 21:49:42 +11:00
Yuri Roubinsky
509598e8c0
Remove `SHADOW_ATTENUATION` spatial light shader built-in
2022-03-29 08:43:31 +03:00
nevarek
cc196393e3
Fix shader undefined variable
2022-03-25 01:40:04 -07:00
Bastiaan Olij
0fe06e9467
Extract Decal and Decal atlas from Storage class
2022-03-21 12:22:43 +11:00
Bastiaan Olij
0b5a9e4f6e
Call the correct texture free method on texture storage cleanup
2022-03-20 20:10:44 +11:00
nevarek
7543e22358
Add inverse projection matrix to fragment shader globals
2022-03-18 20:44:51 -07:00
Yuri Roubinsky
0d9aecd967
Rename several transform built-ins in shaders
2022-03-18 12:10:55 +03:00
Rémi Verschelde
756178d342
Merge pull request #59087 from clayjohn/sky-mode
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Replace DirectionalLight3D's `use_in_sky_only` with `sky_mode` enum
2022-03-18 00:09:35 +01:00
Rémi Verschelde
9263e4e63b
Merge pull request #58954 from Ansraer/alpha_scissor
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[4.0] Fix alpha scissor support
2022-03-17 22:27:43 +01:00
Hugo Locurcio
c45d2c242b
Replace DirectionalLight3D's `use_in_sky_only` with `sky_mode` enum
...
3 options are available:
- Light and Sky (default)
- Light Only (new)
- Sky Only (equivalent to `use_in_sky_only = true`)
Co-authored by: clayjohn <claynjohn@gmail.com>
2022-03-17 14:00:02 -07:00
Rémi Verschelde
6228063972
Another `-Wsign-compare` fix
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Fixing CI while afk, fun.
2022-03-17 21:42:35 +01:00
Rémi Verschelde
0e9764607a
Fix `-Wsign-compare` warning after #58993
2022-03-17 21:22:32 +01:00
Rémi Verschelde
e142c10fc5
Merge pull request #58993 from notSanil/device-limit-exceeded-fix
2022-03-17 19:55:40 +01:00
Ansraer
30a89b3f98
Fix alpha scissor support
2022-03-17 16:17:27 +01:00
notSanil
36fa7059ed
Fix device limit exceeding for uniform buffer
2022-03-16 16:52:35 +05:30
Bastiaan Olij
57e5a33623
Split dummy renderer classes into separate files
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Split canvas_texture_storage and texture_storage from render_storage class
2022-03-16 17:43:10 +11:00
Rémi Verschelde
cfd21adf64
Merge pull request #49092 from BastiaanOlij/multiview_clustered
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Add multiview support to the clustered forward renderer
2022-03-16 00:17:57 +01:00
Rémi Verschelde
51bbcbdec2
Merge pull request #45263 from KoBeWi/ 😕
2022-03-15 13:18:27 +01:00
snowapril
b6f72f2b4a
Fix D_GGX code which can cause divide-by-zero val
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When given roughness is lower than 0.01, d value in original code will
be zero. This can make last return value as NAN because of
divide-by-zero. This is well addressed in issue #56373 .
Modified code is referenced on D_GGX function of google/filament
(https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L54-L79 )
Signed-off-by: snowapril <sinjihng@gmail.com>
2022-03-14 13:25:05 +09:00
Rémi Verschelde
7ed8d52fb2
Merge pull request #58819 from vreon/fix-eyedir-z
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Fix flipped EYEDIR.z in sky shaders
2022-03-13 00:55:32 +01:00
kobewi
39d429e497
Change some math macros to constexpr
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Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
2022-03-09 16:24:32 +01:00
Jesse Dubay
d437355f55
Sky renderer: Only flip Z when calculating panorama_coords
2022-03-08 19:51:43 -08:00
Rémi Verschelde
1561737055
Merge pull request #49447 from Calinou/remove-shadow-color-property
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Remove unused `shadow_color` property from Light3D
2022-03-08 07:48:05 +01:00
Rémi Verschelde
f488a841c7
Merge pull request #58779 from techiepriyansh/forward-mobile-ambient-accum
2022-03-07 16:46:33 +01:00
Jesse Dubay
ff2a5c04b1
Sky renderer: Don't invert Z component of light direction
2022-03-06 23:58:54 -08:00
reduz
b0ca03b0a2
Add a UniformSet cache
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* Changed syntax usage for RD::Uniform to create faster with a single RID
* Converted render pass setup to use this in clustered renderer to test.
This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
2022-03-06 13:03:33 +01:00
Jesse Dubay
80345f7d4e
Fix flipped EYEDIR.z in sky shaders
2022-03-05 17:49:32 -08:00
Priyansh Rathi
8c37cfa5bb
use the computed value ambient_accum for ambient_light in scene_forward_mobile.glsl
2022-03-05 14:24:40 +05:30
Hugo Locurcio
aea104deb7
Remove unused `shadow_color` property from Light3D
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This shadow color property was no longer effective since the shaders
were optimized to improve occupancy.
2022-03-04 23:12:18 +01:00
Rémi Verschelde
c787f59931
Merge pull request #58734 from Calinou/tweak-render-timestamp-names
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Tweak render timestamp names for explicitness and consistency
2022-03-04 20:43:08 +01:00
Rémi Verschelde
3078b92dff
Merge pull request #58512 from Calinou/light3d-add-distance-fade
2022-03-04 12:26:29 +01:00
Hugo Locurcio
c509a3a3a5
Tweak render timestamp names for explicitness and consistency
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- Add 2D and 3D in timestamp names when needed to avoid ambiguity.
- Use present tense in all render timestamp names.
- Add a space after ">" (begin) and "<" (end) symbols.
- Remove redundant "End" in render timestamp names (indicated by "<").
2022-03-04 08:46:12 +01:00
Bastiaan Olij
e4b7a69bb6
Add multiview/stereoscopic rendering support to the clustered forward renderer
2022-03-03 20:06:14 +11:00
Rémi Verschelde
0036a41a10
Revert "Fix particle trail glitch"
2022-03-01 20:16:10 +01:00
Rémi Verschelde
e7176e6c85
Merge pull request #58614 from Calinou/ssr-roughness-quality-enum-fix-typo
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Fix typo in SSR roughness quality enum value names
2022-02-28 10:51:20 +01:00
Hugo Locurcio
83efe4d8b0
Fix typo in SSR roughness quality enum value names
2022-02-28 01:06:26 +01:00
floppyhammer
1675c5375e
Fix particle trail glitch
2022-02-26 13:53:06 +08:00
Hugo Locurcio
b1a295b739
Implement distance fade properties in OmniLight3D and SpotLight3D
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This can be used to fade lights and their shadows in the distance,
similar to Decal nodes. This can bring significant performance
improvements, especially for lights with shadows enabled and when
using higher-than-default shadow quality settings.
While lights can be smoothly faded out over distance, shadows are
currently "all or nothing" since per-light shadow color is no longer
customizable in the Vulkan renderer. This may result in noticeable
pop-in when leaving the shadow cutoff distance, but depending on the
scene, it may not always be that noticeable.
2022-02-25 15:17:35 +01:00
Darryl Ryan
3ce5cceef9
Filament specular fix. Clamp dot product between normal and view vectors. Fixes #58459 .
2022-02-23 18:16:52 +00:00
Bastiaan Olij
a78a9fee71
Implementing OpenXR driver
2022-02-23 12:02:24 +01:00
clayjohn
fe49244611
Use Filament specular models and parametrization
2022-02-22 19:39:41 -08:00
floppyhammer
0d5472dd1a
Fix GPUParticles2D emission offset in global coords
2022-02-22 17:50:01 +08:00
Rémi Verschelde
c77348b468
Merge pull request #58419 from clayjohn/Vulkan-anisotropy-crash
2022-02-22 09:09:16 +01:00
clayjohn
2da35d2b94
Fix shader compilation error with anisotropy
2022-02-21 22:58:33 -08:00
clayjohn
9d104ad839
Use properly use non-perceptual roughness when filtering radiance
2022-02-21 22:53:12 -08:00
Rémi Verschelde
7a68ee5134
Merge pull request #58266 from clayjohn/revert-sky-change
2022-02-18 12:07:40 +01:00
Rémi Verschelde
488116e4d8
Merge pull request #58236 from bruvzg/win_min_fix
2022-02-18 09:07:10 +01:00
clayjohn
e0384fb70e
Revert "Fix default sky process mode not being Real-Time"
...
This reverts commit aa1cba1d53
.
2022-02-17 23:13:10 -08:00
Rémi Verschelde
e1b8a86b2b
Merge pull request #58177 from clayjohn/VULKAN-prefiltered-radiance
2022-02-17 17:53:42 +01:00
bruvzg
0c27667124
[Windows] Fix Vulkan driver crash on sub-window minimization.
2022-02-17 13:34:08 +02:00
clayjohn
48728a79b6
Use prefiltered radiance
2022-02-16 21:37:18 -08:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
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Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
clayjohn
a38c3a763a
Properly exclude lights that are marked as sky only
2022-02-16 00:16:56 -08:00
Hugo Locurcio
aa1cba1d53
Fix default sky process mode not being Real-Time
...
The change in 09563e4bd8
wasn't
consistently carried out everywhere needed.
2022-02-16 01:51:48 +01:00
reduz
4f73d3beb4
Add Particle Shader Userdata
...
* Adds optional vec4 USERDATA1 .. USERDATA6 to particles, allowing to store custom data.
* This data is allocated on demand, so shaders that do not use it do not cost more.
2022-02-15 19:20:31 +01:00
Rémi Verschelde
5a6da0b2a9
Merge pull request #57905 from V-Sekai/fix_instance_clear_warnings
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Free surface vertex_buffers after vertex_arrays to silence warnings
2022-02-15 08:32:32 +01:00
Rémi Verschelde
af91a42b0a
Merge pull request #57904 from V-Sekai/fix_double_free_warning
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Fixes some 'Attempted to free invalid ID' warnings in mobile renderer
2022-02-15 08:30:44 +01:00
Rémi Verschelde
18d6b75ba8
RendererRD: Remove binding specifier for push constants
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This is unsupported and glslang made it raise an error in 11.7.0:
https://github.com/KhronosGroup/glslang/pull/2810
Co-authored-by: Clay John <claynjohn@gmail.com>
2022-02-11 18:42:32 +01:00
Rémi Verschelde
2921cf6a99
Merge pull request #57888 from dusakus/depanoramize-spot-projector
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remove normal_to_panorama from spotlight projector
2022-02-11 10:41:00 +01:00
Hugo Locurcio
66d27df12f
Fix 3D sky update performance regression
2022-02-10 20:21:28 +01:00
Rémi Verschelde
e4e6813baf
Merge pull request #57535 from Calinou/visibility-range-fade-use-easing
2022-02-10 18:18:53 +01:00
Rémi Verschelde
11cefc2b28
Merge pull request #57104 from clayjohn/VULKAN-sky-conflict
2022-02-10 17:46:42 +01:00
Rémi Verschelde
7332aff3fd
Merge pull request #54677 from Calinou/voxelgi-default-low-quality
2022-02-10 17:35:52 +01:00
Rémi Verschelde
c6199da8b8
Merge pull request #39965 from Calinou/tweak-sdfgi-defaults
2022-02-10 17:31:54 +01:00
Rémi Verschelde
2fafcfebdf
Merge pull request #57707 from Calinou/sdfgi-tweak-default-num-cascades
2022-02-10 17:27:42 +01:00
Rémi Verschelde
67c6442844
Merge pull request #57628 from Calinou/shadow-atlas-default-enable-16-bits
2022-02-10 17:19:37 +01:00
SaracenOne
824ece9d89
Free surface vertex_buffers after vertex_arrays due dependencies
2022-02-10 10:34:34 +00:00
SaracenOne
71eb3f6df5
Fix _free_render_buffer_data freeing shared half_texture and half_fb
2022-02-10 10:04:18 +00:00
Bartłomiej Dusak
38423565e4
remove normal_to_panorama from spotlight projector
2022-02-09 23:47:44 +01:00
Rémi Verschelde
a6abeb6b20
Merge pull request #57682 from clayjohn/VULKAN-canvas-blur
2022-02-07 10:16:50 +01:00
Rémi Verschelde
3ae38edc8e
Merge pull request #56844 from Calinou/ssr-fix-background-line-master
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Fix visible background line in intersections in screen-space reflections
2022-02-06 23:22:15 +01:00
Hugo Locurcio
7721e19ccc
Tweak default SDFGI settings for better quality
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- Enable Read Sky Light to get proper outdoors lighting out of the box.
- Set bounce feedback to 0.5 by default to get a better quality result.
- Higher values may cause infinite feedback with bright surfaces.
- Increase the number of frames to converge to improve quality
at the cost of latency. Most scenes are fairly static after all.
- Use 75% Y scale by default as most scenes are not highly vertical.
- Reorder the Y scale enum to go from the lowest Y scale to the highest.
Also rename the "Disabled" setting to "100%" for clarity.
2022-02-06 15:28:59 +01:00
Hugo Locurcio
b9cfc74f29
Decrease the default number of SDFGI cascades to 4
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This improves rendering performance noticeably, especially when the
camera moves fast.
On a medium-sized test scene on a GTX 1080 in 2560×1440, going
from 6 to cascades saves 0.5 ms of frame time while looking visually
identical (as most of the scene fits within the 4 cascades).
2022-02-06 15:01:25 +01:00
clayjohn
60d8df3fee
Optimize and fix backbuffer gaussian blur
2022-02-05 15:03:39 -08:00
theoniko
0c0ff5da50
Fix copy paste bug in renderer_rd/effects_rd.cpp
2022-02-05 06:41:30 +01:00
Hugo Locurcio
e4eafb254a
Enable 16-bit shadow atlas by default in the RenderingServer methods
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16-bit shadow atlases are already the default in the project settings,
but low-level methods used 24-bit shadows by default.
This makes low-level methods more consistent with the default project
settings to avoid accidental performance issues when users change
the shadow size at run-time.
2022-02-04 16:41:08 +01:00
Hugo Locurcio
20464fd103
Make visibility range alpha fade smoother
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`smoothstep()` avoids the sudden transparency jump when entering or
leaving an object's alpha fade margin distance. This in turn helps
make opacity transitions less noticeable to the player, as it's
less likely to catch the player's eye.
2022-02-01 23:54:44 +01:00
Anilforextra
fc27636999
Vectors: Use clear() and has().
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Use clear() instead of resize(0).
Use has() instead of "find(p_val) != -1".
2022-02-02 00:11:09 +05:45
orosmatthew
b0202c3a7d
Fix orthogonal camera auto LOD calculation
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- Do not take orthogonal camera's distance into account when calculating LOD.
- Only take into account screen size taken up.
2022-01-30 11:54:27 -05:00
Nathan Franke
8a0a3accee
simplify formatting scripts, add a clang-tidy script, and run clang-tidy
2022-01-29 04:41:03 -06:00
Rémi Verschelde
58324f4df8
Merge pull request #54574 from Ansraer/glow_map
2022-01-26 13:39:51 +01:00
Rémi Verschelde
d9fd16c8e4
Merge pull request #53954 from Chaosus/fix_quit_errors
2022-01-25 20:09:52 +01:00
jfons
238862bddb
Minor fixes to shadow atlases:
...
* Erase shadow owner *before* setting it to RID().
* Add default texture in shadow atlas debug view to avoid error spam when no atlas is present.
* Fix typo.
2022-01-24 15:55:32 +01:00
clayjohn
430d5d64aa
Update Sky lights in sky setup function
2022-01-23 15:06:49 -08:00
Rémi Verschelde
7e3b92f81f
Merge pull request #55360 from Calinou/rename-bake-mode-properties
2022-01-20 17:35:32 +01:00
Ansraer
90652b1755
add support for glow maps
2022-01-20 16:47:25 +01:00
lawnjelly
b411a731fe
Add nodiscard to core math classes to catch c++ errors.
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A common source of errors is to call functions (such as round()) expecting them to work in place, but them actually being designed only to return the processed value. Not using the return value in this case in indicative of a bug, and can be flagged as a warning by using the [[nodiscard]] attribute.
2022-01-20 13:07:49 +00:00
Rémi Verschelde
cba2fd2e80
Revert "Add new scaling modes for splash screen"
...
This reverts commit fcc9f5ce39
.
The feature is good but the implementation still needs more work.
A new PR will be made with a rework of this commit.
2022-01-19 16:09:52 +01:00
Rémi Verschelde
8b8e858778
Merge pull request #54489 from briansemrau/texture-delete-update
2022-01-19 10:10:54 +01:00
Samuel Pedrajas
fcc9f5ce39
Add new scaling modes for splash screen
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Removes the `fullsize` option which is superseded by `stretch_mode`.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-01-18 23:29:11 +01:00
Rémi Verschelde
01eefa2c50
Merge pull request #56761 from Calinou/sdfgi-allow-any-number-of-cascades
2022-01-18 16:21:39 +01:00
clayjohn
ba431a9306
Fix volumetric fog memory leak on resize
2022-01-17 21:30:48 -08:00
Hugo Locurcio
2dc7b03a82
Allow using between 1 and 8 cascades for SDFGI
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This provides more flexibility between performance and quality
adjustments, especially when using SDFGI for small-scale levels
(which can be useful for procedurally generated scenes).
2022-01-17 16:49:02 +01:00
Hugo Locurcio
d6c7d4ab5d
Fix visible background line in intersections in screen-space reflections
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Adjusting the step grading by one resolves the issue without affecting
performance or introducing adverse artifacts.
2022-01-16 18:08:07 +01:00
Rémi Verschelde
a27b85378b
Merge pull request #56309 from Calinou/remove-pvrtc-support
2022-01-16 11:15:34 +01:00
clayjohn
abd0003e4c
Remove mistakenly added push constant from SSR
2022-01-15 17:03:55 -08:00
Hugo Locurcio
40be15920f
Remove support for PVRTC texture encoding and decoding
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On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
2022-01-14 21:08:22 +01:00
luz paz
858bcd5058
Fix various typos
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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,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-13 23:20:01 -05:00
clayjohn
9b1f242feb
Fix cannot use gaussian blur error
2022-01-12 21:58:37 -08:00
Rémi Verschelde
585231a172
Merge pull request #56492 from akien-mga/remove-author-docstrings
2022-01-12 15:24:17 +01:00
Rémi Verschelde
bfd0afca58
Merge pull request #55656 from clayjohn/GLSL3-compiler
2022-01-12 11:33:48 +01:00
clayjohn
99064d57db
New OpenGL batching canvas renderer
2022-01-11 22:26:18 -08:00
Anilforextra
6c3a0460a8
Use List Initializations for Vectors.
2022-01-12 10:15:12 +05:45
Anilforextra
c9f5d88f3a
Use fill() to fill an entire image instead of setting pixels individually.
2022-01-08 17:43:15 +05:45
SaracenOne
cd842b65bf
Fix queueing a texture and regular uniform update in RD backend in succession.
2022-01-06 16:05:07 +00:00
Fernando Cosentino
ca79373d13
Added material_overlay property to MeshInstance3D
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Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.
This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
2022-01-05 11:47:51 +01:00
JFonS
7c5c351766
Merge pull request #56220 from williamd67/GPULightmapper-implement-sky-ambient-light
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GPULightmapper: react on sky ambient properties
2022-01-05 10:55:05 +01:00
Rémi Verschelde
e976cd0b29
Merge pull request #56208 from williamd67/GPULightmapper-sky-upside-down
2022-01-05 10:51:19 +01:00
Rémi Verschelde
c7bbb3a621
Merge pull request #56278 from GanidhuAbey/dof_msaa_bug
2022-01-05 10:47:27 +01:00
bruvzg
679fe92bb3
Fix incorrect format and buffer used for bone weights.
2022-01-05 08:44:59 +02:00
Rémi Verschelde
ba2bdc478b
Style: Remove inconsistently used `@author` docstrings
...
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.
`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Rémi Verschelde
eab30316ee
Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-range
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Decrease the default dynamic range in VoxelGIData to 2.0
2022-01-04 17:18:28 +01:00
Rémi Verschelde
3a5a3473be
Merge pull request #54791 from NHodgesVFX/master
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[4.x] add more OpenGL attributes
2022-01-04 16:52:27 +01:00
Yuri Roubinsky
bba9d9be14
Merge pull request #56486 from Chaosus/shader_fix_render_mode
2022-01-04 18:44:11 +03:00
Rémi Verschelde
095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
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Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
Rémi Verschelde
851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold
2022-01-04 15:28:06 +01:00
Rémi Verschelde
ff211c8e5a
Merge pull request #55386 from Calinou/allow-disable-depth-prepass
2022-01-04 15:25:11 +01:00
Yuri Roubinsky
5123ffe4a7
Fix `world_vertex_coords` render mode usage in the shaders
2022-01-04 17:06:12 +03:00
JFonS
e432181dc3
Merge pull request #55418 from Calinou/voxelgi-dynamic-map-use-16-bit-depth
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Use 16-bit depth to improve dynamic VoxelGI performance
2022-01-04 14:17:47 +01:00
Rémi Verschelde
7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI
2022-01-04 10:00:17 +01:00
Rémi Verschelde
34de6d16aa
Merge pull request #54409 from clayjohn/VULKAN-glow-flicker
2022-01-04 09:59:07 +01:00
Rémi Verschelde
370f0a162d
Merge pull request #55424 from Calinou/voxelgi-remove-unused-struct-fields
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Remove unused struct fields in VoxelGIData
2022-01-04 09:50:00 +01:00
Rémi Verschelde
a97889abe4
Merge pull request #55422 from Calinou/gi-shader-remove-unused-define
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Remove unused code in GI shaders
2022-01-04 09:49:42 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
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Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Yuri Roubinsky
fd9c92d4ab
Add a shader warning when the uniform buffer limit is exceeded
2022-01-03 16:24:56 +03:00
Rémi Verschelde
c6c834e745
Merge pull request #56187 from Chaosus/fix_default_texture
2022-01-03 13:08:25 +01:00
Yuri Roubinsky
ab239e9abb
Fix incorrect updating global uniform buffer
2021-12-31 13:31:01 +03:00
Hugo Locurcio
df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
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This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
GanidhuAbey
133486bfba
fixed depth of field bug with msaa
2021-12-26 23:13:47 -08:00
William Deurwaarder
68a5dad226
GPULightmapper: react on sky ambient properties
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The panorama texture creation, used by GPULightmapper, has been adjusted to
also take the sky ambient properties into account.
2021-12-24 15:47:42 +01:00
William Deurwaarder
246fbd5442
GPULightmapper: cube to panorama copy function flip y based on flag
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Cube to panorama copy function unconditionally flipped y, while other copy functions flipped y base on FLAG_FLIP_Y. Condition is added.
2021-12-24 00:47:42 +01:00
Yuri Roubinsky
8e5008dfbd
Fix default texture of unassigned sampler with hint_normal
2021-12-23 11:15:46 +03:00
Hugo Locurcio
e962900f23
Rename and reorder bake mode properties for consistency
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The order now goes from least to most computationally expensive:
- Disabled
- Static
- Dynamic
2021-12-14 12:01:12 +01:00
Hugo Locurcio
92e9cca5be
Rename `hint_aniso` to `hint_anisotropy` in the shader language
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The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
Hugo Locurcio
b3174e7af9
Add `RenderingServer.get_video_adapter_type()` method
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This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
Rémi Verschelde
bdf8340e59
Merge pull request #43181 from nathanfranke/string-empty
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Replace String comparisons with "", String() to is_empty()
2021-12-10 08:56:31 +01:00
Rémi Verschelde
f0b5cd51b6
Merge pull request #55714 from Geometror/fix-fog-spotlight
2021-12-09 18:05:17 +01:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Hendrik Brucker
1da732af35
Fix volumetric fog in combination with spotlights
2021-12-08 22:17:09 +01:00
Yuri Roubinsky
76f6c0849c
Make `compile` shader function to use struct instead long parameter list
2021-12-08 11:34:40 +03:00
Hugo Locurcio
c5550108c8
Decrease the default dynamic range in VoxelGIData to 2.0
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This reduces visible banding in indirect lighting and reflections.
Sharp reflections now match more closely the original scene.
The downside of this change is that clipping may appear in reflections
in extremely bright scenes, but this should not be a concern in most
scenes.
2021-12-08 00:28:17 +01:00
Rémi Verschelde
46d384060e
Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive
2021-12-07 14:00:59 +01:00
Hugo Locurcio
89ec3d3bc7
Remove or make verbose some debugging prints
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The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
2021-12-05 23:22:23 +01:00
Yuri Roubinsky
5ba93619fa
Allow using empty statements in the shader, added formatting warning
2021-12-01 11:52:25 +03:00
Hugo Locurcio
36106dba3b
Remove unused struct fields in VoxelGIData
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This reduces the struct size from 112 bytes to 96 bytes.
2021-11-28 23:09:51 +01:00
Hugo Locurcio
0beacf2ce8
Remove unused code in GI shaders
2021-11-28 22:58:54 +01:00
Hugo Locurcio
565f9c0448
Use 16-bit depth to improve dynamic VoxelGI performance
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In a complex scene with several dynamic emissive objects, this
saves over 1 ms of GPU time on a GTX 1080 in 2560×1440.
2021-11-28 18:51:36 +01:00
Hugo Locurcio
989a7d9270
Allow disabling the depth prepass in the Vulkan Clustered backend
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In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
2021-11-27 17:54:45 +01:00
Nathan Franke
dd30253cdc
PackedByteArray, Array slice end exclusive, rename subarray to slice
2021-11-26 22:13:12 -06:00
Yuri Roubinsky
0f1f002e74
Fix `TIME` using in custom functions of particle shader
2021-11-26 19:03:01 +03:00
Rémi Verschelde
4813abc6e7
Merge pull request #55311 from Chaosus/fix_uniform_array
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Fix uniform array alignment to fix a bug
2021-11-26 08:25:14 +01:00
Yuri Roubinsky
43d999e346
Fix uniform array alignment to fix a bug
2021-11-25 23:38:08 +03:00
Hugo Locurcio
c73a51fd55
Remove disabled debug code in ClusterBuilderRD
2021-11-25 20:28:50 +01:00
bruvzg
b7e6e50dd2
[macOS / iOS] Use non atomic operation to store facing bits on MoltenVK.
2021-11-25 12:43:45 +02:00
Rémi Verschelde
547c270777
Merge pull request #51679 from Je06jm/fsr
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AMD FidelityFX Super Resolution
2021-11-24 22:34:48 +01:00
bruvzg
5e0a034524
[macOS / iOS] Use storage buffers instead of unsupported images for the volumetric fog on MoltenVK.
2021-11-24 09:16:16 +02:00
Je06jm
20deb0917d
Implemented AMD's FSR as a computer shader for upscaling 3D scenes
2021-11-23 14:16:03 -07:00
Yuri Roubinsky
f4c0e90fd9
Allow passing non-variable constant to const function param in shaders
2021-11-19 12:14:13 +03:00
jfons
4c4b6620a0
Fix Depth-Prepass transparency mode
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Add mising bits of implementation and ensure depth-prepass objects are
only rendered in the transparency pass.
2021-11-18 12:49:46 +01:00
Rémi Verschelde
c30aa372ca
Merge pull request #55029 from clayjohn/VULKAN-SRGB
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Add SHADER_IS_SRGB define to Vulkan renderer
2021-11-17 08:46:23 +01:00
clayjohn
358820c4b7
Fix SRGB conversions in Vulkan Renderer
2021-11-16 20:56:13 -08:00
Yuri Roubinsky
df3b42411d
Fix broken light_compute in mobile renderer
2021-11-13 17:24:31 +03:00
Brian Semrau
716e15cd26
Fix multimesh still drawing when visible instances is zero
2021-11-12 21:51:14 -05:00
Yuri Roubinsky
826e781bfa
Fix default_texture_param in shader pipeline to support uniform arrays
2021-11-12 12:53:40 +03:00
Yuri Roubinsky
a45ae7b1c7
Fix shader crashing when using `ALBEDO` or `ALPHA` in light function
2021-11-11 11:59:30 +03:00
NHodgesVFX
dbe366a830
add more OpenGL attributes
2021-11-08 20:12:11 -05:00
Dominic-ATOR
d7a4187b05
Implement CameraEffects override_exposure
2021-11-08 21:14:56 +00:00
clayjohn
0eff109a21
Added SSIL post processing effect
2021-11-06 12:43:19 -07:00
Hugo Locurcio
91aa7cf1da
Decrease the default VoxelGI quality to improve performance
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On a GeForce GTX 1080 in 2002×1447 resolution, decreasing VoxelGI quality
from High to Low quality saves 1.2 ms of GPU time in a medium-sized
test scene. This only results in a minor drop in quality.
2021-11-06 19:40:52 +01:00
Brian Semrau
4a1c28460e
Fix materials not updating when texture replaced/deleted
2021-11-01 15:33:59 -04:00
Rémi Verschelde
210e6cc167
Merge pull request #54459 from rxlecky/fix-multimesh-buffer-overflow-53603
2021-11-01 11:18:11 +01:00
SeleckyErik
6b04f08b28
Fix multimesh buffer overflow in RendererStorageRD
2021-10-31 18:48:51 +01:00
M. Huri
4052d85d05
Repaired mistyped of 'threshold' on several files.
2021-10-31 22:11:42 +07:00
Rémi Verschelde
d6f972fad4
Merge pull request #54403 from briansemrau/fix-small-fogvolume
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FogVolume don't dispatch compute with zero-dimension groups
2021-10-31 09:12:10 +01:00
Brian Semrau
8f75ad4df2
Don't use Texture image caches if they are rendered to
2021-10-30 13:34:39 -04:00
Rémi Verschelde
6b0b1a4c04
Merge pull request #54405 from JFonS/fix_instance_index
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Fix instance index in forward clustered shader
2021-10-30 14:22:22 +02:00
Brian Semrau
346e497959
Disallow compute dispatch with zero dimensions.
2021-10-30 02:39:25 -04:00