Commit Graph

452 Commits

Author SHA1 Message Date
Bastiaan Olij b9c94f6780 Add missing fields to VkRenderPassCreateInfo2KHR struct 2022-07-20 12:52:37 +10:00
Rémi Verschelde d29e17d9d2
Merge pull request #63057 from sakrel/vulkan-fix-2d-shadows 2022-07-18 21:53:12 +02:00
Rémi Verschelde 5bea531228
Merge pull request #62848 from RandomShaper/shader_writability_improvement 2022-07-18 15:11:42 +02:00
Pedro J. Estébanez 309f7965c7 Enhance determination of uniform writability in Vulkan RD
- Check block decoration in addition to type decoration to be sure to find `readonly` decorators
- Verify uniforms have same writability across all shader stages in Vulkan RD
2022-07-18 14:46:28 +02:00
Pedro J. Estébanez 77a525168d Improve versioning of shader binary data files
- Include Godot version and commit hash in shader cache key
- Reject files when format doesn't match, even if it's lower, since we don't have backwards compatibility here
2022-07-18 14:45:36 +02:00
Aaron Franke 97df94ae90
Update comments in vulkan_context.cpp
Co-authored-by: Quinn Leavitt <59779489+QuinnLeavitt@users.noreply.github.com>
2022-07-17 12:45:17 -05:00
Bastiaan Olij d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
sakrel 16a8967757 Fix DirectionalLight2D and PointLight2D shadows not rendering correctly 2022-07-15 23:55:15 +02:00
Pedro J. Estébanez 498bbd0fb4 Set default resource names under pure debug in Vulkan RD 2022-07-06 19:19:16 +02:00
Rémi Verschelde 08044aa2e3 Vulkan: Make `loader_get_json` "error" a verbose message on Windows
In far most cases it seems like it's going to message about bogus manifests
in the Windows registry which point to JSON files which have since been
uninstalled, but without clearing the registry.

This happens with bogus Vulkan overlays from Twitch, Epic Online Services,
NVIDIA Nsight Systems, OBS Studio, Rockstar Games... fix your mess folks.

Fixes #56089.
2022-07-02 19:25:01 +02:00
Pedro J. Estébanez 95ac9081d6 Use a more robust method of determining writability of bindings 2022-06-30 20:07:30 +02:00
Pedro J. Estébanez a82352c7e3 Avoid manual memory management of certain arrays in Vulkan RD 2022-06-28 10:01:46 +02:00
Pedro J. Estébanez 3d58b79792 Fix confusion between Vulkan and RD storage buffer usage values 2022-06-28 10:01:46 +02:00
Pedro J. Estébanez 525de52b08 Stop debug time full barriers preventing layout transitions in Vulkan RD 2022-06-28 10:01:45 +02:00
Pedro J. Estébanez e1645567a6 Optimize texture update in Vulkan RD 2022-06-28 10:01:45 +02:00
Pedro J. Estébanez 509c0eb86b Apply some small fixes/enhancements to the Vulkan RD
- Initialize queue indices to values meaning 'unset'
- Remove unused parameters & members
- Make texture update access flags consistent with texture copy
- Fix style and pass type of some parameters
- Synchronize setup-draw in flush with a semaphore
- Add no current list validation to draw_list_begin_splits()
- Update texture usage flags on destination of copy
- Fix misuse of Vulkan flag
2022-06-28 10:01:45 +02:00
Pedro J. Estébanez fc6ac4a155 Consider uniform writability part of the interface of the set 2022-06-27 21:56:18 +02:00
Bastiaan Olij 997810e417 Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
reduz 141c375581 Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Aaron Record 900c676b02 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* 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
Hugo Locurcio 31194f5b1c
Add `get_video_adapter_api_version()` to RenderingServer
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
Rémi Verschelde c273ddc3ee Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
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
bruvzg de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
bruvzg 9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
bruvzg f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
jfons e69d762dd0 Add color pass flags to Forward Clustered renderer
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 a647fb3e62 Fix typos with codespell
Using codespell 2.2-dev from current git.

Fix a couple incorrect uses of gendered pronouns.
2022-03-31 14:07:29 +02:00
Pedro J. Estébanez 171e31de68 vk_mem_alloc: Update to upstream + Replace use of deprecated items 2022-03-29 11:28:09 +02:00
Rémi Verschelde e142c10fc5
Merge pull request #58993 from notSanil/device-limit-exceeded-fix 2022-03-17 19:55:40 +01:00
notSanil 36fa7059ed Fix device limit exceeding for uniform buffer 2022-03-16 16:52:35 +05:30
kobewi 39d429e497 Change some math macros to constexpr
Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
2022-03-09 16:24:32 +01:00
reduz b0ca03b0a2 Add a UniformSet cache
* 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
Bastiaan Olij fe5bb06df9 Fixing retrospective code for specialisation constants 2022-03-01 00:10:33 +11:00
bruvzg 6325ed6705
Fix build for macOS / iOS with the statically linked MoltenVK after VMA update. 2022-02-25 11:52:54 +02:00
Pedro J. Estébanez 801741e787 vk_mem_alloc: Update to upstream + Adapt approach to small objects pooling
This updates VMA and instead of using the custom small pool approach from 4e6c9d3ae9, lazily creates pools for the relevant memory type indices, which doesn't require patching VMA.

Also, patches already merged upstream or not needed any longer are removed.
2022-02-24 14:30:55 +01:00
Bastiaan Olij a78a9fee71 Implementing OpenXR driver 2022-02-23 12:02:24 +01:00
Bastiaan Olij 1034459d61 vkQueueSubmit needs pWaitDstStageMask sized to waitSemaphoreCount 2022-02-19 13:43:46 +11:00
Rémi Verschelde 488116e4d8
Merge pull request #58236 from bruvzg/win_min_fix 2022-02-18 09:07:10 +01:00
Rémi Verschelde 3a008fc1a2
Merge pull request #58186 from BastiaanOlij/fix_shader_features_init
Enable features we require when creating a Vulkan Device
2022-02-18 00:22:17 +01:00
bruvzg 0c27667124 [Windows] Fix Vulkan driver crash on sub-window minimization. 2022-02-17 13:34:08 +02:00
Bastiaan Olij d7465d7c6a We were only getting our available shader features, now we also enabling them 2022-02-17 00:50:38 +11:00
Rémi Verschelde b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Pedro J. Estébanez 4e6c9d3ae9 Add a separate pool for small allocations in Vulkan RD 2022-02-12 12:47:08 +01:00
Rémi Verschelde 1bdb82c64e
Fix typos with codespell
Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
2022-02-10 12:30:19 +01:00
Bastiaan Olij eb9d8ad44a Nitpicking, VK_VERSION_* have been deprecated, replaced by VK_API_VERSION_*. 2022-02-09 15:04:47 +11:00
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 9b9440165b
Merge pull request #54890 from briansemrau/threadsafe-drawpute-lists
Make draw/compute lists threadsafe
2022-01-22 20:20:07 +01:00
Rémi Verschelde 8b8e858778
Merge pull request #54489 from briansemrau/texture-delete-update 2022-01-19 10:10:54 +01:00
Rémi Verschelde d9a4ff7583
Merge pull request #55020 from bruvzg/vlk_device_surface_check 2022-01-17 13:34:23 +01:00
Hugo Locurcio 40be15920f
Remove support for PVRTC texture encoding and decoding
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
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
Haoyu Qiu c0d3bdc0ca Add list initialization support for Vector & LocalVector 2022-01-05 20:42:09 +08:00
Rémi Verschelde 095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
Rémi Verschelde 7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Eric Engestrom 83333f7e15 drivers/vulkan: limit pEngineName to only the engine name, without its version
It's supposed to be something stable that can be used to identify the engine
(using an equality check), so having the version number in there defeats
the purpose.

While at it, there is no need to prefix it with a second `"GodotEngine"`, nor
to copy the static C string into a C++ string to then extract a C string
from it :)
2021-12-24 01:24:22 +00:00
Eric Engestrom 961bf6e30f drivers/vulkan: set the engineVersion to Godot's version 2021-12-23 18:10:22 +00:00
Hugo Locurcio b3174e7af9
Add `RenderingServer.get_video_adapter_type()` method
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 daccf48929
Merge pull request #55704 from RandomShaper/fix_little_vk_mistake 2021-12-10 10:03:10 +01:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Pedro J. Estébanez 76f262f241 Fix misuse of Vulkan enum value 2021-12-07 19:34:18 +01:00
Je06jm 20deb0917d Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
bruvzg b11e619b19
[Vulkan] Check each device capabilities before selecting it.
Split instance and physical device selection function and move device selection to window creation, to reject devices without present capability.
Add device preferred type check in discrete > integrated > virtual > cpu > other order.
Add device list printout.
Add command line argument to override device selection.
2021-11-22 20:04:57 +02:00
Brian Semrau f123a79170 Make draw/compute lists threadsafe
Lock the rendering device while command buffers are in use
2021-11-11 13:55:09 -05:00
clayjohn 0eff109a21 Added SSIL post processing effect 2021-11-06 12:43:19 -07:00
Brian Semrau 4a1c28460e Fix materials not updating when texture replaced/deleted 2021-11-01 15:33:59 -04:00
Brian Semrau 346e497959 Disallow compute dispatch with zero dimensions. 2021-10-30 02:39:25 -04:00
clayjohn 1b2cd9f251 Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28 22:02:23 -07:00
Rémi Verschelde 3a6be64c12
clang-format: Various fixes to comments alignment from `clang-format` 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Rémi Verschelde da98357e6e
doctool: Fix differences between headless and Vulkan rendering backends
Fixes #53913.
2021-10-20 17:48:50 +02:00
M. Huri 033dc4dbef Replaced NULL with nullptr 2021-10-12 20:20:19 +07:00
Lightning_A c63b18507d Use range iterators for `Map` 2021-09-30 15:09:12 -06:00
Hugo Locurcio ba65730cbf
Rename RID's `getornull()` to `get_or_null()` 2021-09-29 23:58:02 +02:00
Rémi Verschelde 98a7bf3406
Merge pull request #52464 from raulsntos/fix_buffer_info_uninitialized 2021-09-17 19:16:46 +02:00
Raul Santos 7a0e1bd135 Fix buffer_info may be used uninitialized 2021-09-17 17:20:19 +02:00
Hugo Locurcio 81c14a2d25
Print the Vulkan API version and device used on the same line
This matches Godot 3.x's OpenGL renderer behavior and is more compact.
2021-09-14 18:32:27 +02:00
JFonS 5f69218edc
Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-material
Vulkan: Fix CanvasItem::use_parent_material
2021-09-12 01:00:30 +02:00
Bastiaan Olij 506ae80876 Expose Vulkan internal values for access from extensions 2021-09-09 22:28:32 +10:00
Bastiaan Olij 64626cc435 Optionally scale 3D render content 2021-08-26 20:48:40 +10:00
Anilforextra c86db8b710 Remove redundant assignments.
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
reduz 6027cd0a1d Fixes to mobile renderer
* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
TechnoPorg b097e7f510 Vulkan: Fix CanvasItem::use_parent_material
The "Use Parent Material" option now does something when enabled on a CanvasItem. As before, it's not just limited to a node's direct parent but can move up the tree until it finds a material.
Also corrected a typo in rendering_device_vulkan.h that didn't merit its own commit.
2021-08-17 09:08:56 -06:00
Bastiaan Olij 38e73ba69e Fix init code so it works properly on Vulkan 1.1 devices 2021-08-17 23:53:07 +10:00
Pedro J. Estébanez 7b7e17a626 Upgrade Vulkan memory allocator 2021-08-13 00:05:41 +02:00
Rémi Verschelde 554312a3b2
Android: Use volk instead of NDK Vulkan headers
We no longer build the Vulkan loader, and volk lets us load it dynamically.
Roblox uses volk on Android so it should work well for us too.
2021-08-12 23:39:30 +02:00
bruvzg d7957a2a20 Use "volk" instead of statically linked Vulkan loader. 2021-08-12 14:25:15 +03:00
reduz ca117910da Fixes and optimizations to mobile renderer
* 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
Bastiaan Olij b920bf05a4 Use subpasses to do 3D rendering and resolve in mobile renderer 2021-08-06 23:43:26 +10:00
Rémi Verschelde a12f832060
Merge pull request #51103 from Calinou/vulkan-detect-intel-title-case
Use title case instead of uppercase for Vulkan Intel GPU detection
2021-07-31 21:19:30 +02:00
Rémi Verschelde 00ce2d41ca
Merge pull request #51108 from Calinou/vulkan-print-verbose
Move Vulkan debugging prints to verbose
2021-07-31 20:48:54 +02:00
Hugo Locurcio 1bf402c061
Use title case instead of uppercase for Vulkan Intel GPU detection
This matches how the vendor name is displayed in most places.

The Apple GPU vendor was also added for the M1.
2021-07-31 16:43:54 +02:00
Hugo Locurcio 500ba02e90
Move Vulkan debugging prints to verbose
These messages can now be displayed in release builds if the
`--verbose` command line argument is specified, which is useful for
troubleshooting.
2021-07-31 16:28:35 +02:00
Hugo Locurcio 5920bc32c3
Print the Vulkan device name in release builds too
This is important information to include in bug reports for exported
projects, and is consistent with the behavior found in the GLES3 and
GLES2 renderers in `3.x`.
2021-07-31 14:31:31 +02:00
Rémi Verschelde 8f6c16e4a4
Merge pull request #50847 from reduz/implement-binary-shader-compilation
Implement Binary Shader Compilation
2021-07-26 17:09:48 +02:00
reduz cf3f404d31 Implement Binary Shader Compilation
* 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
luz paz 5cf3bed0c8 Fix various typos
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 ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
luz paz 3564c16cb8
Fix various typos with codespell
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
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
bruvzg 53f84e39fd Fix MoltenVK static linking on macOS (add missing include path, Vulkan SDK path option, use xcframework instead of static framework). 2021-07-22 16:29:24 +03:00
reduz 76e25438c9 Fixes to forward mobile
* 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
reduz ad9f606ed8 Use specialization constants in clustered renderer
* 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
reduz b2f6db7aa8
Implement Specialization Constants
* Added support to our local copy of SpirV Reflect (which does not support it).
* Pass them on render or compute pipeline creation.
* Not implemented in our shaders yet.
2021-07-11 23:16:09 +02:00
Hugo Locurcio a2d5f191d8
Merge pull request #48622 from Geometror/reimplement-disableable-vsync 2021-07-10 01:02:23 +02:00
reduz 83addd6ee5 Fix material invalidation on reimport.
* IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors.
* Added the possibility to get a notification when a uniform set is erased.
* With this notification, materials can be queued for update properly.
2021-07-07 19:55:20 -03:00
reduz 24efb13f7e Fix threaded update for textures
* Previews and other stuff now works again.
* Not the best solution, will have to be improved in the future usinc async queues where supported.
2021-07-07 18:06:06 -03:00
Hendrik Brucker 043ae91560 Restructure and reimplement vsync options
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
2021-07-06 16:34:26 +02:00
reduz 6c55d2aad2 Fix Render Info
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
2021-07-03 10:15:04 -03:00
K. S. Ernest (iFire) Lee d87526b391 Enum constant in boolean context
error: enum constant in boolean context [-Werror=int-in-bool-context]
2021-06-30 01:38:56 -07:00
reduz 4d19c052f7 Fix Context Validation Layer Errors
* Multisampling was wrongly selected, possibly fixes #49937
* Image semaphore acquisition is now per window, possibly fixes #41614

Please make sure to test the above two issues again, since I can't reproduce either anyway.
2021-06-28 17:43:10 -03:00
reduz bde6f5eed1 Implement Framebuffer Subpass support
* Required for better optimizing mobile platforms
* Will be used by the Vulkan mobile renderer.
2021-06-24 15:59:15 -03:00
Bastiaan Olij 15c1a76361 Add stereoscopic rendering through multiview 2021-06-13 22:52:20 +10:00
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to `core/io`
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Rémi Verschelde ba82626c2c
Merge pull request #49506 from akien-mga/vulkan_prefer_discrete_gpu
Prefer discrete GPU over integrated one
2021-06-11 13:34:38 +02:00
Blazej Floch 36130e5a05
Prefer discrete GPU over integrated one
This unblocks launching on Linux laptops that default to the integrated
GPU which can not handle Vulkan in many instances.
Ideally a manual device selection, or an option for the optimal selection
strategy should be provided via CLI or config, but for the time being
this will unblock the Linux devs.

Partially addresses #42348 and #43714
2021-06-11 13:02:30 +02:00
Rémi Verschelde c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
Rémi Verschelde 4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Hugo Locurcio 064ca9adae
Remove debugging prints in the Linux DisplayServer
Some Vulkan debugging prints were also changed to be printed only
in verbose mode.
2021-05-08 19:07:50 +02:00
Bastiaan Olij 90ef5d73c4 Cleanup vulkan capabilities check and add multiview check 2021-05-06 12:06:07 +10:00
Hugo Locurcio bf7c4da804
Tweak warning messages related to leaked RIDs
- Use hardcoded pluralization for messages.
  - Since these messages are English-only, it's fine to hardcode it.
- Use double quotes for consistency with other messages.
2021-05-03 16:05:38 +02:00
Rémi Verschelde 5b16020846
Replace remaining uses of `NULL` with `nullptr`
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-04-29 11:53:27 +02:00
Rémi Verschelde 8247667a3e
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Szymon Majewski 0a29322991 Validation layers on Android 2021-04-12 10:09:06 -07:00
Rémi Verschelde 9e8acb3897
Merge pull request #47640 from BastiaanOlij/fix_vulkan_format
Chose format from supported ones that we support
2021-04-05 14:55:32 +02:00
Bastiaan Olij ceebe4b565 Chose format from supported ones that we support 2021-04-05 22:39:17 +10:00
Rémi Verschelde 9bbe51dc27
Style: Apply clang-tidy's `modernize-use-nullptr` 2021-04-05 14:05:07 +02:00
Szymon Majewski 1328208063 Removed debug code 2021-04-01 20:09:48 -07:00
Rémi Verschelde 8621c86f4d
Merge pull request #47283 from Panquesito7/fix_lgtm_alerts
fix: 3 LGTM alerts/warnings
2021-03-31 18:52:04 +02:00
David Leal a31626ae0b
fix: 3 LGTM alerts/warnings 2021-03-31 10:34:40 -06:00
Rémi Verschelde 9cd1e50969
Merge pull request #47250 from BastiaanOlij/check_vulkan_version
Obtain supported Vulkan API
2021-03-31 13:45:43 +02:00
Szymon Majewski c3de4aeb75 WIP: Add support for VK_EXT_debug_report in Vulkan 2021-03-30 10:18:16 -07:00
Bastiaan Olij a6c989bc1b Obtain supported Vulkan API 2021-03-26 12:06:57 +11:00
Anshul7sp1 91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Rafał Mikrut f9d0ea9f6b Fix memory leak in VulkanContext 2021-03-07 15:28:47 +01:00
reduz 33278b0721 Fixes to get Godot running again on Intel IGP
-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..)
-Cleaned up barrier usage further.
2021-02-05 00:02:06 -03:00
reduz f20999f6fe Rewrote how barriers work for faster rendering
-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
2021-02-04 09:42:28 -03:00
bruvzg 7be7e87ff3
Always init `DEBUG_UTILS_MESSENGER_CREATE_INFO` structure if `DEBUG_UTILS` functions are used. Add temporary variables to fix potential use-after-free. 2021-02-02 11:27:47 +02:00
Rémi Verschelde 96bcaadbf2
Merge pull request #45476 from qarmin/add_temp_variable
Add temporary variable to not use freed memory
2021-01-26 17:14:46 +01:00
reduz 280f334f81 Reorganize RenderingDevice barriers
-Removed sync to draw, now everything syncs to draw by default.
-Fixed many validation layer errors.
-Added support for VkImageViewUsageCreateInfo to fix validation layer warnings.
-Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-26 10:24:12 -03:00
Rafał Mikrut b80c502c2c Add temporary variable to not use freed memory 2021-01-26 13:41:42 +01:00
clayjohn 7323cbab4b Add named resources and debug labels in RenderDoc 2021-01-25 20:04:13 -08:00
reduz a9beb7aa8c Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
reduz 099dee35f4 Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
Rémi Verschelde 07e89131c6
spirv-reflect: Update to upstream commit c0ce03a (Jan 6, 2021) 2021-01-08 14:30:44 +01:00
reduz 77bc3e9ac3 Threaded optimizations to cull and render
-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
2021-01-05 08:50:18 -03:00
Rémi Verschelde 00f5ea2ed2
Merge pull request #44842 from clayjohn/VULKAN-SSAO-2
SSAO renames and move push constant binding
2021-01-04 23:03:54 +01:00
clayjohn 0015260c4b SSAO cleanup and fixes 2021-01-03 21:32:22 -08:00
Rémi Verschelde b5334d14f7
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 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
clayjohn 44f8922305 Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
Rémi Verschelde e9d12f9e4e
Merge pull request #44521 from madmiraal/rename-rect2-clip
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 21:32:14 +01:00
reduz 666d5f3431 Fix error spam on wrong attachment
-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
2020-12-19 10:18:08 -03:00
Marcel Admiraal 2df9a8ccad Rename Rect2 and Rect2i clip() to intersection() 2020-12-19 12:59:08 +00:00
reduz 985892bfec Turn off robust buffer access by default.
It can be a performance bottleneck in some hardware.
2020-12-18 21:12:55 -03:00
Rémi Verschelde c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-18 10:29:34 +01:00
reduz bf77016c8a Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-16 14:32:04 -03:00
bruvzg 644f739660
Static analyzer fixes:
Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
Aaron Franke 5dddf4377a
Rename RD texture "type" to "texture_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
Aaron Franke 19bdd01438
Rename RD uniform "type" to "uniform_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
reduz 70f5972905 Refactored Mesh internals and formats.
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)

WARNING:

-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
2020-12-02 13:07:59 -03:00
Hanif Bin Ariffin cc2097c79c Better error handling of vkEnumerateInstanceExtensionProperties
Refer: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkEnumerateInstanceExtensionProperties.html
According to the documentation, there are 2 success code:
1. VK_SUCCESS
2. VK_INCOMPLETE

VK_INCOMPLETE will be returned when not all avaiable properties are returned.
2020-11-28 19:28:23 +08:00
Rafał Mikrut 7bd03b7188 Initialize class/struct variables with default values in core/ and drivers/ 2020-11-23 17:38:46 +01:00
Jordan Schidlowsky e9527d0353 allow vulkan validation layers in release builds if explicity asked for 2020-11-18 14:07:28 -06:00
Aaron Franke 02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
bruvzg f09a37a8d5
Fixes crash if Vulkan presentation surface is not available. 2020-11-14 13:41:13 +02:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
John Zulauf 784f8fbbe5 Synchronization - Clean subpass dependency init
Fix incorrect subpass dependency initialization
2020-10-29 15:53:47 -06:00
Rémi Verschelde 6a951267ae
vulkan: Backport build fix for MinGW-w64 8.0.0
Taken from https://github.com/KhronosGroup/Vulkan-Loader/pull/475.

Supersedes and reverts #43119 since the upstream change removes the need for
that custom define.
2020-10-29 12:47:35 +01:00
reduz 8ab9b39707 Implement CanvasGroup and CanvasItem clipping
-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
2020-10-28 18:53:32 -03:00
Rémi Verschelde 54e6338c9b
Vulkan: Make validation layers optional
They're now disabled by default, and can be enabled with the command line
argument `--vk-layers`.

When enabled, the errors about them being missing are now warnings, as
users were confused and thought this meant Vulkan is broken for them.

Fix crash in `~VulkanContext` when validation layers are disabled (exposed by
this PR since before they could not be disabled without source modification).

Also moved VulkanContext member initializations to header.

Fixes #37102.
2020-10-27 16:19:15 +01:00
K. S. Ernest (iFire) Lee b2d5b619fd Changes for 43094 mingw llvm build error. 2020-10-26 19:58:44 -07:00
Rémi Verschelde 825ab3b784
Merge pull request #42817 from akien-mga/vulkan-sdk-1.2.154.0
vulkan: Sync loader, headers and glslang to sdk-1.2.154.0
2020-10-26 15:15:19 +01:00
rsjtdrjgfuzkfg b1f95e150e Fix crash in RenderingDeviceVulkan::shader_create
This commit moves the declaration of a local variable to ensure its
scope survives long enough; at least in some versions of GCC and LLVM
the associated memory was freed too early and thus caused issues ranging
from black screens to crashes.
2020-10-25 22:32:10 +01:00
reduz 84d734da0e Refactored 2D shader and lighting system
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
2020-10-24 15:57:25 -03:00
reduz dd0b097e44 Fix invalid buffer updates in SDFGI 2020-10-19 17:39:09 -03:00
Juan Linietsky c71e941ee8
Revert "Revert "Synchronization validation fix patch set 3 (inclusive of all previous patches)"" 2020-10-19 17:32:19 -03:00
Juan Linietsky f11f28936d
Revert "Synchronization validation fix patch set 3 (inclusive of all previous patches)" 2020-10-19 17:04:24 -03:00
Juan Linietsky 791b259a63
Revert "Cause buffer_update to emit error if called during compute/draw list" 2020-10-19 17:00:13 -03:00
Juan Linietsky 5f65eba5c4
Merge pull request #40849 from jzulauf-lunarg/zulauf_buffer_update_err_msg
Cause buffer_update to emit error if called during compute/draw list
2020-10-19 14:10:41 -03:00
John Zulauf d2083282c0 Add pre-copy barrier to buffer update
Add a barrier to "safe" the buffer update write from previous accesses
to buffer range being updated.  Remove duplicate unneed barrier.
2020-10-16 19:18:33 -06:00
John Zulauf 459fa078e0 Add subpass sync support for layout transitions
Add additional source and dest mask bits for "from external" and "to
external" subpass dependencies (respectively) when intial and final
layouts cause implicit layout transitions.

This is a big hammer -- any transition in a given direction will create
a full barrier.  Attachment specific stage and access flags could be
used instead with additional logic to deduce the prior and intended
subsequent usages.
2020-10-16 19:17:07 -06:00
John Zulauf 5191a8e9db Sync fix for clear texture
Make pre and post barriers non-conditional on format, as there are cases
where pending operations in the GENERAL layout hazarding with clear.
2020-10-16 15:50:48 -06:00
John Zulauf 9a9f667818 Sync fix texture_get_data bad barrier param
Changed srcStageMask to the valid stage for post transfer barrier.
2020-10-16 15:43:51 -06:00
John Zulauf 3a1f14461a Additional synchronization fixes w/o FORCE_FULL_BARRIER
Additional synchronization fixes from hazards arising from disabling
FORCE_FULL_BARRIER.
2020-10-16 11:33:02 -06:00
John Zulauf 474fc19601 Correct stage masks for storage texture barriers
Change the srcStageMasks and dstStageMasks for the storage texture end
draw barriers to refer to the correct stages for the use.
2020-10-16 11:33:02 -06:00
John Zulauf d92f2e4a2d Add barrier for buffer getting
Add barrier for source buffer when getting.  Refactor common "owner and
stage/access" code to utility function.
2020-10-16 11:33:02 -06:00
John Zulauf 5a77eb5a83 Add fragment stage to texture copy/resolve barriers
Added the fragment stage to the texture copy and resolve final barriers
for source and dest.  As the textures could subsequently be used by the
fragment stage, this was triggering a validation error from the
pre-alpha synchronization validation.
2020-10-16 11:33:02 -06:00
Rémi Verschelde 148ad49c93
vulkan: Sync loader, headers and glslang to sdk-1.2.154.0
Actually sdk-1.2.154.1 for Vulkan-Loader.

glslang is updated to bacaef3237c515e40d1a24722be48c0a0b30f75f which is the
known-good version for Vulkan-ValidationLayers 1.2.154.0.

COPYRIGHT.txt was synced with the current version of the glslang LICENSE.txt,
and `glslang/register_types.cpp` now uses the upstream definition for its
default builtin resource instead of hardcoding it.
2020-10-15 12:29:42 +02:00
bruvzg 80b8eff6aa
[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
John Zulauf 98d677ef26 Cause buffer_update to emit error if called during compute/draw list
Add error message to buffer update if a compute or draw list is active.
2020-07-29 14:13:37 -06:00
Rémi Verschelde 3b340985cc SCons: Support linking system Vulkan loader while using vendored VMA 2020-07-26 13:20:08 +02:00
Sergey Minakov fe60815d66 iOS SCons: static Vulkan binary usage
Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library
Updated xcode project to use '.a' static library
2020-07-25 21:55:25 +02:00
Rémi Verschelde dfdfee04df Vulkan: Fix struct init for VkClearAttachment
The changes from #38835 were not sufficient to fix #38829, as VkClearAttachment
still had uninitialized member structs in its VkClearColor member struct.

The struct rabbit hole goes deep and trying to do validation as done in #38829
doesn't appear realistic.
2020-07-22 16:31:22 +02:00
Rémi Verschelde f54fd5ac10
Merge pull request #38835 from madmiraal/fix-38829
Fix may be used unitialized warnings in _render_pass_create() and  _draw_list_insert_clear_region().
2020-07-22 16:12:54 +02:00
Rémi Verschelde a5fb445121
Merge pull request #40450 from asmaloney/spelling
Fix spelling & grammar in comments, docs, and messages
2020-07-21 22:14:04 +02:00
Andy Maloney 4dda62f591 Fix spelling & grammar in comments, docs, and messages 2020-07-21 15:17:23 -04:00