Juan Linietsky
543fb1c4da
Separate DisplayServer from OS on Windows
2020-03-26 15:49:41 +01:00
Juan Linietsky
f51fdc6eef
Support for transient windows
2020-03-26 15:49:39 +01:00
Juan Linietsky
8e6960a69e
Refactored input, goes all via windows now.
...
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky
9e08742de8
Added a Window node, and made it the scene root.
...
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky
f8a79a97c7
Effective DisplayServer separation, rename X11 -> LinuxBSD
2020-03-26 15:49:34 +01:00
Juan Linietsky
4396e98834
Refactored Input, create DisplayServer and DisplayServerX11
2020-03-26 15:49:32 +01:00
bruvzg
1ee27a6d9f
Rename conflicting variable to fix MoltenVK shader compilation.
2020-03-26 09:02:36 +02:00
Rémi Verschelde
641c85a54f
Merge pull request #37268 from clayjohn/VULKAN-sky-color
...
Replace subpass textures with color in sky shader
2020-03-24 19:22:55 +01:00
clayjohn
61c67cd5e1
Replace subpass textures with color in sky shader
2020-03-24 10:11:00 -07:00
Rémi Verschelde
9d24541597
Remove unused classes and stray headers
...
Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```
2020-03-24 09:50:51 +01:00
Rémi Verschelde
ed9a0d0484
Merge pull request #37179 from clayjohn/VULKAN-sky-shader
...
Implement Sky Shaders
2020-03-22 20:03:35 +01:00
clayjohn
61a74739ca
Working sky shader implementation
2020-03-21 20:43:44 -07:00
Aaron Franke
7dbe8b65ae
Make file formatting comply with POSIX and Unix standards
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UTF-8, LF, no BOM, and newlines at the end of files
2020-03-21 17:41:03 -04:00
Yuri Roubinsky
50729e4e35
Fix incorrect shader block parsing
2020-03-20 17:24:00 +03:00
Yuri Roubinsky
a757bd7625
Allow to reassign local variables in shaders
2020-03-20 14:09:43 +03:00
Bastiaan Olij
c3fee7ba6c
Add shader based background mode
2020-03-19 18:30:39 -07:00
Yuri Roubinsky
523dae6bba
Fix shader TIME auto-completion
2020-03-19 21:42:06 +03:00
Yuri Roubinsky
ef6320d82a
Removed old TIME references from shader_types
2020-03-19 19:09:15 +03:00
Yuri Roubinsky
dbffa2e0bb
Makes shader 'TIME' available in custom functions by default
2020-03-19 17:58:39 +03:00
Yuri Roubinsky
387d6859d7
Show shader method out/inout qualifier in intellisense
2020-03-18 16:06:47 +03:00
Yuri Roubinsky
4709434227
Fix shader crash if passing const values to modf function
2020-03-18 14:07:35 +03:00
Rémi Verschelde
cb282c6ef0
Style: Set clang-format Standard to Cpp11
...
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Yuri Roubinsky
7a2c6a8c0e
Enables passing out built-in parameter from parent function in shaders
2020-03-14 10:46:27 +03:00
luz.paz
7bf6e5f773
Fix various typos
...
Found via `codespell`
2020-03-11 13:59:18 -04:00
Fabio Alessandrelli
b8ddaf9c33
Refactor ScriptDebugger.
...
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.
It allows 2 types of interactions:
- Profilers:
A subsystem can register a profiler, assigning it a unique name.
That name can be used to activate the profiler or add data to it.
The registered profiler can be composed of up to 3 functions:
- Toggle: called when the profiler is activated/deactivated.
- Add: called whenever data is added to the debugger
(via `EngineDebugger::profiler_add_frame_data`)
- Tick: called every frame (during idle), receives frame times.
- Captures: (Only relevant in remote debugger for now)
A subsystem can register a capture, assigning it a unique name.
When receiving a message, the remote debugger will check if it starts
with `[prefix]:` and call the associated capture with name `prefix`.
Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.
Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Rémi Verschelde
42595085a5
Merge pull request #36752 from RandomShaper/rework_semaphore
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Drop old semaphore implementation
2020-03-05 16:33:45 +01:00
Rémi Verschelde
e89754fa1f
Merge pull request #36021 from YeldhamDev/intersects_touch_expose
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Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'
2020-03-04 20:32:20 +01:00
Rémi Verschelde
a0e33e17fb
Merge pull request #36733 from qarmin/static_analyzer_fixes
...
Fixes bugs found by Sonarcloud and Coverity
2020-03-04 13:41:38 +01:00
Michael Alexsander
8c8c48a7ad
Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'
2020-03-04 09:32:34 -03:00
Rémi Verschelde
2856740e6b
Merge pull request #36385 from kuruk-mm/some_static_asserts
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Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assert
2020-03-04 13:18:48 +01:00
Bastiaan Olij
f0b1edef8b
Exposing get_tracker_id for ARVRPositionalTracker to GDScript
2020-03-04 10:22:26 +01:00
Mateo Dev .59
c933eb7acc
Change when we can ERR_FAIL_COND and ERR_FAIL_CONV_V to static_assert
2020-03-04 04:44:47 -03:00
Pedro J. Estébanez
9a3a2b03b8
Drop old semaphore implementation
...
- Removed platform-specific implementations.
- Now all semaphores are in-object, unless they need to be conditionally created.
- Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined.
- Similarly to `Mutex`, methods are made `const` for easy use in such contexts.
- Language bindings updated: `wait()` and `post()` are now `void`.
- Language bindings updated: `try_wait()` added.
Bonus:
- Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-03-03 13:20:42 +01:00
Rémi Verschelde
c292aab247
Merge pull request #36691 from clayjohn/VULKAN-cubemap-roughness
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Improve cubemap importance sampling
2020-03-02 19:32:19 +01:00
qarmin
1f209bfc41
Fixes bugs found by Sonarcloud and Coverity
2020-03-02 19:17:20 +01:00
clayjohn
a422b8c497
Properly free reflection probe atlas
2020-02-29 23:26:57 -08:00
clayjohn
6bb5117955
Improve cubemap importance sampling
2020-02-29 17:16:50 -08:00
Rémi Verschelde
93dd3d29d2
Merge pull request #36679 from clayjohn/VULKAN-mem-leak
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Remove minimum size for shadow atlas
2020-02-29 23:32:16 +01:00
clayjohn
03d46ea804
Remove minimum size for shadow atlas
2020-02-29 10:09:15 -08:00
Yuri Roubinsky
924a9bfd16
Fix shader's step hint range for integers
2020-02-29 09:56:02 +03:00
clayjohn
74f6e3e1aa
Reduce descripter sets in cubemap filter
2020-02-28 09:07:09 -08:00
Rémi Verschelde
4f64f3401a
Merge pull request #36388 from AndreaCatania/some_renames
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Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28 09:15:38 +01:00
clayjohn
3e299aa225
Basic fast filtering implementation
2020-02-27 22:30:34 -08:00
Rémi Verschelde
a596d76156
Merge pull request #36627 from clayjohn/VULKAN-free
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Properly free many Vulkan resources
2020-02-28 06:39:18 +01:00
Rémi Verschelde
b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
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Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
clayjohn
b616c728d7
Properly free many vulkan resources
2020-02-27 15:01:49 -08:00
Rémi Verschelde
3a7f1300ee
Merge pull request #36186 from Calinou/remove-vulkan-debugging-prints
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Remove Vulkan debugging prints
2020-02-27 21:11:24 +01:00
Andrea Catania
3b64ecbc4b
Renamed NavigationMeshInstance to NavigationRegion
2020-02-27 17:42:53 +01:00
Pedro J. Estébanez
18fbdbb456
Reimplement Mutex with C++'s <mutex>
...
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.
Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Rémi Verschelde
be4a516b77
Merge pull request #36428 from clayjohn/VULKAN-ref-probe-sky
...
Properly flip sky when rendering reflection probes
2020-02-26 18:59:50 +01:00
Rémi Verschelde
3a4c128f07
Merge pull request #36551 from AndreaCatania/navigation_destruction_flush
...
Flushes commands just before the navigation server is destroyed
2020-02-26 10:09:43 +01:00
Andrea Catania
c143b5c677
Flushes commands just before the navigation server is destroyed
2020-02-26 09:42:51 +01:00
Juan Linietsky
33b5c57199
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
...
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Rémi Verschelde
2cf6ac6c50
Replace FALLTHROUGH macro by C++17 [[fallthrough]]
...
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.
Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.
Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
clayjohn
b0ff427a2a
properly flip sky when rendering reflection probes
2020-02-21 11:42:00 -08:00
Juan Linietsky
3c0059650d
Added StringName as a variant type.
...
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Fabio Alessandrelli
cbc450c0e5
Huge Debugger/EditorDebugger refactor.
2020-02-21 11:12:03 +01:00
Juan Linietsky
69c95f4b4c
Reworked signal connection system, added support for Callable and Signal objects and made them default.
2020-02-20 08:24:50 +01:00
Andrii Doroshenko (Xrayez)
fa766265a7
Fix MIMPAMPS typos in constants throughout the engine
2020-02-20 01:31:43 +02:00
Rémi Verschelde
49fec646cb
Fix compilation warnings and re-enable werror=yes on Travis
...
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings
raised by GCC 8 and 9.
Fix -Wunused-function, -Wunused-private-field and
-Wtautological-constant-out-of-range-compare raised by Clang.
Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison
operation).
GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising
errors and will thus not abort compilation with `werror=yes`.
Treat glslang headers are system headers to avoid raising warnings.
Re-enables us to build with `werror=yes` on Linux and macOS, thus
catching warnings that would be introduced by new code.
Fixes #36132 .
2020-02-18 20:51:25 +01:00
Andrea Catania
79fc7d7d6a
Added utility functions to the new NavigationServer:
...
- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false);
- Vector3 get_closest_point(const Vector3 &p_point);
- Vector3 get_closest_point_normal(const Vector3 &p_point);
- Object *get_closest_point_owner(const Vector3 &p_point);
2020-02-18 17:12:45 +01:00
Juan Linietsky
3205a92ad8
PoolVector is gone, replaced by Vector
...
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Marcel Admiraal
b6c9c6261d
Fix VisualServer bindings.
2020-02-17 07:07:28 +01:00
Yuri Roubinsky
a1da8560ee
Fix shader crash if duplicated struct members created
2020-02-15 22:19:45 +03:00
Haoyu Qiu
d9b5cbdffa
Fixes memory leaks in GdNavigationServer and RasterizerSceneHighEndRD
2020-02-15 14:25:32 +08:00
Marcin Zawiejski
2842c6a88c
fix oob write when calling MultiMesh::set_instance_transform
2020-02-14 17:48:48 +01:00
Rémi Verschelde
415a901b68
Merge pull request #36194 from dragmz/dragmz/exit_crash_fix
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Fix crash when closing project manager
2020-02-14 14:31:54 +01:00
Rémi Verschelde
79d42069a9
Merge pull request #36208 from akien-mga/warnings
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Fix various GCC compilation warnings after Vulkan merge
2020-02-14 13:49:20 +01:00
Rémi Verschelde
d2537407ef
Fix various GCC compilation warnings after Vulkan merge
...
Part of #36132 .
2020-02-14 10:02:31 +01:00
clayjohn
b878e5bbe8
Fix error flood with sky background
2020-02-13 16:31:21 -08:00
Marcin Zawiejski
17ea60bb92
fix crash when closing project manager
2020-02-13 22:03:46 +01:00
Yuri Roubinsky
41643e268e
Prevent usage 'out' modifier on opaque shader types (textures currently)
2020-02-13 21:02:47 +03:00
Hugo Locurcio
71b74195de
Remove Vulkan debugging prints
2020-02-13 18:50:07 +01:00
Yuri Roubinsky
01de6513ac
Fix bugs in shader swizzling
2020-02-13 18:11:21 +03:00
Yuri Roubinsky
ef51726ff3
Merge pull request #36176 from Chaosus/shader_fix_const_crash
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Fix shader crash if pass const argument to 'out/inout' parameter
2020-02-13 17:00:37 +03:00
Yuri Roubinsky
516aa46fe5
Fix shader crash if pass const argument to 'out/inout' parameter
2020-02-13 16:15:08 +03:00
Rémi Verschelde
54ac8eaba6
Remove more deprecated methods and code
2020-02-13 12:37:45 +01:00
Juan Linietsky
cf8c679a23
ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits.
2020-02-12 14:24:54 -03:00
Yuri Roubinsky
4aa31a2851
Merge pull request #36141 from Chaosus/shader_struct_member_arrays
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Added support for arrays as shader struct members
2020-02-12 20:12:05 +03:00
Yuri Roubinsky
6b99bda1e8
Added support for arrays as shader struct members
2020-02-12 17:10:20 +03:00
Rémi Verschelde
0e3d625737
doc: Sync classref with current source
...
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.
Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
Haoyu Qiu
4c42fb0eb7
Fixes friend declaration tag mismatch
2020-02-12 17:41:30 +08:00
Yuri Roubinsky
6f162395ff
Implementation of 'struct' for shaders
2020-02-11 20:00:42 +03:00
Rémi Verschelde
db81928e08
Vulkan: Move thirdparty code out of drivers, style fixes
...
- `vk_enum_string_helper.h` is a generated file taken from the SDK
(Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11 14:08:44 +01:00
Yuri Roubinsky
21e3cc7bb8
[Vulkan] Fix shader crash if using multiple underscores in identifier names
2020-02-11 12:16:22 +01:00
Juan Linietsky
2049dec79e
Added normalmap guided roughness mipmap generator, and a global roughness limiter.
2020-02-11 12:16:01 +01:00
Juan Linietsky
bed8980ca5
Re-implemented screen space ambient occlusion
2020-02-11 12:15:46 +01:00
Juan Linietsky
ee1e89f8c0
Modified rendering to use cluster instead of foward
2020-02-11 12:15:27 +01:00
Juan Linietsky
f8b5c5f063
DOF fully implemented, can be edited on the fly.
2020-02-11 12:15:26 +01:00
Juan Linietsky
c05da81268
Mostly working DOF Bokeh
2020-02-11 12:15:04 +01:00
Juan Linietsky
f14defb6f9
WIP CameraEffects implementation (bokeh not working for now)
2020-02-11 12:15:03 +01:00
Juan Linietsky
bd364d1447
Auto exposure re-implemented in Vulkan
2020-02-11 12:14:23 +01:00
Juan Linietsky
b859e69919
-Refactored post processing, re-added glow and added a mix blend mode.
2020-02-11 12:14:21 +01:00
clayjohn
e530f49be2
Fix Specular Blinn in vulkan
2020-02-11 12:10:36 +01:00
Rémi Verschelde
6310354cde
Vulkan: Fix false positive in ninepatch axis stretch code
...
Adapted from e4907e50fe
,
supersedes and closes #34704 .
2020-02-11 12:09:55 +01:00
Fabian Mathews
ba6d9597cb
Fixed error condition check for multimesh instance colors
2020-02-11 12:07:03 +01:00
Rémi Verschelde
4cac20aea3
Fix crash after rebase on the master branch
...
Apparently rasterizer is not initialized yet when this is called
the first time, so it crashes.
2020-02-11 12:06:20 +01:00
Matias Pierdomenico
0e20e349f1
Changed variable name in shader because it was too generic
2020-02-11 12:06:05 +01:00
Rémi Verschelde
fff4240bb4
Fix code formatting issues and VS compilation
...
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.
Fixes #33356 .
2020-02-11 12:05:19 +01:00
Juan Linietsky
b509c814fc
Improved Voxel AO settings.
2020-02-11 12:05:05 +01:00
Juan Linietsky
4949d578f2
Dynamic objects in GIProbes are now affected by propagation parameter.
2020-02-11 12:05:05 +01:00
Juan Linietsky
d6e4b45994
More correctly divide alpha by 8 for mipmaps, fixes voxel overocclusion.
2020-02-11 12:05:04 +01:00
Juan Linietsky
8deb977551
Changed SDF processing to smooth out shadows.
2020-02-11 12:05:03 +01:00
Juan Linietsky
da0457fa29
Several fixes to GIProbes
2020-02-11 12:04:56 +01:00
Juan Linietsky
971ce680f2
Fixes to how anisotropy is handled, makes it work on nvidia.
2020-02-11 12:04:56 +01:00
Juan Linietsky
f4948721e4
Fixed uninitialized memory bug in voxelizer
2020-02-11 12:04:54 +01:00
Juan Linietsky
2af701fa03
Use a different strategy to get textures from GPU (via buffers), for more compatibility.
2020-02-11 12:04:54 +01:00
Juan Linietsky
2c67cc654f
AO support for GIProbe (right on time for Godot Sprint!)
2020-02-11 12:03:55 +01:00
Juan Linietsky
76c6f39d99
GIProbe now generates a distance field on bake using CPU, for better compatibility
2020-02-11 12:03:54 +01:00
Juan Linietsky
561b431d85
Dynamic object support for GI Probes (a bit buggy still)
2020-02-11 12:03:52 +01:00
Juan Linietsky
6ee2f5e6b6
More GIProbe work and fixes
2020-02-11 12:03:49 +01:00
bruvzg
26318f3bd1
Fix Vector3 ambiguities and out of bounds init.
2020-02-11 12:03:39 +01:00
Juan Linietsky
fb739f9da7
Fixed display menu visualizations.
2020-02-11 12:03:24 +01:00
Juan Linietsky
965185c765
Better GIProbe quality settings.
2020-02-11 12:03:23 +01:00
Juan Linietsky
fa548b052e
Missing proper comparison for depth pre-pass.
2020-02-11 12:03:21 +01:00
Juan Linietsky
acf0f6c8a7
GIProbes working.
2020-02-11 12:03:20 +01:00
Juan Linietsky
4aea9f74e6
Rewritten StreamTexture for better code reuse, added basis universal support
2020-02-11 12:02:36 +01:00
Juan Linietsky
263bebe023
Untested support for compute shaders
2020-02-11 12:02:34 +01:00
Juan Linietsky
b08f13d558
Skeletons are now working.
2020-02-11 12:02:17 +01:00
Rémi Verschelde
e3b76fd040
Merge pull request #32281 from Chaosus/vk_shader_array_varying2
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[Vulkan] Implement shader array support for varyings
2020-02-11 12:02:06 +01:00
Yuri Roubinsky
bfa834a78a
[Vulkan] Implement shader array support for varyings
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Remake of #32175
2020-02-11 12:02:02 +01:00
Rémi Verschelde
d08bf966eb
Merge pull request #32280 from Chaosus/vk_shader_switch2
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[Vulkan] Implements switch flow control operator in shaders
2020-02-11 12:01:59 +01:00
Yuri Roubinsky
d51b7aafb5
[Vulkan] Implements switch flow control operator in shaders
2020-02-11 12:01:49 +01:00
Juan Linietsky
bc3dbe8240
Properly working instancing, and compatibility fixing for old meshes
2020-02-11 12:01:33 +01:00
Juan Linietsky
123ee5995c
Visual GPU profiler and related profiling support in Vulkan.
2020-02-11 12:01:26 +01:00
Juan Linietsky
dc32083681
Proper texture reloading (was broken).
2020-02-11 12:01:25 +01:00
Juan Linietsky
dd3682e5fe
Modernized default 3D material, fixes material bugs.
2020-02-11 12:01:24 +01:00
Juan Linietsky
6deffa62fb
Several fixes to 3D rendering, and multimesh implementation.
2020-02-11 12:01:22 +01:00
Juan Linietsky
9d7b7f931b
Reflection probes working
2020-02-11 12:01:21 +01:00
Juan Linietsky
69e83e4815
Directional light cleanup.
2020-02-11 12:01:21 +01:00
Juan Linietsky
88a7debbbc
Directional lights and shadow mapping are functional.
2020-02-11 12:01:20 +01:00
Juan Linietsky
920db604d2
Rewrote large part of rendering, omni and spot shadows now work.
2020-02-11 12:01:18 +01:00
Juan Linietsky
1d871f6226
Tonemapping ported (not all parameters supported yet, only enough to get correct color)
2020-02-11 12:01:09 +01:00
Juan Linietsky
2d6a916835
Environment sky more or less working.
2020-02-11 12:01:05 +01:00
Rémi Verschelde
f7aa7927e7
Merge pull request #31527 from Chaosus/vk_shader_array_support2
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[Vulkan] Implemented local shader arrays
2020-02-11 12:00:53 +01:00
Yuri Roubinski
ef50752292
[Vulkan] Implemented local shader arrays
2020-02-11 12:00:46 +01:00
Rémi Verschelde
86d0d88b42
Merge pull request #31526 from Chaosus/shader_bug_vk2
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[Vulkan] Fix ternary operator shader compiler expression
2020-02-11 12:00:16 +01:00
Yuri Roubinski
47c0ef3308
[Vulkan] Fix ternary operator shader compiler expression
2020-02-11 12:00:10 +01:00
Yuri Roubinski
95e8375efb
[Vulkan] Implemented do/while loops for shaders
2020-02-11 11:59:51 +01:00
Juan Linietsky
8cee7703a6
Yay very basic 3D (only white) finally shows.
2020-02-11 11:59:27 +01:00
Juan Linietsky
449df8f688
Base 3D engine done, still untested, though.
2020-02-11 11:59:25 +01:00
Juan Linietsky
dc3b47f3ab
Vulkan/RD rasterizer now does clean exit.
2020-02-11 11:58:16 +01:00
Juan Linietsky
b52a2f3dfa
Fix comment
2020-02-11 11:58:11 +01:00
Rémi Verschelde
6289e7d147
Merge pull request #29993 from bruvzg/vulkan
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Initial Vulkan support for macOS (MoltenVK) and Windows
2020-02-11 11:57:40 +01:00
bruvzg
b456bfad5c
Add runtime GLES2 / Vulkan context selection.
2020-02-11 11:57:34 +01:00
bruvzg
eb48be51db
Add static Vulkan loader.
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Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky
6ecedd1e6c
Add a system to properly update materials if the uniform set is gone (likely deleted texture)
2020-02-11 11:53:29 +01:00
Juan Linietsky
4fe3ee1730
Moved the shader source compilation code outside RenderingDevice and Vulkan
2020-02-11 11:53:29 +01:00
Juan Linietsky
c613ead5fa
Added a spinlock template as well as a thread work pool class.
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Also, optimized shader compilation to happen on threads.
2020-02-11 11:53:29 +01:00
Juan Linietsky
60c7498cee
Replaced GLSLang reflection by SPIRV-Reflect, eventually allowing to move GLSLang out.
2020-02-11 11:53:29 +01:00
Juan Linietsky
0586e18449
Custom material support seems complete.
2020-02-11 11:53:29 +01:00
Juan Linietsky
8bbbb97336
Completed material/2D shader support (missing SCREEN_TEXTURE)
2020-02-11 11:53:29 +01:00
Juan Linietsky
50e9befb88
Changes to material required to add custom shaders in RD renderer
2020-02-11 11:53:28 +01:00
Juan Linietsky
ef083a583b
Modified light rendering to make it more compatible.
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Modified polygon management to make it more compatible with MoltenVK
2020-02-11 11:53:28 +01:00
Juan Linietsky
a3f8ffac63
Use a special sampler for 2D shadows, so they are softer
2020-02-11 11:53:28 +01:00
Juan Linietsky
f04359e70f
2D lighting seems more or less complete.
2020-02-11 11:53:28 +01:00
Juan Linietsky
a7b2ac7bb1
Normalmapping and Specularmapping working in 2D engine
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Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11 11:53:28 +01:00
Juan Linietsky
92b27bccf1
Changed allocation strategy of CanvasItem draw commands.
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They should now allocate memory in blocks and reuse the same
memory every time the item is cleared and redrawn.
This should improve performance considerably.
2020-02-11 11:53:28 +01:00
Juan Linietsky
24b16f3bf0
Fix crash on import.
2020-02-11 11:53:28 +01:00
Juan Linietsky
e3905f9af3
Added ability to retrieve back textures stored on GPU
2020-02-11 11:53:28 +01:00
Juan Linietsky
e1b3444415
Bugfixes and ability to better specify filter and repeat modes everywhere.
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Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky
1b4281b895
basic 2D engine is more or less working with Vulkan, including editor.
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Still a lot to do
2020-02-11 11:53:27 +01:00
Juan Linietsky
42b44f43ee
Basic 2D engine is more or less working, needs more work for editor to be usable.
2020-02-11 11:53:27 +01:00
Juan Linietsky
9b0dd4f571
A lot of progress with canvas rendering, still far from working.
2020-02-11 11:53:27 +01:00
Juan Linietsky
836c2109a0
Changed my mind on Vulkan image API, images should now include mipmaps
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This should make it easier to obtain the data directly from an Image
2020-02-11 11:53:27 +01:00
Juan Linietsky
3f335ce3d4
Texture refactor
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Juan Linietsky
9ffe57a10e
Modify RenderingDevice to use RIDs, now that they are O(1)
2020-02-11 11:53:26 +01:00
Juan Linietsky
4f163972bb
Refactored RID/RID_Owner to always use O(1) allocation.
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* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Juan Linietsky
1522d8c3ee
Added support for push constants
2020-02-11 11:53:26 +01:00
Juan Linietsky
fd188ddd51
Initial work on Vulkan:
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-Added VulkanContext
-Added an X11 implementation
-Added a rendering device abstraction
-added a Vulkan rendering device abstraction
-Engine does not work, only shows Godot logo (run it from bin/)
2020-02-11 11:53:26 +01:00
Duroxxigar
383c583a0b
Documented the new NavigationServer and all its associated nodes (2D and 3D)
2020-02-10 15:24:06 +01:00
Andrea Catania
e6be3f68da
- Integrated NavigationServer and Navigation2DServer.
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- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.
This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00
Rémi Verschelde
6203c38fd1
Merge pull request #35993 from akien-mga/who-let-the-latency-out
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Workaround WebM playback bug after AudioServer latency fixes
2020-02-08 15:36:50 +01:00
Rémi Verschelde
3a5f45a6d1
Merge pull request #35682 from nathanwfranke/canvas-cull-control-fix
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Fix bug where canvas culls things at origin with size 0
2020-02-08 14:14:10 +01:00
nathanwfranke
e5cb557b73
Fix bug where Control at origin with 0 size not rendered
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Make a new method instead to make the code more elegant
Move Function down a bit
2020-02-07 14:43:27 -06:00
Rémi Verschelde
da411d1625
Workaround WebM playback bug after AudioServer latency fixes
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af9bb0ea15
fixed AudioServer's
`get_output_delay()` (which used to always return 0) while renaming it
to `get_output_latency()`. It now returns the latency from the
AudioDriver, which can be non-0.
While this was a clear bugfix, it broke playback for WebM files without
audio track. It seems like the playback code, even though it queried
the output delay to calculate a time compensation, was designed to work
even though the delay value was actually bogus. Now that it's correct,
it's not working.
As a workaround we comment out uses of the output latency, restoring
the behavior of Godot 3.1.
This code should still be reviewed by someone more versed in video
playback and fixed to properly account for the non-0 driver latency.
Fixes #35760 .
2020-02-07 21:01:05 +01:00
Rémi Verschelde
cdce912de7
Merge pull request #35986 from Chaosus/shader_index
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Allow non-constants for indexing builtin types in shaders
2020-02-07 20:45:57 +01:00
Rémi Verschelde
a4b8dbdc0b
Merge pull request #35142 from clayjohn/GLES2-add-3d-textures
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Add support for 3D textures to GLES2
2020-02-07 18:36:24 +01:00
Yuri Roubinsky
8469a383ec
Allow non-constants for indexing builtin types in shaders
2020-02-07 18:41:26 +03:00
Yuri Roubinsky
3a70566b15
Prevent shader crash if invalid builtin used after array member accessor
2020-02-07 15:21:15 +03:00
Marcel Admiraal
f0db13502a
Remove duplicate WARN_PRINT macro.
2020-02-05 11:13:24 +01:00
Marcel Admiraal
5af3b4ca27
Remove duplicate ERR_PRINT macro.
2020-02-05 11:13:24 +01:00
Yuri Roubinsky
2c4367441c
Prevent shader crash when name conflict with "dus" and "__" occured
2020-02-01 12:38:52 +03:00
clayjohn
68915ce20d
Add support for 3D textures to GLES2
2020-01-31 10:01:05 -08:00
Rémi Verschelde
bb6c0d3e8b
doc: Complete documentation for VideoStreams
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Also quick clean up of the matching C++ files.
2020-01-26 11:29:07 +01:00
clayjohn
eb5cb5d016
Add project setting for max irradiance size
2020-01-25 13:27:13 -08:00
Yuri Roubinsky
3473a195fc
Hides high-level functions from GLES2 shader autocompletion
2020-01-23 12:41:21 +03:00
Rémi Verschelde
46820527de
Merge pull request #35360 from Chaosus/restrict_uint_gles2
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Disallow uint/uvec usage on GLES2 platform
2020-01-23 10:12:30 +01:00
Rémi Verschelde
37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
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Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
lawnjelly
eaf8e5ce52
Change CameraMatrix::get_viewport_size to get_viewport_half_extents
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Fixes #26637 .
Fixes #19900 .
The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.
Code which called this function has also been modified accordingly.
This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.
It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde
4faaf6089a
Remove unused #if 0'ed code
2020-01-21 21:41:54 +01:00
Yuri Roubinsky
4c456ef979
Disallow uint/uvec usage on GLES2 platform
2020-01-20 18:59:35 +03:00
Rémi Verschelde
837adb30fd
Revert "Exposes capture methods to AudioServer + documentation" #30468
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Reverts the following commits:
- c81ec6f26d
:
"Exposes capture methods to AudioServer, variable renames for
consistency, added documentation."
- 47c558b98a
:
"Expose audio callbacks as signals."
- dabaa11b3c
:
"Fix to make sure the capture buffers are deallocated at shutdown.
Silences warnings."
Some documentation improvements were kept for pre-existing methods.
See rationale for reverting these changes in #30468 .
2020-01-20 13:18:01 +01:00
Yuri Roubinsky
3dea1c725e
Clears completion_class in shaders (may cause troubles if not).
2020-01-19 16:35:54 +03:00
Yuri Roubinsky
1eb8d5e142
Added missing form of array constructor in shaders
2020-01-18 11:41:55 +03:00
Rémi Verschelde
669cd46495
Merge pull request #35215 from clayjohn/multimesh-error
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Add multimesh format max for proper error checking
2020-01-16 23:06:20 +01:00
Rémi Verschelde
6fd4afa96b
Merge pull request #33615 from raphael10241024/fix_shape_change
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refresh area2d collision when shape changes
2020-01-16 22:56:16 +01:00
clayjohn
041fa57a88
Add multimesh format max for proper error checking
2020-01-16 13:31:17 -08:00
Yuri Roubinsky
5098232ee6
Disabled array initialization, const array and arr.length in shaders
2020-01-16 11:46:11 +03:00
clayjohn
3579187f90
Make texture_debug_usage thread safe
2020-01-12 15:22:54 -08:00