Commit graph

1136 commits

Author SHA1 Message Date
Yuri Sizov
3f2e901633 Merge pull request #79865 from clayjohn/discard-shader
Fix use of discard in shaders
2023-07-25 21:26:27 +02:00
Yuri Sizov
08cffc128f Merge pull request #79812 from ParsleighScumble/parsleigh/init-sky-scene-state
Use defaults to initialize sky data in case of no sky
2023-07-25 21:26:23 +02:00
Clay
7c812cd7e9 Fix use of discard in shaders
discard was being included in all shaders set to depth pass opaque, which is the majority of shaders

Instead it should only be used with alpha prepass materials
2023-07-24 23:21:04 +02:00
Parsleigh Scumble
67c13fe4eb Use defaults to initialize sky data in case of no sky 2023-07-24 10:41:13 -07:00
Yuri Sizov
360633089c Merge pull request #79590 from 0010200303/master
Fix bad LOD selection when Camera in Mesh AABB
2023-07-24 19:32:54 +02:00
Jonas Schönbrodt
26c4644b38 Fix bad LOD selection when Camera in Mesh AABB
Fixed an issue where a bad LOD would be selected although the Camera being inside the Meshes AABB.
2023-07-19 18:07:37 +02:00
mandryskowski
33e46aac13
Revert the change of the limit for interpolation of R0 with respect to metallic and SSR
Commit 2c000cb72f changed the interpolation limits from (0.04, 1.0) to (0.04, 0.37). This is incorrect, as we want to have an F0 of 0.04 for dielectrics (materials with metalness of 0.0) and an F0 of 1.0 for metals.
The Schlick approximation uses an F0 of 0.04 for all dielectrics and it's good enough.
Having it lower than 1.0 leads to an incorrect application of the Fresnel effect for metals and leads to bugs like #79549
2023-07-18 19:18:19 +02:00
Bastiaan Olij
a22f495a3c Split raster barrier into vertex and fragment barrier 2023-07-15 12:30:32 +10:00
Yuri Sizov
0fa808ba5e Merge pull request #77085 from BastiaanOlij/visualise_direction_shadowmap_frustum
Draw frustum splices ontop of direction shadow atlas for debug purposes
2023-07-12 21:02:25 +02:00
Yuri Sizov
bb15241e06 Merge pull request #77740 from ChibiDenDen/simplify_vulkan
Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders
2023-07-12 17:16:12 +02:00
Yuri Sizov
5dff3c4484 Merge pull request #78538 from Sauermann/fix-code-simplifications
Remove unnecessary value assignments throughout the codebase
2023-07-12 15:09:26 +02:00
Rémi Verschelde
7030ac555f
Merge pull request #79270 from clayjohn/particle-trails-error
Unify error condition for particles trail lifetime
2023-07-10 10:38:34 +02:00
clayjohn
78ecdb17f9 Unify error condition for particles trail lifetime 2023-07-10 10:17:27 +02:00
Rémi Verschelde
ea3aaeac05
Merge pull request #78624 from puchik/canvas-background-specular-ghosting
Clear specular buffer if sky mode is canvas and screen space effects are used
2023-07-08 18:16:05 +02:00
clayjohn
35ed7c770b Initialize particles instance buffer in case it is used before being updated 2023-06-29 13:24:40 -07:00
K. S. Ernest (iFire) Lee
39dfa8436e Varying mismatch causing shaders to fail. 2023-06-23 21:36:38 -07:00
Arman Elgudzhyan
af9d1743f3 Clear specular buffer if bg mode is canvas and ss effects are used
Explicitly clear the separate specular buffer when the background mode is canvas and screen space effects (and thus a separate specular buffer) are used.
2023-06-23 12:16:52 -07:00
bitsawer
ef00de99b4 Fix error spam when a mesh with bone weights has an invalid skeleton 2023-06-22 15:58:52 +03:00
ChibiDenDen
35715e510f replace sampler arrays with constant sampler elements 2023-06-22 01:11:57 +03:00
Markus Sauermann
890fdd56df Code simplifications
CPPcheck found most of them.

no need to assign the variable twice:
- AnimationTrackEditTypeAudio
- SSEffects

variable is assigned in all if-else clauses:
- EditorHelp
- AndroidInputHandler
- MenuBar
- ShaderCompiler

same if clause:
- ItemList

clearing an empty bitfield has no effect:
- Viewport
2023-06-21 22:37:26 +02:00
Bastiaan Olij
952b4b3f38 Apply reprojection in multiview for our cluster lookup 2023-06-21 11:17:01 +10:00
Rémi Verschelde
dca1e0bef7
Merge pull request #78436 from BastiaanOlij/fix_stereo_fog
Fix volumetric fog in stereo by projection vertex in combined space
2023-06-20 09:21:39 +02:00
Bastiaan Olij
66272ea26e Fix volumetric fog in stereo by projection vertex in combined space 2023-06-20 14:36:14 +10:00
bitsawer
dab0871d41 Fix invalid RID errors when freeing a mesh with blend shapes 2023-06-19 11:07:15 +03:00
clayjohn
36a005fafc
Add RENDERING_INFO parameters to GL Compatibility renderer
This also fixes RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME for the RD renderers as it was incorrectly reporting vertex/index count at times

This also adds memory tracking to textures and buffers to catch memory leaks.

This also cleans up some memory leaks that the new system caught.
2023-06-16 09:10:00 +02:00
Rémi Verschelde
16c2fede71
Merge pull request #78200 from prominentdetail/patch-3
Properly handle wireframe mode in RendererRD pipeline cache
2023-06-14 09:27:10 +02:00
Rémi Verschelde
e0651ed4b5
Merge pull request #78199 from clayjohn/detect_3d
Ensure that "detect 3D" is only called when using 3D shaders
2023-06-14 09:26:47 +02:00
Alex
f74464b767
Properly handle wireframe mode in RendererRD pipeline cache
Makes wireframe get cached properly so that it doesn't keep being recreated.
Fixes #76237.
2023-06-14 09:14:34 +02:00
Bastiaan Olij
6dd47e232b Expose RD::texture_native_handle 2023-06-14 09:58:08 +10:00
clayjohn
0b7e2dfdfc Ensure that "detect 3D" is only called when using 3D shaders 2023-06-13 13:20:11 -07:00
Bastiaan Olij
d9eb9665da Draw frustum splices ontop of direction shadow atlas for debug purposes 2023-06-11 11:48:11 +10:00
Rémi Verschelde
7c71844999
Merge pull request #77703 from RandomShaper/fix_vol_fog_thingy
Fix management of life cycle of vol. fog related uniform sets
2023-06-09 11:05:11 +02:00
Rémi Verschelde
9ce42d176d
Merge pull request #76977 from manueldun/light-shader-builtins
Enable the use of all supported builtins on the light shader
2023-06-09 11:04:46 +02:00
Rémi Verschelde
166643df32
Merge pull request #74937 from bitsawer/fix_uniform_storage
Fix shader uniform storage conversions and crash
2023-06-09 11:04:16 +02:00
Manuel Dun
e2321c21db Enable the use of all builtins on the light shader
When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
2023-06-08 14:14:14 -04:00
Arman Elgudzhyan
7bcc849143 Use depth pass mode with normals if required even if Environment is null
If using normal buffer debugging or if the normal texture was used, we should use PASS_MODE_DEPTH_NORMAL_ROUGHNESS regardless of whether there is a valid Environment or not. Otherwise, shaders reading the normal texture will not work without a valid Environment (and possibly other problems).
2023-06-03 07:56:47 -07:00
Pedro J. Estébanez
f08f67308e Fix management of life cycle of vol. fog related uniform sets 2023-05-31 19:54:28 +02:00
bitsawer
23c375d6b4 Fix shader uniform storage conversions and crash 2023-05-29 15:17:13 +03:00
Yuri Sizov
f6dcd7f51a
Merge pull request #75181 from dalexeev/fix-light-only-mode
Fix "Light Only" mode of `CanvasItemMaterial`
2023-05-27 17:28:29 +02:00
Allen Pestaluky
4e19f34856 Changed Subtract blend mode of Forward+ and Mobile renderers to match behaviour of the Godot 3 and Compatibility renderers
The OpenGL implementation has used GL_FUNC_REVERSE_SUBTRACT for a long time, but the new RenderingDevice abstraction used by the Vulkan renderers had been mistakenly set to BLEND_OP_SUBTRACT instead of BLEND_OP_REVERSE_SUBTRACT.

Fixes #77448
2023-05-26 10:50:35 -04:00
Rémi Verschelde
ba557aaf55
Merge pull request #77294 from puchik/lod-resolution-scaling
Take 3D resolution scaling into account for mesh LOD
2023-05-24 08:48:38 +02:00
Rémi Verschelde
852740a627
Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposure
Fix the grainy sky while using debanding.
2023-05-24 08:46:28 +02:00
Rémi Verschelde
d5c1b9f883
Merge pull request #77327 from BastiaanOlij/fix_gi_and_fog_free
Conditionally free GI and FOG resources, they may not have been created
2023-05-22 22:37:12 +02:00
Rémi Verschelde
1086375785
Merge pull request #77266 from Rindbee/fix-bugs-in-TextureStorage-texture_3d_update
Fix calling `TextureStorage::texture_3d_update()` could cause a crash
2023-05-22 13:49:23 +02:00
Rémi Verschelde
05ddc822fb
Merge pull request #77265 from lyuma/aabb_bone_lod_inside
Fix calculation of skinned AABB for unused bones.
2023-05-22 13:49:19 +02:00
Bastiaan Olij
57f343ab21 Conditionally free GI and FOG resources, they may not have been created 2023-05-22 12:59:34 +10:00
Rindbee
ebd2b9e299 Fix calling TextureStorage::texture_3d_update() could cause a crash 2023-05-22 06:24:13 +08:00
Arman Elgudzhyan
ac4ca89000 Take 3D resolution scaling into account for mesh LOD 2023-05-20 16:40:16 -07:00
Lyuma
791d8001db Fix AABB for unused bones
Fixes bug where bounding box of 1 unit was used in some skinned models and had wrong LODs.
(this could become very large if the mesh is scaled, such as FBX conversions)
Also fixes a mistake in calcualting bone index.
2023-05-19 19:47:52 -07:00
Markus Grafen
8a3e829930 (Re-)Implemented Light3D's property "shadow_reverse_cull_face"
The parameter shadow_reverse_cull_face is now passed to the shadow pass so that the mesh back-faces are used for shadow map calculation.
2023-05-19 19:22:10 +02:00