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
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
...
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
...
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
10b10ae1fa
Fix ^=
operator in shaders
2021-12-03 10:20:44 +03:00
Rémi Verschelde
1398436ab8
Merge pull request #53904 from ChristopheClaustre/bugfix_shader_compile_spirv_from_source
2021-12-02 10:07:35 +01:00
Yuri Roubinsky
5ee73dc5a6
Fix shader crash when using existed constant name for struct
2021-12-01 18:11:45 +03:00
Yuri Roubinsky
a48c205191
Fix declaring array size twice in global shader constant
2021-12-01 16:44:25 +03:00
Yuri Roubinsky
5ba93619fa
Allow using empty statements in the shader, added formatting warning
2021-12-01 11:52:25 +03:00
Rémi Verschelde
5643f5e616
Merge pull request #55490 from Chaosus/fix_shader_crash
2021-11-30 20:13:12 +01:00
Rémi Verschelde
bdd118e765
Merge pull request #55431 from Chaosus/shader_fix_constants
2021-11-30 19:40:52 +01:00
Yuri Roubinsky
be7c03779a
Fix shader crash when assigning array to non-array in global constant
2021-11-30 21:28:55 +03:00
Yuri Roubinsky
5b4d8545ed
Fix INDEX
built-in in a process function of particle shader
2021-11-29 12:54:24 +03:00
Yuri Roubinsky
6e80e97b0f
Fix built-in(PI, TAU, E) assignment to a global constant in a shader
2021-11-29 10:32:36 +03:00
Hugo Locurcio
36106dba3b
Remove unused struct fields in VoxelGIData
...
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
...
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
...
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
...
Fix uniform array alignment to fix a bug
2021-11-26 08:25:14 +01:00
Hugo Locurcio
079ae6a03f
Use WARN_PRINT_ONCE()
for FSR-related warning messages
...
`print_error()` should generally not be used directly. Also,
falling back is best done by printing a warning message instead
of an error message.
2021-11-25 22:47:11 +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
Yuri Roubinsky
9b1f8f7a96
Revert "Pushes array of uniforms to first place in the buffer"
2021-11-25 16:13:19 +03:00
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
...
AMD FidelityFX Super Resolution
2021-11-24 22:34:48 +01:00
Rémi Verschelde
3e3300637e
Merge pull request #55281 from bruvzg/mvk_fog_volumes
2021-11-24 16:59:20 +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
Lightning_A
e078f970db
Rename remove()
to remove_at()
when removing by index
2021-11-23 18:58:57 -07:00
Je06jm
20deb0917d
Implemented AMD's FSR as a computer shader for upscaling 3D scenes
2021-11-23 14:16:03 -07:00
Yuri Roubinsky
c7043dbfdc
Prevent return statement from using in block in shader main functions
2021-11-23 10:36:33 +03:00
Yuri Roubinsky
f4c0e90fd9
Allow passing non-variable constant to const function param in shaders
2021-11-19 12:14:13 +03:00
Rémi Verschelde
fa11b45961
Merge pull request #55084 from JFonS/fix_depth_prepass
...
Fix Depth-Prepass transparency mode
2021-11-18 17:39:46 +01:00
Rémi Verschelde
3f9c24a8d7
Merge pull request #55085 from JFonS/transparency_fixes
...
Fix transparency state initialization
2021-11-18 17:17:20 +01:00
jfons
4c4b6620a0
Fix Depth-Prepass transparency mode
...
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
...
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
chris.clst
038be68649
Merge branch 'godotengine:master' into bugfix_shader_compile_spirv_from_source
2021-11-14 03:23:22 +01:00
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
jfons
dbf20f58a0
Fix transparency state initialization
2021-11-12 12:11:57 +01:00
Yuri Roubinsky
826e781bfa
Fix default_texture_param in shader pipeline to support uniform arrays
2021-11-12 12:53:40 +03:00
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
Yuri Roubinsky
a45ae7b1c7
Fix shader crashing when using ALBEDO
or ALPHA
in light function
2021-11-11 11:59:30 +03:00
Rémi Verschelde
5cc0ad5393
Merge pull request #54783 from ator-dev/fix-override-exposure
2021-11-10 18:45:04 +01:00
ChristopheClaustre
cc39ba5509
rendering_device: if one compiles with at least on stage without sources, it was always returning an unusable bytecode (because errored)
2021-11-09 22:53:30 +01:00
NHodgesVFX
dbe366a830
add more OpenGL attributes
2021-11-08 20:12:11 -05:00