Rémi Verschelde
abfe8ba7d6
Merge pull request #92258 from DarioSamo/render_list_pass_alloc
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Reduce allocations each time a render pass begins in RenderingDevice.
2024-05-23 23:25:51 +02:00
Rémi Verschelde
68c8e2eaf3
Merge pull request #92244 from jsjtxietian/blend-shape-shadow
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Fix mesh instance not updated when changing blend shape values
2024-05-23 23:25:48 +02:00
clayjohn
267ea14616
Fix LOD selection in compatibility backend and clean up LOD code
2024-05-23 11:30:22 -07:00
Dario
ce4f19a034
Switch vectors in each render pass to use TLS.
2024-05-23 10:52:29 -03:00
bruvzg
628c81d2d9
[DisplayServer] Add method to check if window transparency is supported and enabled.
2024-05-23 15:23:18 +03:00
jsjtxietian
97af135f1b
Fix mesh instance not updated when changing blend shape values
2024-05-23 12:36:31 +08:00
Rémi Verschelde
8e2141eac5
Merge pull request #92232 from clayjohn/RD-mobile-LOD
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Only apply LOD when camera is outside the AABB of mesh in mobile renderer.
2024-05-22 09:27:03 +02:00
clayjohn
c5346a62b0
Only apply LOD when camera is outside the AABB of mesh in mobile renderer.
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This copies the existing logic from the Forward+ renderer
2024-05-21 18:32:04 -07:00
Rémi Verschelde
008fd5fee6
Merge pull request #92078 from lawnjelly/increase_tight_cull_epsilon
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Tight shadow culling - increase epsilon to prevent flickering
2024-05-21 11:22:47 +02:00
Dario
adabd14d08
Add support for enhanced barriers in D3D12.
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Enables support for enhanced barriers if available.
Gets rid of the implementation of [CROSS_FAMILY_FALLBACK] in the D3D12 driver. The logic has been reimplemented at a higher level in RenderingDevice itself.
This fallback is only used if the RenderingDeviceDriver reports the API traits and the capability of sharing texture formats correctly. Aliases created in this way can only be used for sampling: never for writing. In most cases, the formats that do not support sharing do not support unordered access/storage writes in the first place.
2024-05-20 13:04:44 -03:00
Rémi Verschelde
6aece8e1b6
Merge pull request #92045 from RandomShaper/context_getter
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Add context getter to RenderingDevice
2024-05-18 17:41:38 +02:00
lawnjelly
512b0f16a3
Tight shadow culling - increase epsilon to prevent flickering
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Near colinear triangles were still causing inaccuracy in culling planes, so the threshold for colinearity is bumped up.
2024-05-18 14:14:27 +01:00
Rémi Verschelde
d3e261523f
Merge pull request #88289 from DarioSamo/rd_minimized_window
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Fix swap chain errors when application starts minimized.
2024-05-17 11:13:31 +02:00
Pedro J. Estébanez
ffa791c41f
Add context getter to RenderingDevice
2024-05-17 09:56:03 +02:00
Rémi Verschelde
5708a3a02e
Merge pull request #92000 from clayjohn/vram-debugger
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Increase coverage of VRAM debugger and add support to RD backends
2024-05-16 09:32:11 +02:00
clayjohn
c84616c2d2
Increase coverage of VRAM debugger and add support to RD backends
2024-05-15 16:30:19 -07:00
Dario
61cd007cf4
Rewrite implementation for prepare for use commands to be skipped when not required by the API.
2024-05-15 14:34:52 -03:00
Rémi Verschelde
c9fdcde20f
Merge pull request #91642 from BastiaanOlij/fix_transparent_sky
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Skip rendering sky if viewport is set to transparent background
2024-05-14 12:06:44 +02:00
Rémi Verschelde
db3c4a4612
Merge pull request #91514 from DarioSamo/adreno_workaround
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Add optional driver workaround to RenderingDevice for Adreno 6XX.
2024-05-14 12:06:37 +02:00
Dario
d5789e09eb
Add optional driver workaround to RenderingDevice for Adreno 6XX.
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Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-13 10:20:31 -03:00
Yaohua Xiong
ed3d311687
Add antialias support for CanvasItem draw primitives
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including
- rect, circle; both filled and unfilled.
- polyline, multiline
2024-05-13 19:03:31 +08:00
Rémi Verschelde
c322a9b7ee
Merge pull request #91808 from DarioSamo/debug_mv_msaa
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Do not use MSAA versions of textures on debug views.
2024-05-13 12:05:46 +02:00
Bastiaan Olij
6efaaecde2
Skip rendering sky if viewport is set to transparent background
2024-05-13 11:04:06 +10:00
Dario
a3ecc86f47
Do not use MSAA versions of textures on debug views.
2024-05-10 14:01:58 -03:00
Dario
3f64eeb393
Rewrite reprojection for FSR2 to work correctly with Reverse-Z.
2024-05-10 11:57:27 -03:00
lawnjelly
a76243a549
Tighter light culling - fix directional lights colinear case
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Exactly the same fix as done already for non-directional lights.
2024-05-10 09:13:05 +01:00
Pedro J. Estébanez
1589433e8f
Apply additional fixes to servers' threading
2024-05-08 17:41:40 +02:00
A Thousand Ships
a0dbdcc3ab
Replace find
with contains/has
where applicable
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* Replaces `find(...) != -1` with `contains` for `String`
* Replaces `find(...) == -1` with `!contains` for `String`
* Replaces `find(...) != -1` with `has` for containers
* Replaces `find(...) == -1` with `!has` for containers
2024-05-08 12:37:42 +02:00
Rémi Verschelde
7d03b1de0b
Style: Trim trailing whitespace and ensure newline at EOF
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Found by apply the file_format checks again via #91597 .
2024-05-08 10:12:46 +02:00
Rémi Verschelde
259d576f6e
Merge pull request #91480 from clayjohn/Mobile-mipmaps-bug
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Use a full screen triangle for mipmap calculations in mobile renderer
2024-05-07 14:25:42 +02:00
Rémi Verschelde
4b070e8031
Fix various typos with codespell
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Using 2.2.7.dev217+g10c2abcf.
Had to add `colour` to the ignore list as we used it as an alias/keyword for the
documentation of color-related APIs.
Also ignore recommendations to change `thirdparty` to either `third-party` or
`third party`, which are correct but we use the former fairly consistently.
2024-05-07 10:08:42 +02:00
Rémi Verschelde
e63252b421
Merge pull request #90705 from AThousandShips/foreach_list
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Reduce and prevent unnecessary random-access to `List`
2024-05-07 09:04:44 +02:00
Marcel Offermans
2bb34a4489
Added a project setting to configure the maximum amount of timestamps, with a description and a reference to the setting when the limit is hit and an ERR_FAIL_COND is hit.
2024-05-05 09:09:04 +02:00
Rob Blanckaert
64c04d95aa
Fix shader error on mobile when using LIGHT_VERTEX
2024-05-04 11:02:05 -07:00
A Thousand Ships
955d5affa8
Reduce and prevent unnecessary random-access to List
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Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when
accessing a single element)
* Removed subscript operator, in favor of a more explicit `get`
* Added conversion from `Iterator` to `ConstIterator`
* Remade existing operations into other solutions when applicable
2024-05-04 16:08:55 +02:00
Rémi Verschelde
7ebc866418
Merge pull request #91545 from clayjohn/RD-shadow-atlas
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Properly set size of shadow atlas quadrant when subdivision is 8 or higher.
2024-05-04 11:52:45 +02:00
Rémi Verschelde
f236b9badc
Merge pull request #91530 from DarioSamo/timestamp_validation
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Add draw and dispatch count to timestamp validation.
2024-05-04 11:52:41 +02:00
Rémi Verschelde
a2fc5e2d78
Merge pull request #89894 from BastiaanOlij/improve_foveated_rendering
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Improvements to VRS/Foveated rendering
2024-05-04 11:52:15 +02:00
clayjohn
caeef3473b
Properly set size of shadow atlas quadrant when subdivision is 8 or higher.
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Also fix renderpass rect validation
2024-05-03 17:11:05 -07:00
Dario
c41e407e61
Add draw and dispatch count to timestamp validation.
2024-05-03 14:23:38 -03:00
Rémi Verschelde
03e6fbb010
Merge pull request #85474 from fire/packedvector4array
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Add `PackedVector4Array` Variant type
2024-05-03 12:25:26 +02:00
Bastiaan Olij
9042ddf19f
Improvements to VRS/Foveated rendering
2024-05-03 17:20:30 +10:00
A Thousand Ships
6ff6a11424
[Rendering] Add hints to some uniform PropertyInfo
s
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* Enforce range on `int/uint`
* Use flags for `bvec2/3/4` arrays
2024-05-03 08:56:47 +02:00
K. S. Ernest (iFire) Lee
f9b488508c
Add PackedVector4Array Variant type
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Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-05-03 00:58:27 +02:00
clayjohn
bebf85487e
Use a full screen triangle for mipmap calculations in mobile renderer
2024-05-02 13:17:09 -07:00
A Thousand Ships
308dbb8c63
[Core] Add scalar versions of Vector*
min/max/clamp/snap(ped)
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Convenience for a number of cases operating on single values
2024-05-02 10:31:13 +02:00
Rémi Verschelde
f91db3dc58
Merge pull request #91399 from QbieShay/qbe/fix-pmul-name
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Revert premul alpha to spell without the T
2024-05-01 23:47:46 +02:00
QbieShay
e41064388e
reverted naming to premul alpha (no T)
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Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
2024-05-01 22:24:49 +02:00
Chris Clyne
44364faee5
Ensure global shader sampler parameters are initialized when loading the editor
2024-05-01 18:12:46 +01:00
Rémi Verschelde
7733ecd1ee
Merge pull request #91344 from tactical-fluke/vk_fix_unshaded_sdfgi
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Fix SDFGI being used in unshaded debug draw
2024-05-01 09:55:18 +02:00
Rémi Verschelde
70247adf25
Merge pull request #89734 from BastiaanOlij/openxr_reorder_wait_frame
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OpenXR: Change timing of xrWaitFrame and fix XR multithreading issues
2024-05-01 09:54:51 +02:00
Bastiaan Olij
cbab7dc049
OpenXR: Change timing of xrWaitFrame and add thread safety features to OpenXR
2024-05-01 14:24:41 +10:00
QbieShay
41a2b0e83e
Added premult alpha blending to 3D (spatial) shaders.
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Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +02:00
tactical-fluke
216c9a6bd9
Fix SDFGI being used in unshaded debug draw
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Fixes #62758
2024-04-30 11:28:29 +08:00
Dario
21bd59cdaa
Fix incorrect memory read when capacity changes in RD Graph.
2024-04-29 10:48:48 -03:00
Rémi Verschelde
947f5a8741
Merge pull request #91247 from AThousandShips/callable_fix
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Fix unsafe uses of `Callable.is_null()`
2024-04-29 10:10:32 +02:00
Rémi Verschelde
9f336a2953
Merge pull request #91219 from Lateasusual/particle-height-field-upside-down
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Fix inverted GPUParticlesCollisionHeightField3D
2024-04-29 10:10:12 +02:00
Rémi Verschelde
7cd6ea0f7e
Merge pull request #91183 from KoBeWi/small_stuff
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Misc code cleanup
2024-04-29 10:09:57 +02:00
A Thousand Ships
31e7ee63f2
Fix unsafe uses of Callable.is_null()
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`Callable.is_null()` is not equivalent to `!Callable.is_valid()` and
doesn't guarantee the call is valid.
2024-04-27 16:22:57 +02:00
Chris Clyne
1ca0eeac28
Fix inverted GPUParticlesCollisionHeightField3D
2024-04-26 17:30:50 +01:00
kobewi
914528180f
Misc code cleanup
2024-04-26 15:30:21 +02:00
Bastiaan Olij
d2d22748b4
Fix issue in shadow to opacity
2024-04-26 21:54:26 +10:00
Rémi Verschelde
853740e2ad
Merge pull request #91191 from clayjohn/RD-soft-shadows
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Properly calculate penumbra for soft shadows with reverse z
2024-04-26 11:09:02 +02:00
Rémi Verschelde
a07f89bfb2
Merge pull request #91176 from clayjohn/GL-adjustments
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Add adjustments and color correction to Compatibility renderer
2024-04-26 11:08:56 +02:00
Rémi Verschelde
22c8a2785d
Merge pull request #90920 from clayjohn/2D-light-cull
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Exit light calculation early when pixel outside of light bounding rectangle
2024-04-26 11:08:29 +02:00
clayjohn
4e5e81c7d4
Properly calculate penumbra for soft shadows with reverse z
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Also fix a related bug where the DirectionalLight3D size was ignored unless a positional light with soft shadows touched the mesh
2024-04-25 17:06:49 -07:00
clayjohn
e8bb0a5719
Add adjustments and color correction to Compatibility renderer
2024-04-25 12:24:51 -07:00
Rob Blanckaert
ffe0b869f5
Add LIGHT_VERTEX to fragment shader
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Adds a new variable to the fragment shader to specify
the vertex position used when calculating lighting.
2024-04-25 06:56:02 -07:00
Rémi Verschelde
a754bbc565
Merge pull request #91059 from BastiaanOlij/fix_multiview_copy
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Fix issue with copy shader not working in multiview
2024-04-23 19:12:24 +02:00
Rémi Verschelde
258be6d762
Merge pull request #90911 from clayjohn/RD-tex-copy
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Ensure minimum block size is respected when doing GPU to CPU copies of compressed textures
2024-04-23 19:11:51 +02:00
Rémi Verschelde
99cff796ea
Merge pull request #90883 from cosparks/fix-sdf-collision-2d
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Fix LightOccluder2D SDF Collision Enable/Disable
2024-04-23 19:11:40 +02:00
Rémi Verschelde
a55ffba31b
Merge pull request #90620 from thimenesup/fix_push_constant
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Fix incorrect bounds check in RenderingDevice push constant
2024-04-23 19:11:17 +02:00
Bastiaan Olij
226ca2f04c
Fix issue with copy shader not working in multiview
2024-04-23 21:46:39 +10:00
cosparks
6d0dca76c0
Fixes SDF Collision Enable/Disable
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- sets LightOccluderInstance field when sdf collision is updated
- adds check for light occluder sdf_collision field in 2d renderers
2024-04-22 20:27:56 -07:00
clayjohn
506e93a207
Exit light calculation early when pixel outside of light bounding rectangle
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This hugely improves the performance of rendering PointLight2Ds
2024-04-19 16:10:11 -07:00
clayjohn
c52e217cd3
Ensure minimum block size is respected when doing GPU to CPU copies of compressed textures
2024-04-19 10:17:17 -07:00
Rémi Verschelde
993d15da17
Merge pull request #90821 from clayjohn/RD-clip-children-rect
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Use a src rect for copying from screen with CanvasGroup in the mobile backend
2024-04-19 16:27:41 +02:00
clayjohn
eb62c5b27f
Revert change to default depth clear value in draw_list_begin
2024-04-17 19:08:22 -07:00
clayjohn
adfc9ccc44
Use a src rect for copying from screen with CanvasGroup in the mobile backend
2024-04-17 15:19:20 -07:00
Oxi
1815871b90
Fixed unshaded mode lightmaps
2024-04-17 10:38:54 +01:00
Rémi Verschelde
ce13f0c033
Merge pull request #90749 from kleonc/y-sort-branch-root-transform-fix
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Fix rendering transform of Y-sorted branch-root
2024-04-17 10:58:58 +02:00
kleonc
983cdb2f54
Fix transform of Y-sorted branch-root
2024-04-16 14:26:47 +02:00
Rémi Verschelde
8901e8776a
Merge pull request #90587 from clayjohn/reversez-shader-warn
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Warn users when assigning `VERTEX` directly to `POSITION` due to compatibility breakage from Reverse Z changes
2024-04-16 13:30:47 +02:00
thimenesup
1ab5a47347
Fix incorrect bounds check in rendering device push constant
2024-04-13 14:53:19 +02:00
clayjohn
2f83b400a8
Warn users when assigning VERTEX directly to POSITION due to compatibility breakage from reverse z changes
2024-04-12 10:38:35 -07:00
Juan Linietsky
65686dedf9
Use WorkerThreadPool for Server threads
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* Servers now use WorkerThreadPool for background computation.
* This helps keep the number of threads used fixed at all times.
* It also ensures everything works on HTML5 with threads.
* And makes it easier to support disabling threads for also HTML5.
CommandQueueMT now syncs with the servers via the WorkerThreadPool
yielding mechanism, which makes its classic main sync semaphore
superfluous.
Also, some warnings about calls that kill performance when using
threaded rendering are removed because there's a mechanism that
warns about that in a more general fashion.
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2024-04-10 18:47:42 +02:00
Pedro J. Estébanez
c28f5901c7
Polish interaction between windowing, input and rendering
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- Adapt GL make/release API to the current architecture.
- Fix DisplayServer being locked while dispatching input (prevent deadlocks).
2024-04-10 18:47:42 +02:00
Rémi Verschelde
5c75fa260f
Merge pull request #90458 from clayjohn/RD-weight-buffer
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Clear RIDs of weight buffers when freeing to avoid double free
2024-04-10 14:22:37 +02:00
Rémi Verschelde
258f2705f6
Merge pull request #90440 from Calinou/geometryinstance3d-fix-custom-aabb-assignment
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Fix GeometryInstance3D Custom AABB assignment in the editor not working
2024-04-10 14:22:33 +02:00
Rémi Verschelde
50b89e6c56
Merge pull request #89752 from ze2j/fix_false_positive_errors_in_gdshaderinc_files
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Fix false positive errors in gdshaderinc files
2024-04-10 14:22:00 +02:00
Rémi Verschelde
c59f493620
Merge pull request #89729 from jitspoe/master.shadow_distance_fade_optimization
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Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance.
2024-04-10 14:21:56 +02:00
clayjohn
bafbde9f4b
Clear RIDs of weight buffers when freeing to avoid double free
2024-04-09 17:52:05 -07:00
Hugo Locurcio
084b8d1246
Fix GeometryInstance3D Custom AABB assignment in the editor not working
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This also fixes error spam when changing Custom AABB on a MeshInstance3D
that has no Mesh resource assigned yet (which is allowed in the editor).
This avoids pitfalls when assigning a custom AABB in a script when
loading meshes at runtime.
2024-04-09 19:02:43 +02:00
Rémi Verschelde
9cba6ec216
Merge pull request #89491 from thimenesup/compute_dispatch_indirect
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Expose bindings to compute dispatch indirect of rendering device
2024-04-09 10:42:22 +02:00
thimenesup
8017c8cf21
Expose bindings to compute dispatch indirect rendering device
2024-04-08 20:46:53 +02:00
jsjtxietian
5a5453bcf2
Fixes RenderingDevice::get_driver_resource
will crash or give incorrect result with certain resources
2024-04-08 12:31:22 +08:00
Rémi Verschelde
c1b2cfdced
Merge pull request #90271 from DarioSamo/pipeline_cache_setting
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Add toggle for enabling or disabling RenderingDevice's pipeline cache.
2024-04-06 13:06:47 +02:00
Rémi Verschelde
10d67e590d
Merge pull request #90191 from BastiaanOlij/fix_mobile_canvas_copy
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Don't use subpasses when we're using Canvas background mode in Mobile
2024-04-06 13:06:37 +02:00
Dario
ecaafa6001
Add toggle for enabling or disabling RenderingDevice's pipeline cache.
2024-04-05 13:14:07 -03:00
Rémi Verschelde
b5064a6160
Merge pull request #89714 from lawnjelly/tighter_light_cull_colinear_fix
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Tighter shadow culling - fix light colinear to frustum edge
2024-04-05 12:15:53 +02:00
Rémi Verschelde
0c71ba7801
Merge pull request #89880 from dsnopek/openxr-composition-layers-node3d-drs
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Add support for OpenXR composition layers
2024-04-04 17:09:07 +02:00
David Snopek
0f2b804059
Add support for OpenXR composition layers
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Co-authored-by: Bastiaan Olij <mux213@gmail.com>
2024-04-04 09:20:23 -05:00
Rémi Verschelde
550f5a577f
Merge pull request #90055 from Sauermann/fix-add-tbg-check
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Add early return when setting `transparent_bg`
2024-04-04 14:36:54 +02:00
Rémi Verschelde
64c4a53a2c
Merge pull request #89849 from EIREXE/cute_and_funny_decals
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Fix decal modulate being passed as srgb instead of as linear color.
2024-04-04 14:31:53 +02:00
Rémi Verschelde
a28be933ee
Merge pull request #89398 from clayjohn/visual-debugger-coverage
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Increase coverage of timestamps for visual profiler
2024-04-04 14:31:19 +02:00
Rémi Verschelde
69a4ff8996
Merge pull request #88328 from Khasehemwy/reversed-z
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Use Reverse Z for the depth buffer
2024-04-04 14:30:53 +02:00
Khasehemwy
d950f5f838
Use Reverse Z for the depth buffer
2024-04-04 13:54:15 +02:00
Bastiaan Olij
9e9a6fb6d6
Can't use subpasses when we're using Canvas background mode in Mobile
2024-04-04 15:59:11 +11:00
clayjohn
ac6c648645
Increase coverage of timestamps for visual profiler
2024-04-03 19:29:02 -07:00
lawnjelly
691854d589
Jitter raster occlusion camera to reduce false positives.
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Due to the low resolution of the occlusion buffer, small gaps between occluders can be closed and incorrectly occlude instances which should show through the gaps. To ameliorate this problem, this PR jitters the occlusion buffer over time, making it more likely an instance will be seen through a gap. This is used in conjunction with an occlusion timer per instance, to prevent instances flickering on and off rapidly.
2024-04-03 12:18:45 +01:00
Markus Sauermann
d14a84a166
Add early return when setting transparent_bg
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Fix memory leak on Mac.
2024-03-30 22:33:54 +01:00
Rémi Verschelde
2597f60de1
Merge pull request #88830 from beiller/bugfix/taa_xr_fix
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Add fix for TAA passes rendering black meshes on XR
2024-03-26 13:45:10 +01:00
jitspoe
a0969a0931
Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance.
2024-03-25 21:25:56 -04:00
Álex Román Núñez
2f0ba1ed3f
Fix decal modulate being passed as srgb instead of as linear color.
2024-03-24 14:59:43 +01:00
Rémi Verschelde
70c05f63da
Merge pull request #89531 from sullyscience/fix-resource-leaks
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Fix mobile renderer RID leaks
2024-03-24 01:16:48 +01:00
Rémi Verschelde
cd4e4c0fcc
Merge pull request #89111 from AThousandShips/vec_use
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Use `Vector*` component-wise `min/max/clamp` functions where applicable
2024-03-24 01:14:51 +01:00
Ricardo Buring
2ed2ccc2d8
Fixed Timestep Interpolation (2D)
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Adds fixed timestep interpolation to the rendering server (2D only).
Switchable on and off with a project setting (default is off).
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-03-23 12:28:36 +01:00
ze2j
993cd25ff2
Fix false positive errors in gdshaderinc files
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These language features are wrongly detected as errors (not supported)
when used in gdshaderinc files:
- instance uniforms
- hint_normal_roughness_texture
- hint_depth_texture
This type of error should only occur when the shader type is not spatial
and not a gdshaderinc file.
2024-03-21 15:46:41 +01:00
lawnjelly
70cd25f3eb
Tighter shadow culling - fix light colinear to frustum edge
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In rare situations if a light is placed near colinear to a frustum edge, the extra culling plane derived can have an inaccurate normal due to floating point error.
This PR detects colinear triangles, and prevents adding a culling plane in this situation.
2024-03-20 16:47:54 +00:00
A Thousand Ships
79ba22a73f
Use Vector*
component-wise min/max/clamp
functions where applicable
2024-03-20 13:47:42 +01:00
David Sullivan
dfa326ef55
Fix: Address mobile resource leaks in render
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Update render_forward_mobile destructor to include instance buffers.
Update render_scene_buffers_rd cleanup to include weight buffers / blur
textures.
2024-03-15 14:48:12 -04:00
Rémi Verschelde
3e79cdbee2
Merge pull request #89450 from RandomShaper/fix_inside_lights
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Fix missed light clusters when inside clipped lights
2024-03-14 22:34:56 +01:00
Rémi Verschelde
453485aede
Merge pull request #89270 from Repiteo/enforce-typename-in-templates
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Enforce template syntax `typename` over `class`
2024-03-14 22:34:37 +01:00
Pedro J. Estébanez
605fdb655c
Fix missed light clusters when inside clipped lights
2024-03-13 23:38:46 +01:00
Aaron Franke
9e0b38ecd3
Disable XR server when compiling without 3D
2024-03-13 09:02:10 -07:00
Pedro J. Estébanez
49625beac2
Ensure specialization constants come sorted from reflection
2024-03-12 14:42:01 +01:00
Rémi Verschelde
f040a351c2
Merge pull request #89381 from aaronfranke/disable-3d
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Disable all 3D nodes, physics, and resources when compiling without 3D
2024-03-11 14:02:57 +01:00
Aaron Franke
6aac3e4a16
Disable all 3D nodes, physics, and resources when compiling without 3D
2024-03-11 01:00:55 -07:00
Bastiaan Olij
df8ff797b7
Consistantly use USE_MULTIVIEW as the define in shaders
2024-03-11 14:40:00 +11:00
Rémi Verschelde
5c6614fd52
Merge pull request #89281 from permelin/fix-lm-capture-octant
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Fix lightmap captures not applied in one octant
2024-03-09 00:52:19 +01:00
Rémi Verschelde
ffc41fb76d
Merge pull request #89277 from RandomShaper/rdd_public_shader_desc
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Make `ShaderDescription` and related types public
2024-03-08 13:09:50 +01:00
Rémi Verschelde
f8140a4e9a
Merge pull request #89253 from Calinou/debug-draw-modes-ignore-decals-2
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Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
2024-03-08 13:09:40 +01:00
Rémi Verschelde
cebaf9dac5
Merge pull request #89042 from permelin/fix-particle-trail-activation
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Fix early activation of particle trail sections
2024-03-08 13:09:25 +01:00
Per Melin
46610117d3
Fix lightmap capture not applied in one octant
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GI from probe captures was not applied to dynamic objects in the (-,-,-)
octant of the lightmap. If the object had traveled from a different part
of the lightmap, it would simply not update anymore and kept whatever
ambient light it had from before. If the object on the other hand came
from outside of the lightmap into this octant, it would receive no
ambient light at all.
2024-03-08 12:43:38 +01:00
Pedro J. Estébanez
560e79c67f
Make ShaderDescription and related types public
2024-03-08 09:55:44 +01:00
Thaddeus Crews
9903e6779b
Enforce template syntax typename
over class
2024-03-07 22:39:09 -06:00
Hugo Locurcio
26a220bd31
Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
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This also makes the Overdraw and Shadow Splits debug draw modes ignore fog.
The Lighting debug draw mode still displays fog as that debug draw mode
is intended to preview scene lighting, and fog has an impact on how
lighting is perceived.
2024-03-07 17:40:49 +01:00
Rémi Verschelde
ec55028f26
Merge pull request #89209 from RandomShaper/padding_for_dummies
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Make shader binary alignment handling simpler and more robust
2024-03-06 13:17:09 +01:00
Pedro J. Estébanez
f77b4d155b
Make shader binary alignment handling simpler and more robust
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Bonus:
Also simplified the rounding to block size in image size calculations.
2024-03-06 11:48:23 +01:00
Rémi Verschelde
e74f4ea115
Vulkan: Don't warn about pipelines cache if missing
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It used to warn when opening a new project because no cache pre-exists,
which isn't particularly helpful.
Also include the rendering method in the cache filename, as it differs
between Forward+ and Mobile for a same GPU.
2024-03-05 16:39:14 +01:00
Rémi Verschelde
a52e575652
Merge pull request #89134 from BastiaanOlij/fix_recursive_reflection_probes
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Fix never ending loop with overlapping probes
2024-03-05 09:56:05 +01:00
Bastiaan Olij
a5d3d23db4
Fix never ending loop with overlapping probes
2024-03-05 10:07:56 +11:00
Rémi Verschelde
3be5d9b01a
Merge pull request #89046 from permelin/fix-particle-aabb-recalc-with-userdata
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Fix error in AABB calculation for particles with USERDATA
2024-03-04 13:33:33 +01:00
markdibarry
a62870956a
Add new Parallax2D node
2024-03-03 15:46:40 -05:00
Per Melin
853935a5c9
Fix error in AABB calculation for particles with USERDATA
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Selecting "Generate AABB" on a 3D particle node in the editor would not work
and printed an error about incorrect buffer size if the particle shader used
one or more of the USERDATA build-ins.
2024-03-02 14:26:09 +01:00
Per Melin
9b2d77a238
Initialize particle trail history frame numbers
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Fixes #88712
All particle trail sections were activated at once on the first cycle, instead
of being spread out over the trail's lifetime.
2024-03-01 19:32:43 +01:00
bitsawer
89d772a799
Fix Volumetric Fog VoxelGI updates
2024-03-01 14:47:15 +01:00
jsjtxietian
0ed341cd1e
Change shader compiler default setting to avoid doctool error
2024-02-29 11:01:56 +08:00
blackbird806
e2f1af8742
Remove self includes in some files
2024-02-27 17:10:54 +01:00
Rémi Verschelde
cfe344f12f
Merge pull request #87872 from RandomShaper/d3d12_tex_mem_is_life
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Direct3D 12: Enhance management of texture data life cycle
2024-02-27 16:36:59 +01:00