Commit graph

3494 commits

Author SHA1 Message Date
A Thousand Ships
3565d1bf7e [Drivers,Platform] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-12 20:13:32 +02:00
Rémi Verschelde
3815b2f98e
Merge pull request #81315 from conorlawton/z-billboard-y-velocity-no-scale
Fix z-billboard + y to velocity transform alignment to correctly respect non-uniform scale
2023-09-08 23:14:27 +02:00
Conor Lawton
9ecafcc491 Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead of averaging scale 2023-09-08 20:01:57 +01:00
Rémi Verschelde
cfd292939c
Haiku: Remove remnants of past WIP platform port
The Haiku platform port was never finalized, and moved to a separate repo in
Godot 3.2 days: https://github.com/godotengine/godot-platform-haiku

Sadly it didn't garner more interest there and is bitrotting. It was never
ported to Godot 4 so the bits of Haiku support left in Mono aren't useful.
2023-09-07 16:37:51 +02:00
Rémi Verschelde
8de6405288
UWP: Remove platform port, needs to be redone from scratch for 4.x
The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.

So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
2023-09-07 15:01:59 +02:00
Rémi Verschelde
8f3042ed46
Merge pull request #81395 from jsjtxietian/fix-clear-color-alpha-value-affect-2d-editor-in-compatibility
Fix clear color's alpha value will affects 2D editor in Compatibility mode
2023-09-07 13:54:10 +02:00
jsjtxietian
e21a485dbc Fix clear color's alpha value will affects 2D editor in Compatibility mode
When the rt's transparency is false, force the alpha of the clear color to one
2023-09-07 12:56:34 +08:00
Milan Gruner
45a33cc749 Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog 2023-09-05 18:15:02 +02:00
Rémi Verschelde
497ca8c433
Merge pull request #80296 from RandomShaper/overhaul_vk_pso_cache
Enhance Vulkan PSO caching
2023-09-03 00:20:40 +02:00
Patrick
c98ab5aba3 Add option to use world coordinates in canvas item shader
By using the render mode `world_vertex_coords` you can automatically use the vertex coordinates in world space
2023-08-30 15:32:18 +02:00
Rémi Verschelde
56b13b6865
Merge pull request #81001 from RandomShaper/win_safe_save
Make Windows' safe save more resilient
2023-08-30 12:16:06 +02:00
Pedro J. Estébanez
bcf33cfbd1 Enhance Vulkan PSO caching 2023-08-30 12:00:54 +02:00
Rémi Verschelde
9be010cde4
Merge pull request #81059 from darksylinc/matias-vk-barrier-early_fragment_depth
Fix missing `EARLY_FRAGMENT_TESTS_BIT` barrier flags
2023-08-29 12:45:56 +02:00
Rémi Verschelde
fd7b27a473
Merge pull request #80909 from adamscott/web-fix-max-uniform-buffer-size-overflow
Fix integer value for `GL_MAX_UNIFORM_BLOCK_SIZE` overflowing
2023-08-28 15:03:50 +02:00
Juan Linietsky
407b16ab00
Debug CanvasItem redraw
I wanted to add this tool for years and always forget. This command line option:

```
$ godot.exe -e --debug-canvas-item-redraw
```

Allows to see when a canvas item is redrawn. This helps find out if something
in the UI is refreshing in a way it should not. Examples as such:

* Signals causing more of the UI to redraw.
* Container resizing causes more UI elements to redraw.
* Something using a timer is redrawing all time time, which can go unnoticed.

To my surprise, the editor UI is redrawing very efficiently. There is some
weird stuff with the scene tabs, redrawing when the inspector changes but most
things for the most part are fine.
2023-08-28 12:53:56 +02:00
Matias N. Goldberg
677d2d6fb0 Fix missing EARLY_FRAGMENT_TESTS_BIT barrier flags 2023-08-27 19:38:34 -03:00
jsjtxietian
d48b95a305 fix glMapBufferRange return null when r_index + last_item_index > max_instances 2023-08-27 18:00:35 +08:00
Pedro J. Estébanez
49177b6eeb Make Windows' safe save more resilient 2023-08-25 18:28:35 +02:00
Adam Scott
9c7db7397f
Fix integer value for GL_MAX_UNIFORM_BLOCK_SIZE overflowing 2023-08-25 10:19:25 -04:00
Rémi Verschelde
fef62a6860
Merge pull request #80781 from bitsawer/fix_vulkan_texture_upload
Fix Vulkan texture update
2023-08-21 19:32:12 +02:00
A Thousand Ships
6cb28e481f Fix memory access error for MultiMesh with GLES3
Buffer was incorrectly assigned when invalid data was provided
2023-08-19 16:01:21 +02:00
bitsawer
3daa19dd95 Fix Vulkan texture update 2023-08-19 12:18:54 +03:00
Rémi Verschelde
1537452aa9
Merge pull request #78013 from Calinou/cli-add-audio-output-latency-argument
Add a `--audio-output-latency` command-line argument
2023-08-17 15:43:14 +02:00
Hugo Locurcio
ce57c2379c
Abort on startup with a visible alert if required Vulkan features are missing 2023-08-17 14:48:36 +02:00
Hugo Locurcio
6f1152bdbe
Add a --audio-output-latency command-line argument
This allows optimizing the audio output latency on higher-end CPUs,
especially in projects that do not expose a way to override this setting.
2023-08-17 14:45:17 +02:00
Rémi Verschelde
c1dbc3dd04
Merge pull request #80288 from pkpro/memcpy_into_nullptr
Vulkan: Fix sanitizers error with empty shader name
2023-08-17 12:29:29 +02:00
Rémi Verschelde
5541567c1a
Merge pull request #80151 from WhalesState/Dev1
Fix GLES3 changing 2D shadow atlas size is broken
2023-08-17 11:23:24 +02:00
Mounir Tohami
2987dd0c71 fix GLES3 changing 2d shadow atlas size is broken 2023-08-16 15:58:23 +00:00
Rémi Verschelde
9d9043a9c8
Merge pull request #80654 from bitsawer/fix_global_uniform_texture_set
Fix global shader uniform texture loading
2023-08-16 09:17:25 +02:00
Rémi Verschelde
d1b8e9abd6
Merge pull request #80571 from darksylinc/matias-resize-window-fix
Fix validation error when resizing window
2023-08-16 09:13:53 +02:00
Rémi Verschelde
04c2bc5a37
Merge pull request #80424 from DarioSamo/rd-buffer-copy-vulkan
Add `buffer_copy` method to RenderingDevice
2023-08-16 09:13:06 +02:00
Matias N. Goldberg
0b09fdd96c Fix validation error when resizing window
Sometimes when resizing the window we may get the following validation
error:

ERROR: VALIDATION - Message Id Number: -370888023 | Message Id Name:
VUID-vkAcquireNextImageKHR-semaphore-01286
	Validation Error: [ VUID-vkAcquireNextImageKHR-semaphore-01286 ]
Object 0: handle = 0xdcc8fd0000000012, type = VK_OBJECT_TYPE_SEMAPHORE;
| MessageID = 0xe9e4b2a9 | vkAcquireNextImageKHR: Semaphore must not be
currently signaled or in a wait state. The Vulkan spec states: If
semaphore is not VK_NULL_HANDLE it must be unsignaled
(https://vulkan.lunarg.com/doc/view/1.2.198.1/linux/1.2-extensions/vkspec.html#VUID-vkAcquireNextImageKHR-semaphore-01286)

In VulkanContext::prepare_buffers the problem was that
vkAcquireNextImageKHR returned VK_SUBOPTIMAL_KHR but it already signaled
the semaphore (because it is possible to continue normally with a
VK_SUBOPTIMAL_KHR result).

Then we recreate the swapchain and reuse the
w->image_acquired_semaphores[frame_index] which is in an inconsistent
state.

Fixed by recreating the semamphores along the swapchain.

Fix #80570
2023-08-15 20:57:49 -03:00
bitsawer
41def3740a Fix global shader uniform texture loading 2023-08-15 14:18:26 +03:00
sakrel
80a36ff985 Add support for GLSL source-level debugging with RenderDoc (--generate-spirv-debug-info) 2023-08-12 14:56:49 +02:00
Dario
0d7deca4e2 Add buffer_copy method to RenderingDevice interface and an implementation for the Vulkan driver.
Direct buffer copies are required to perform certain operations more efficiently, as the only current alternative is to download the buffer to the CPU and upload it again. As the first use case, the new function is used when enabling motion vectors on multimeshes.
2023-08-12 09:38:39 -03:00
Pavel Kraynyukhov
77b02359c9
Vulkan: Fix sanitizers error with empty shader name
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2023-08-09 12:12:56 +02:00
bruvzg
8aa6f29b56
[FileAccess] Add methods to get/set "hidden" and "read-only" attributes on macOS/BSD and Windows. 2023-08-08 21:51:32 +03:00
Rémi Verschelde
1163dac9e3
Merge pull request #80215 from clayjohn/HDR-2D
Add option to enable HDR rendering in 2D
2023-08-08 16:57:33 +02:00
Rémi Verschelde
048a164083
Merge pull request #79693 from bruvzg/com_ath
[Windows] Initialize COM as apartment-threaded.
2023-08-07 14:48:40 +02:00
clayjohn
57eb762bae Add option to enable HDR rendering in 2D
This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance

Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
2023-08-07 11:24:03 +02:00
Rémi Verschelde
cc6a60913a
Merge pull request #78325 from akien-mga/libpng-moar-intrinsics
libpng: Enable intrinsics on x86/SSE2, ppc64/VSX, and all arm/NEON
2023-08-04 17:04:07 +02:00
Rémi Verschelde
2c9b7fc7a8
libpng: Enable intrinsics on x86/SSE2, ppc64/VSX, and all arm/NEON 2023-08-04 14:57:21 +02:00
Luke Hubmayer-Werner
9e844cc0c8 PulseAudio: Remove get_latency() caching 2023-08-04 15:35:13 +09:30
clayjohn
558f4b7559 Initialize shader placeholders up front
Then use the placeholder to create the shader instead of swapping RIDs
This fixes a false positive that reported leaked shaders
2023-08-03 16:13:33 +02:00
Yuri Sizov
eda04c5658 Merge pull request #80071 from darksylinc/matias-fixes2
Fix validation layer warnings
2023-08-01 17:26:04 +02:00
Yuri Sizov
bffbc5dd3e Merge pull request #80070 from clayjohn/GLES3-depth-prepass
Enable depth writes during shadow pass and depth pass. Disable during color pass
2023-08-01 17:26:00 +02:00
Yuri Sizov
1c40263665 Merge pull request #79606 from clayjohn/ShaderRD-compilation-groups
Shader rd compilation groups
2023-08-01 17:25:16 +02:00
Yuri Sizov
8b12849fef Merge pull request #79876 from LRFLEW/mobalpha
Fix transparent viewport backgrounds with custom clear color
2023-07-31 21:01:32 +02:00
Matias N. Goldberg
4ce41495b1 Fix validation layer warnings
1. Validation layers on Windows were complaining w/
VUID-VkSwapchainCreateInfoKHR-surface-01270 that we were not calling
vkGetPhysicalDeviceSurfaceSupportKHR before vkCreateSwapchainKHR.

2. Godot was only calling vkGetPhysicalDeviceSurfaceSupportKHR at
startup, but it should be doing this for every window w/ a new surface
it wants to create, not just the first one.
- In practice this will likely not make a difference. If
vkGetPhysicalDeviceSurfaceSupportKHR returns false after initialization,
there's nothing we can do about it and it is likely because something
else went terribly wrong, which is why the error message is worded like
that.
- This is mostly to shut up validation layers. Though technically,
the layers are right.

3. Do not call vkGetPhysicalDeviceSurfaceSupportKHR on queues we don't
even plan on ever using. We don't know how drivers will react to that
(e.g. they may preemptetively allocate resources to support presentation
on exotic queues, instead of just saying no). Just behave like every
other Vulkan app out there.
2023-07-30 17:07:27 -03:00
clayjohn
b986afed46 Enable depth writes during shadow pass and depth pass. Disable during color pass
This fixes an unreported performance bug. Basically, without this change, the depth prepass did nothing
2023-07-30 21:59:28 +02:00
LRFLEW
6effd3cde7 Fix transparent viewport backgrounds with custom clear color 2023-07-30 06:19:47 -05:00
Matias N. Goldberg
472226422e Fix uninitialized variable ending up sent to Vulkan
The first time a shader is compiled Godot performs the following:

```cpp
for (uint32_t i = 0; i < SHADER_STAGE_MAX; i++) {
	if
(spirv_data.push_constant_stages_mask.has_flag((ShaderStage)(1 << i))) {
		binary_data.push_constant_vk_stages_mask |=
shader_stage_masks[i];
	}
}
```

However binary_data.push_constant_vk_stages_mask is never initialized to
0 and thus contains garbage data or'ed with the good data.

This value is used by push constants (and many other things) thus it can
be a big deal.

Fortunately because the relevant flags are always guaranteed to be set
(but not guaranteed to be unset), the damage is restricted to:

1. Performance (unnecessary flushing & over-excessive barriers)
2. Overwriting push descriptors already set (this would be serious,
doesn't seem to be an issue)
3. Driver implementations going crazy when they see bits set they don't
expect (unknown if this is an issue)

This uninitialized value is later saved into the binary cache.

Valgrind is able to detect this bug on the first run, but not on the
subsequent ones because they data comes from a file.

cache_file_version has been bumped to force rebuild of all cached
shaders. Because the ones generated so far are compromised.
2023-07-29 18:28:33 -03:00
Yuri Sizov
1fe49e7271 Merge pull request #79142 from BastiaanOlij/register_render_buffers
Expose RenderSceneBuffers(RD) through ClassDB
2023-07-27 15:22:27 +02:00
Yuri Sizov
d894a2ff57 Merge pull request #79883 from clayjohn/GLES3-shader-cache-dir
Check if shader cache directory is available before using cache
2023-07-26 18:40:35 +02:00
Bastiaan Olij
4874b96033 Expose RenderingSceneBuffers through ClassDB 2023-07-26 23:48:30 +10:00
Bastiaan Olij
63d6e9c557 Add custom texture create function 2023-07-26 20:46:34 +10:00
Yuri Sizov
202e4b2c1e Merge pull request #79884 from Dragoncraft89/master
Vulkan: Fix dangling pointers in `_clean_up_swap_chain`
2023-07-25 21:51:38 +02:00
Yuri Sizov
7bb732cc38 Merge pull request #79866 from adamscott/fix-file-permissions-web
Fix file permissions for the web platform (affects every Unix-like platform)
2023-07-25 21:26:30 +02:00
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
Florian Kothmeier
7f7a2b2557
Fix dangling pointers in _clean_up_swap_chain 2023-07-25 14:41:57 +02:00
clayjohn
52fb5bf986 Check if shader cache directory is available before using cache 2023-07-25 14:33:37 +02:00
Adam Scott
b6faccccd5
Fix file permissions for the web platform 2023-07-25 08:29:24 -04:00
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
21524e26e0 Merge pull request #79849 from bitsawer/fix_particles_and_compute_threading
Fix Vulkan multithreaded compute list and GPU particle processing
2023-07-24 19:33:52 +02:00
Yuri Sizov
b1f4e58bbf Merge pull request #79772 from Malcolmnixon/gles-skeletons
Unbind the framebuffer when updating meshes
2023-07-24 19:33:27 +02:00
Yuri Sizov
4ba24f6492 Merge pull request #79685 from LRFLEW/glinval
GLES3: Don't call `glTexParameter*` for invalid filter and repeat modes
2023-07-24 19:33:12 +02:00
Yuri Sizov
3e9fadc1dd Merge pull request #79660 from bitsawer/fix_opengl_multimesh
Fix GLES3 multimesh rendering when using colors or custom data
2023-07-24 19:33:05 +02:00
bitsawer
5d18e2ee00 Fix Vulkan multithreaded compute list and GPU particle processing 2023-07-24 12:56:55 +03:00
LRFLEW
3e9173f11a GLES3: Don't call glTexParameter* for invalid filter and repeat modes 2023-07-21 19:26:57 -05:00
Malcolm Nixon
679f5bf410 Unbind the framebuffer when updating meshes.
While the vertex shaders used to update the meshes aren't actually rendering to the framebuffer, they may still refuse to run with some framebuffers bound - such as XR with multiple views.
2023-07-21 19:34:12 -04:00
Yuri Sizov
f932c1aba1 Merge pull request #79526 from Zylann/fix_rd_thread_safe
Fix missing `_THREAD_SAFE_METHOD_` missing from `RenderingDeviceVulkan` `submit` and `sync`
2023-07-21 17:54:39 +02:00
Yuri Sizov
4acb8c66a1 Merge pull request #79568 from LRFLEW/glaniso
GLES3: Reset anisotropic filtering when changing texture filtering mode
2023-07-21 17:15:39 +02:00
clayjohn
e970f5249c Add Shader compile groups to RD Shader system
This allows us to specify a subset of variants to compile at load time and conditionally other variants later.

This works seamlessly with shader caching.

Needed to ensure that users only pay the cost for variants they use
2023-07-21 16:42:30 +02:00
bruvzg
4bfb820d32 [Windows] Initialize COM as apartment-threaded. 2023-07-20 12:14:16 +03:00
bitsawer
9897f1cfb9 Fix GLES3 multimesh rendering when using colors or custom data 2023-07-20 11:54:34 +03:00
Fabio Alessandrelli
28001b9ef6 [Net] Explicitly handle buffer errors in send/recv 2023-07-19 10:08:25 +02:00
Marc Gilleron
8722cbc0a0 Add missing thread-safe method macros to RD Vulkan submit and sync 2023-07-18 20:04:51 +01:00
LRFLEW
90f0e97eb9 GLES3: reset anisotropic filtering when changing texture filtering mode 2023-07-17 00:18:39 -05:00
Bastiaan Olij
a22f495a3c Split raster barrier into vertex and fragment barrier 2023-07-15 12:30:32 +10:00
Hendrik Brucker
7e21eb7e00 Extract and reorganize texture resource classes 2023-07-14 20:04:21 +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
a33b548092 Merge pull request #78168 from clayjohn/GLES3-gaussian-rt
Use Gaussian approximation for backbuffer mipmaps in GL Compatibility renderer
2023-07-12 15:08:57 +02:00
Kamil Brzoskowski
3cd865dbe8
Fix formatting of dlopen error message on Windows
And harmonize the format for all platforms.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2023-07-09 23:39:45 +02:00
Rémi Verschelde
1453dc9d5d
Merge pull request #79143 from clayjohn/wayland-menu
Avoid freeze when interacting with menus on Wayland by re-aquiring next swapchain image after updating swapchain
2023-07-09 12:24:07 +02:00
Rémi Verschelde
43c0fa7f4b
Merge pull request #78797 from Calinou/remove-redundant-vformat
Remove uses of `vformat()` with no placeholders
2023-07-08 18:18:35 +02:00
Rémi Verschelde
98358b2822
Merge pull request #78794 from joemarshall/patch-1
Fix threading bug in Vulkan rendering device
2023-07-08 18:17:46 +02:00
clayjohn
df021b5063 Avoid freeze when interacting with menus on Wayland by re-aquiring next swapchain image after updating swapchain 2023-07-07 10:19:28 +02:00
Rémi Verschelde
c566b03f26
Merge pull request #78852 from clayjohn/Particles-glitch
Initialize particles instance buffer in case it is used before being updated
2023-07-07 08:28:28 +02:00
clayjohn
35ed7c770b Initialize particles instance buffer in case it is used before being updated 2023-06-29 13:24:40 -07:00
Hugo Locurcio
dcc92c174e
Remove uses of vformat() with no placeholders
This is identical to passing the string directly.
2023-06-28 16:27:55 +02:00
Joe Marshall
c52fadbe75
fix threading bug in vulkan rendering device 2023-06-28 13:50:25 +01:00
clayjohn
7c37a32897 Use a filter with mipmaps when initializing textures with mipmaps in GL Compatibility renderer
This works around a driver bug in some older devices and should be harmless on any spec-compliant device
2023-06-26 10:45:24 -07:00
clayjohn
cc89321c9c Reset filter/repeat state of textures in GL Compatibility renderer when render target is cleared 2023-06-23 10:57:56 -07:00
Brecht Kuppens
55fc56bfd4 Moved variables closer to usage to fix unused variable warning 2023-06-22 23:01:09 +02:00
Rémi Verschelde
cb73a6e9f9
Merge pull request #78490 from clayjohn/GLES3-particles-subemit
Add warnings and fallbacks for particles sub emitters when using the GL Compatibility rendering backend
2023-06-22 21:02:38 +02:00
Qiqi Wu
df740f6865 free color and depth texture after check framebuffer complete failed 2023-06-22 09:13:24 +08:00
ChibiDenDen
35715e510f replace sampler arrays with constant sampler elements 2023-06-22 01:11:57 +03:00
clayjohn
8a5af8183a Add warnings and fallbacks for particles sub emitters when using the GL Compatibility rendering backend
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-06-21 12:56:52 -07:00