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
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
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