Commit graph

2012 commits

Author SHA1 Message Date
Rémi Verschelde
2a995c09ac
Merge pull request #83639 from stoofin/frustum-buffer-size
Fix shadow map debug visualization camera frustum index buffer size
2023-10-20 15:12:34 +02:00
Bastiaan Olij
425e943576 Skip 2D rendering if stereo enabled and fix MSAA2D with 3D issue. 2023-10-20 14:02:55 +11:00
stoofin
1a2b66d4fc Fix shadow debug frustum index buffer size 2023-10-19 13:48:11 -07:00
Dario
4890e96556 Add an extra backbuffer color texture that can be used when an upscaler is in use.
Fixes issue #83152. Due to how BLUR_0 is reused for multiple purposes and requires being at native resolution for some post-processing effects to work, FSR2 will use an alternate texture at internal size to use as the screen texture read by shaders instead. The rendering pipeline will prefer using this texture if it exists.
2023-10-17 13:36:27 -03:00
Clay
623a050269 Ensure that only visible paired lights are used
This is a longstanding issue in both the Mobile and GL Compatibility renderer.

Meshes pair with all lights that touch them, and then at draw time, we send all paired lights indices to the shader (even if that light isn't visible). The problem is that non-visible lights aren't uploaded to the GPU and don't have an index. So we end up using a bogus index
2023-10-17 13:02:46 +02:00
bitsawer
f0a178cbdb Fix Mobile renderer shader instance uniform access 2023-10-15 18:09:54 +03:00
Thaddeus Crews
9ee41c707e
Fix texture storage not assigning default scale
• Print errors if an invalid value is passed
2023-10-12 12:02:24 -05:00
Rémi Verschelde
b1371806ad
Merge pull request #82431 from bitsawer/fix_gpuparticles_free
Fix errors when freeing GPUParticles
2023-10-12 00:22:33 +02:00
Rémi Verschelde
09b92a144d
Merge pull request #79921 from mandryskowski/ssr_transparency
Make Fresnel darken SSR instead of blending with specular
2023-10-11 22:37:02 +02:00
mandryskowski
5b2e54c17b Fresnel should darken the SSR reflections instead of blending them with specular light. 2023-10-11 18:58:22 +01:00
kobewi
41fa6c32b4 Disable update spinner when debug redraw is active 2023-10-11 13:21:29 +02:00
Rémi Verschelde
4b7cc99bc1
Merge pull request #79169 from reduz/debug-canvas-item-redraw
Debug CanvasItem redraw
2023-10-11 08:40:05 +02:00
Rémi Verschelde
55282ddc10
Merge pull request #79527 from QbieShay/qbe/particles-rework
Particle internal refactor and additions for more artistic control
2023-10-10 22:48:50 +02:00
QbieShay
c228fe1a0d Particle internal refactor and additions for more artistic control
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-10-10 20:03:35 +02:00
Rémi Verschelde
b4214b1686
Merge pull request #83004 from Chaosus/shader_language_fix_typo
Fix typo in `shader_language.cpp`
2023-10-09 23:23:35 +02:00
Rémi Verschelde
a1d7c62df7
Merge pull request #83003 from AThousandShips/null_check_extra
Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-10-09 15:37:14 +02:00
Yuri Rubinsky
f4bc779c4e Fix typo in shader_language.cpp 2023-10-08 18:55:40 +03:00
A Thousand Ships
f18aa00e85 Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-10-08 17:23:33 +02:00
A Thousand Ships
034c0f1624 Replace sanity with safety for checks 2023-10-08 16:22:24 +02:00
mrjustaguy
45948dc2c9 Directional 2 Split Shadow Stabilization Fix 2023-10-07 17:55:26 +02:00
Rémi Verschelde
c05f521e16
Merge pull request #82892 from clayjohn/tangent-binormal-transform
Only perform modelview transform on tangent and binormal when vertex shader is in local space
2023-10-06 12:53:05 +02:00
clayjohn
af1d81d95a Only perform modelview transform on tangent and binormal when vertex shader is in local space 2023-10-05 22:08:36 -06:00
clayjohn
04846c1d6d Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00
Rémi Verschelde
f2ba8ec6ca
Merge pull request #81124 from bitsawer/fix_voxelgi_static_lights
Fix VoxelGI static light pairing
2023-10-06 00:24:29 +02:00
Rémi Verschelde
d351d40e29
Merge pull request #82877 from tomissj2/master
Fog shader: Fix undeclared identifier `global_variables`
2023-10-05 22:51:48 +02:00
Rémi Verschelde
950139e489
Merge pull request #82546 from viksl/volumetric-fog-spot-light-artifacts
Fix cluster artifacts and negative light
2023-10-05 22:50:12 +02:00
Rémi Verschelde
f02695cc04
Merge pull request #81138 from clayjohn/attribute-compression
Vertex and attribute compression
2023-10-05 22:48:55 +02:00
Rémi Verschelde
7ee2eb5c92
Merge pull request #80992 from viksl/volumetric-fog-NaN-issues
Fix volumetric fog NaN values in textures from starting at a zero Vector2.
2023-10-05 22:48:31 +02:00
tomissj2
e906eb8433
Fog Shader bugfix: 'global_variables' : undeclared identifier
If user try to use a global shader variable in a fog type shader we are getting shader error. The reason of this there is a typo in the fog.cpp. I other well working shaders types like sky the "action.global_buffer_array_variable" is "global_shader_uniforms.data". 
The investigation tracked here:
https://discord.com/channels/212250894228652034/1158918161337434172
2023-10-05 22:12:50 +02:00
clayjohn
51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
kobewi
09b30be86d Add vararg call() method to C++ Callable 2023-10-05 11:35:29 +02:00
Rémi Verschelde
829d9bb6ba
Merge pull request #82451 from DarioSamo/mesh-storage-vertex-array-taa-fix
Fix mismatch between surface vertex array generation inside the function and the caller.
2023-10-05 10:08:34 +02:00
Rémi Verschelde
c255acebe8
Merge pull request #81607 from Rindbee/fix-UPDATE_WHEN_VISIBLE-not-work-in-exported-project
Fix `SubViewport` with `UPDATE_WHEN_VISIBLE` not working properly in exported project
2023-10-05 10:07:16 +02:00
Rémi Verschelde
ccbb91137f
Merge pull request #82766 from BastiaanOlij/fix_debanding_issue
Forgot to add debanding to config object
2023-10-04 15:45:39 +02:00
Rémi Verschelde
03ff9fedb6
Merge pull request #82101 from bruvzg/x11_gles
[X11] Add support for using EGL/GLES instead of GLX.
2023-10-04 15:35:05 +02:00
Rémi Verschelde
5680d729f2
Merge pull request #80939 from RandomShaper/fix_onion
Revive onion skinning
2023-10-04 15:33:25 +02:00
bruvzg
af00c4a54a
[X11] Add support for using EGL/GLES instead of GLX. 2023-10-04 14:15:36 +03:00
Bastiaan Olij
480fe5767e Forgot to add debanding to config object 2023-10-04 16:24:09 +11:00
Rémi Verschelde
24c166dfe2
Merge pull request #81619 from Chaosus/fix_shader_const
Re-allows constants in global space to be initialized with function call
2023-10-03 17:20:23 +02:00
Pedro J. Estébanez
77d8372285 Fix drawing of viewports without swapping buffers 2023-10-03 13:51:47 +02:00
viksl
8a2d345a85 Fixes spotlight's cluster artifacts and negative light. 2023-10-01 09:13:30 +02:00
Dario
1e2c28b7fe Use internal texture at internal resolution for calculating luminance.
Fixes an error where the exposure was calculated incorrectly if a lower resolution scale was used while using FSR2. Now the behavior is consistent regardless of the resolution scale.
2023-09-29 13:41:40 -03:00
Yuri Sizov
7ae0fa1083 Merge pull request #77496 from clayjohn/GLES3-shadows
Implement 3D shadows in the GL Compatibility renderer
2023-09-28 20:03:53 +02:00
clayjohn
cb7200b028 Implement 3D shadows in the GL Compatibility renderer 2023-09-28 09:39:26 +02:00
Yuri Sizov
3c8465c240 Merge pull request #82445 from RandomShaper/fix_fsr2_little_thing
Avoid trying to free null RIDs in FSR2 teardown
2023-09-27 19:08:08 +02:00
Yuri Sizov
54c7a26a3b Merge pull request #81356 from pkdawson/rd-compat
Add compatibility methods for RenderingDevice BarrierMask
2023-09-27 19:07:55 +02:00
Dario
c3d1b52254 Fix mismatch between surface vertex array generation inside the function and the caller.
Fixes #82446.
2023-09-27 14:02:48 -03:00
Patrick Dawson
d80dc0ff58 Add compatibility methods for RenderingDevice BarrierMask 2023-09-27 10:22:03 -04:00
Pedro J. Estébanez
f84c3d4477 Avoid trying to free null RIDs in FSR2 teardown 2023-09-27 16:07:41 +02:00
bitsawer
898d1a2d5f Fix errors when freeing GPUParticles 2023-09-27 11:46:31 +03:00
Rémi Verschelde
92ac0e54fe
Merge pull request #82353 from RPicster/optimizing-glow
Optimizing glow behaviour
2023-09-26 16:36:53 +02:00
Rémi Verschelde
2c8c7b95aa
Merge pull request #82313 from AThousandShips/null_check_servers
[Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-09-26 13:45:31 +02:00
Raffaele Picca
de42258154 Optimizing glow behaviour 2023-09-26 11:56:28 +02:00
Rémi Verschelde
e25408df4b
Merge pull request #81381 from bitsawer/fix_shader_include_markers
Fix shader language preprocessor include marker handling
2023-09-26 08:19:40 +02:00
A Thousand Ships
fdd3d36c6d [Servers] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-25 18:45:30 +02:00
Dario
057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00
Rémi Verschelde
64cde8ae8b
Merge pull request #82168 from Supreeeme/ext-fix
Expose `texture_create_from_extension` to GDExtension
2023-09-24 23:34:06 +02:00
Rémi Verschelde
8788b20ea0
Merge pull request #81775 from darksylinc/matias-taa-msaa
Fix massive validation errors when enabling TAA + MSAA
2023-09-24 23:32:31 +02:00
Shawn Wallace
b12ed82c04 Expose texture_create_from_extension to GDExtension 2023-09-23 16:57:12 -04:00
Rémi Verschelde
525c72ec6d
Merge pull request #81350 from DarioSamo/mipmap-bias
Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
2023-09-22 22:04:22 +02:00
bruvzg
1887a9df19
[macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching.
Co-authored-by: Riteo <riteo@posteo.net>
2023-09-21 14:21:00 +03:00
bitsawer
dda8846dea Fix LightmapGI shading sometimes being unlit or black 2023-09-20 01:41:32 +03:00
Rémi Verschelde
9a1b4f338b
Merge pull request #81160 from paddy-exe/canvas-uv-world-space
Add render mode to use world coordinates in canvas item shader
2023-09-19 09:03:18 +02:00
Matias N. Goldberg
4de0ed4adf Fix massive validation errors when enabling TAA + MSAA
TAA + MSAA would make Godot request unnecessary flags for an MSAA
velocity texture. flags that were not even actually needed.

This was causing:
 1. Unsupported GPUs to fail completely (e.g. Intel Arc 770)
 2. Wrong codepaths to be followed (causing validation errors, possibly
crashes or glitches)
 3. Unnecessary performance impact in all GPUs.

See
https://github.com/godotengine/godot/issues/71929#issuecomment-1722274359
2023-09-16 19:31:04 -03:00
Yuri Roubinski
d3d20f15bf Re-allows constants in global space to be initialized with function call 2023-09-13 21:04:29 +03:00
风青山
59d0fdbacc Fix SubViewport with UPDATE_WHEN_VISIBLE not working properly in exported project
The issue is primarily due to `RSG::texture_storage->render_target_was_used()`
returning inconsistent results in the editor and exported projects.
2023-09-13 16:02:10 +08:00
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
7663c69922
Merge pull request #81388 from YuriSizov/core-gdvirtual-but-less-confused-about-itself
Extract `ScriptInstance` into its own file to simplify includes
2023-09-07 13:53:45 +02:00
Rémi Verschelde
698df41dac
Merge pull request #81333 from dalexeev/fix-rd-pcbs-attachments-setter
Fix `RDPipelineColorBlendState.attachments` setter
2023-09-07 13:52:33 +02:00
Yuri Sizov
d8ff69d53c Extract ScriptInstance to simplify includes
This allows to include script_instance.h directly in the
generated gdvirtual.gen.inc, and remove excessive includes
from the codebase.

This should also allow Resource to use GDVIRTUAL macros,
which wasn't possible previously due to a circular dependency.
2023-09-06 22:54:38 +02:00
Dario
9b91750fb1 Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
Introduces a new structure to store samplers created with certain parameters instead of storing a 'custom' set of samplers. Allows viewports to correctly configure the mipmap bias and use it when rendering the scene.
2023-09-06 11:24:19 -03:00
bitsawer
3c042fb99f Fix shader language preprocessor include marker handling 2023-09-06 16:57:40 +03:00
Yuri Sizov
c5562d1058 Merge pull request #81288 from darksylinc/matias-index16
Use 16-bit index buffers instead of 32 when unnecessary
2023-09-06 14:49:20 +02:00
Milan Gruner
45a33cc749 Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog 2023-09-05 18:15:02 +02:00
Danil Alexeev
f2f0375e10
Fix RDPipelineColorBlendState.attachments setter 2023-09-05 15:29:56 +03:00
Rémi Verschelde
dd4fae6162
Merge pull request #74809 from Chaosus/completion_color_xyzw
Add coloring for completion of vector components
2023-09-04 09:06:57 +02:00
Matias N. Goldberg
53837adc00 Use 16-bit index buffers instead of 32 when unnecessary 2023-09-03 19:59:10 -03:00
Rémi Verschelde
aa9f3583e8
Merge pull request #80933 from ChibiDenDen/clear_color_mobile_fix
Fix clear color on mobile renderer
2023-08-31 08:53:41 +02:00
Yuri Rubinsky
35802374ac Add coloring for completion of vector components 2023-08-30 21:13:25 +03:00
bitsawer
836705d7a9 Reset SDFGI when changing editor scene tabs 2023-08-30 19:50:05 +03:00
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
ChibiDenDen
df25e87842 fix clear color on mobile renderer 2023-08-30 00:57:59 +03:00
bitsawer
5e22ded4c9 Fix VoxelGI static light pairing 2023-08-29 14:58:56 +03:00
Rémi Verschelde
7792f9e6ef
Merge pull request #81081 from RandomShaper/fixup_cluster_special
Fixup special case of cluster render
2023-08-29 12:47:07 +02:00
Rémi Verschelde
a6c72f9829
Merge pull request #81074 from DarioSamo/flip-motion-vectors
Flip convention of motion vectors.
2023-08-29 12:46:44 +02:00
Rémi Verschelde
9d74c24232
Merge pull request #80723 from DarioSamo/debug-motion-vectors
Improve visual feedback when using the motion vectors debug view option
2023-08-29 12:44:45 +02:00
Rémi Verschelde
4b69e8be85
Merge pull request #80688 from DarioSamo/gpu-particles-motion-vectors
Add motion vector support for GPU 3D Particles
2023-08-29 12:43:58 +02:00
viksl
00c2fb4a08 Instead of Vector2() start volumetric fog at frustum_near_size to avoid INF and NaN in shaders. 2023-08-28 21:56:23 +02:00
Rémi Verschelde
22b7fcabc6
Merge pull request #80889 from bitsawer/fix_sdfgi_texture_clear
Clear SDFGI textures when created
2023-08-28 20:37:34 +02:00
Pedro J. Estébanez
e9b4d25f20 Fixup special case of cluster render 2023-08-28 18:59:07 +02:00
Dario
293302ccd8 Add motion vector support for GPU 3D Particles.
Add the capability of resizing the transforms buffer for particles to be double its size and alternate where the current output is written to. Only works for particles that use index as their draw order.
2023-08-28 10:56:02 -03:00
Dario
e7d3a7c2aa Improve visual feedback when using the motion vectors debug view option.
Replaces the current method of showing the raw values of the motion vectors buffer to display a grid of lines instead with a new shader.
2023-08-28 10:14:21 -03:00
Dario
f14c944c21 Flip convention of motion vector to point from current pixel to the previous pixel. 2023-08-28 09:30:20 -03:00
bitsawer
09c887ce82 Clear SDFGI textures when created 2023-08-28 14:13:36 +03:00
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
Bastiaan Olij
8449331f13 Fix missing decal mask in mobile renderer 2023-08-23 11:14:10 +10:00
bitsawer
d6f45e4f14 Fix Vulkan crash with many Omni/SpotLights, Decals or ReflectionProbes 2023-08-21 12:46:15 +03:00
Rémi Verschelde
10b1f823bc
Merge pull request #80323 from garychia/canvas_point_size
Ensure `POINT_SIZE` takes effect in the canvas item shader
2023-08-21 08:21:14 +02:00
Dario
e2984af013 Add motion vector support for animated surfaces like skeletons or blend shapes.
Extends mesh instances that required custom vertex buffers to create two alternating buffers that are written to and binds them to use them as the previous vertex buffer when generating motion vectors.
2023-08-16 11:37:42 -03:00