Commit graph

1500 commits

Author SHA1 Message Date
Rémi Verschelde
c2375d0b12
Merge pull request #94184 from mertkasar/ssr-rotation-fix
Fix SSR orientation issues when using orthogonal camera
2024-07-17 11:43:25 +02:00
Rémi Verschelde
0268ceaa5c
Merge pull request #94064 from bruvzg/lcd_aa_modulate
Fix LCD font AA modulation in RendererRD.
2024-07-17 11:43:03 +02:00
Bastiaan Olij
9442eb8194 Expose more state in RenderSceneBuffersRD 2024-07-15 22:04:10 +10:00
clayjohn
4cbc967f50 Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
This works around a bug on the Quest3 and slightly improves performance on all mobile devices at the cost of increased pipeline count.
2024-07-12 15:44:06 -07:00
Mert Kasar
56ed2cb6d1 Fix SSR orientation issues when using orthogonal camera
- Use negative clip space values to fix reversed rotations in reflections
- Use constant -z view vector when raymarching to fix perspective in reflections
2024-07-12 21:56:31 +03:00
Rémi Verschelde
198e55e402
Merge pull request #94153 from clayjohn/SSAO-linearize
Properly linearize depth buffer for SSAO when using orthogonal camera
2024-07-11 00:27:43 +02:00
Rémi Verschelde
46e8377a5e
Merge pull request #93960 from BastiaanOlij/fix_mobile_compositor
Pre transparent compositor effects needs to run later
2024-07-11 00:27:06 +02:00
clayjohn
e0f736ec10 Properly linearize depth buffer for SSAO when using orthogonal camera 2024-07-09 15:29:45 -07:00
Rémi Verschelde
6f9c0aa40d
Merge pull request #93630 from BastiaanOlij/scene_data_projection_correction
Make RenderSceneData take projection correction into account
2024-07-09 00:03:14 +02:00
bruvzg
4790e12f66
Fix LCD font AA modulation in RendererRD. 2024-07-08 11:17:31 +03:00
Bastiaan Olij
e42870b4d1 Pre transparent compositor effects needs to run later 2024-07-05 12:37:26 +10:00
clayjohn
27b040dc61
Remove warning when project setting requests a larger global shader uniform buffer than the hardware supports.
Instead provide a better error message when the limit is exceeded and avoid crash with a small limit.
2024-06-28 10:38:18 +02:00
Bastiaan Olij
6ed6212949 Make RenderSceneData take projection correction into account 2024-06-27 10:44:30 +10:00
Rémi Verschelde
ba3bb44194
Merge pull request #93617 from jsjtxietian/protect-enum
Add safety check when setting several rendering effect quality
2024-06-26 14:51:25 +02:00
jsjtxietian
a313fa13fd Add safety check when setting several rendering effect quality 2024-06-26 17:06:21 +08:00
ueshita
e1d6ab4c80 Fix userdata not copied when trails started 2024-06-25 23:33:26 +09:00
Rémi Verschelde
a57c7208eb
Merge pull request #93376 from stuartcarnie/sgc/canvasrd_dead_code
Remove unused flag and code from canvas renderer
2024-06-20 16:18:53 +02:00
Stuart Carnie
98e9578d66
Remove unused flag and code
Related #48894
2024-06-20 13:50:20 +10:00
ChristopheClaustre
c46bb775e9 Disable camera_effects on some debug draw mode 2024-06-19 16:45:58 +02:00
rune-scape
6adcb1373a fix missing cleanup and null checks for various singletons 2024-06-18 01:05:30 -07:00
Bastiaan Olij
1690ede988 Track compositor effects that use motion vectors so we enable required logic 2024-06-12 12:37:18 +10:00
Rémi Verschelde
8b044da396
Merge pull request #92474 from Rudolph-B/fix-collided-particles-jittering
Fix collided 3D GPU particles sometimes jittering
2024-05-31 14:16:46 +02:00
Rémi Verschelde
138f334316
Merge pull request #92444 from clayjohn/RD-srgb-uniform-buffer
Separate linear and sRGB uniform buffers in RD rendering backends
2024-05-31 14:16:43 +02:00
Rudolph Bester
f666c76a9c Fixed collided 3D GPU particles sometimes jittering 2024-05-28 14:09:08 +02:00
clayjohn
c6b08d462a Separate linear and sRGB uniform buffers in RD rendering backends 2024-05-27 13:38:49 -07:00
clayjohn
267ea14616 Fix LOD selection in compatibility backend and clean up LOD code 2024-05-23 11:30:22 -07:00
clayjohn
c5346a62b0 Only apply LOD when camera is outside the AABB of mesh in mobile renderer.
This copies the existing logic from the Forward+ renderer
2024-05-21 18:32:04 -07:00
clayjohn
6fbef0669d Disable all sources of ambient light when ambient_light_disabled render mode is used 2024-05-21 10:42:12 -07:00
Rémi Verschelde
d3e261523f
Merge pull request #88289 from DarioSamo/rd_minimized_window
Fix swap chain errors when application starts minimized.
2024-05-17 11:13:31 +02:00
Rémi Verschelde
5708a3a02e
Merge pull request #92000 from clayjohn/vram-debugger
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
Rémi Verschelde
c9fdcde20f
Merge pull request #91642 from BastiaanOlij/fix_transparent_sky
Skip rendering sky if viewport is set to transparent background
2024-05-14 12:06:44 +02:00
Rémi Verschelde
c322a9b7ee
Merge pull request #91808 from DarioSamo/debug_mv_msaa
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
Rémi Verschelde
7d03b1de0b
Style: Trim trailing whitespace and ensure newline at EOF
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
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
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
Reduce and prevent unnecessary random-access to `List`
2024-05-07 09:04:44 +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
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
Properly set size of shadow atlas quadrant when subdivision is 8 or higher.
2024-05-04 11:52:45 +02:00
clayjohn
caeef3473b Properly set size of shadow atlas quadrant when subdivision is 8 or higher.
Also fix renderpass rect validation
2024-05-03 17:11:05 -07:00
Bastiaan Olij
9042ddf19f Improvements to VRS/Foveated rendering 2024-05-03 17:20:30 +10:00
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)
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
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)
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
Fix SDFGI being used in unshaded debug draw
2024-05-01 09:55:18 +02:00
QbieShay
41a2b0e83e Added premult alpha blending to 3D (spatial) shaders.
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
Fixes #62758
2024-04-30 11:28:29 +08:00
Rémi Verschelde
947f5a8741
Merge pull request #91247 from AThousandShips/callable_fix
Fix unsafe uses of `Callable.is_null()`
2024-04-29 10:10:32 +02:00
A Thousand Ships
31e7ee63f2
Fix unsafe uses of Callable.is_null()
`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
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
Properly calculate penumbra for soft shadows with reverse z
2024-04-26 11:09:02 +02:00
Rémi Verschelde
22c8a2785d
Merge pull request #90920 from clayjohn/2D-light-cull
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
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
Rob Blanckaert
ffe0b869f5 Add LIGHT_VERTEX to fragment shader
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
Fix issue with copy shader not working in multiview
2024-04-23 19:12:24 +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
- 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
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
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
Juan Linietsky
65686dedf9 Use WorkerThreadPool for Server threads
* 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
Rémi Verschelde
5c75fa260f
Merge pull request #90458 from clayjohn/RD-weight-buffer
Clear RIDs of weight buffers when freeing to avoid double free
2024-04-10 14:22:37 +02:00
Rémi Verschelde
c59f493620
Merge pull request #89729 from jitspoe/master.shadow_distance_fade_optimization
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
Rémi Verschelde
10d67e590d
Merge pull request #90191 from BastiaanOlij/fix_mobile_canvas_copy
Don't use subpasses when we're using Canvas background mode in Mobile
2024-04-06 13:06:37 +02:00
Rémi Verschelde
64c4a53a2c
Merge pull request #89849 from EIREXE/cute_and_funny_decals
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
Increase coverage of timestamps for visual profiler
2024-04-04 14:31:19 +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
Rémi Verschelde
2597f60de1
Merge pull request #88830 from beiller/bugfix/taa_xr_fix
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
Fix mobile renderer RID leaks
2024-03-24 01:16:48 +01:00
Rémi Verschelde
cd4e4c0fcc
Merge pull request #89111 from AThousandShips/vec_use
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)
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
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
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
Fix missed light clusters when inside clipped lights
2024-03-14 22:34:56 +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
Bastiaan Olij
df8ff797b7 Consistantly use USE_MULTIVIEW as the define in shaders 2024-03-11 14:40:00 +11:00
Rémi Verschelde
f8140a4e9a
Merge pull request #89253 from Calinou/debug-draw-modes-ignore-decals-2
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
Fix early activation of particle trail sections
2024-03-08 13:09:25 +01:00
Hugo Locurcio
26a220bd31
Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
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
a52e575652
Merge pull request #89134 from BastiaanOlij/fix_recursive_reflection_probes
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
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
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
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