Rémi Verschelde
49fec646cb
Fix compilation warnings and re-enable werror=yes on Travis
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Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings
raised by GCC 8 and 9.
Fix -Wunused-function, -Wunused-private-field and
-Wtautological-constant-out-of-range-compare raised by Clang.
Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison
operation).
GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising
errors and will thus not abort compilation with `werror=yes`.
Treat glslang headers are system headers to avoid raising warnings.
Re-enables us to build with `werror=yes` on Linux and macOS, thus
catching warnings that would be introduced by new code.
Fixes #36132 .
2020-02-18 20:51:25 +01:00
Andrea Catania
79fc7d7d6a
Added utility functions to the new NavigationServer:
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- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false);
- Vector3 get_closest_point(const Vector3 &p_point);
- Vector3 get_closest_point_normal(const Vector3 &p_point);
- Object *get_closest_point_owner(const Vector3 &p_point);
2020-02-18 17:12:45 +01:00
Juan Linietsky
3205a92ad8
PoolVector is gone, replaced by Vector
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Marcel Admiraal
b6c9c6261d
Fix VisualServer bindings.
2020-02-17 07:07:28 +01:00
Yuri Roubinsky
a1da8560ee
Fix shader crash if duplicated struct members created
2020-02-15 22:19:45 +03:00
Haoyu Qiu
d9b5cbdffa
Fixes memory leaks in GdNavigationServer and RasterizerSceneHighEndRD
2020-02-15 14:25:32 +08:00
Marcin Zawiejski
2842c6a88c
fix oob write when calling MultiMesh::set_instance_transform
2020-02-14 17:48:48 +01:00
Rémi Verschelde
415a901b68
Merge pull request #36194 from dragmz/dragmz/exit_crash_fix
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Fix crash when closing project manager
2020-02-14 14:31:54 +01:00
Rémi Verschelde
79d42069a9
Merge pull request #36208 from akien-mga/warnings
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Fix various GCC compilation warnings after Vulkan merge
2020-02-14 13:49:20 +01:00
Rémi Verschelde
d2537407ef
Fix various GCC compilation warnings after Vulkan merge
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Part of #36132 .
2020-02-14 10:02:31 +01:00
clayjohn
b878e5bbe8
Fix error flood with sky background
2020-02-13 16:31:21 -08:00
Marcin Zawiejski
17ea60bb92
fix crash when closing project manager
2020-02-13 22:03:46 +01:00
Yuri Roubinsky
41643e268e
Prevent usage 'out' modifier on opaque shader types (textures currently)
2020-02-13 21:02:47 +03:00
Hugo Locurcio
71b74195de
Remove Vulkan debugging prints
2020-02-13 18:50:07 +01:00
Yuri Roubinsky
01de6513ac
Fix bugs in shader swizzling
2020-02-13 18:11:21 +03:00
Yuri Roubinsky
ef51726ff3
Merge pull request #36176 from Chaosus/shader_fix_const_crash
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Fix shader crash if pass const argument to 'out/inout' parameter
2020-02-13 17:00:37 +03:00
Yuri Roubinsky
516aa46fe5
Fix shader crash if pass const argument to 'out/inout' parameter
2020-02-13 16:15:08 +03:00
Rémi Verschelde
54ac8eaba6
Remove more deprecated methods and code
2020-02-13 12:37:45 +01:00
Juan Linietsky
cf8c679a23
ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits.
2020-02-12 14:24:54 -03:00
Yuri Roubinsky
4aa31a2851
Merge pull request #36141 from Chaosus/shader_struct_member_arrays
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Added support for arrays as shader struct members
2020-02-12 20:12:05 +03:00
Yuri Roubinsky
6b99bda1e8
Added support for arrays as shader struct members
2020-02-12 17:10:20 +03:00
Rémi Verschelde
0e3d625737
doc: Sync classref with current source
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Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.
Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
Haoyu Qiu
4c42fb0eb7
Fixes friend declaration tag mismatch
2020-02-12 17:41:30 +08:00
Yuri Roubinsky
6f162395ff
Implementation of 'struct' for shaders
2020-02-11 20:00:42 +03:00
Rémi Verschelde
db81928e08
Vulkan: Move thirdparty code out of drivers, style fixes
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- `vk_enum_string_helper.h` is a generated file taken from the SDK
(Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11 14:08:44 +01:00
Yuri Roubinsky
21e3cc7bb8
[Vulkan] Fix shader crash if using multiple underscores in identifier names
2020-02-11 12:16:22 +01:00
Juan Linietsky
2049dec79e
Added normalmap guided roughness mipmap generator, and a global roughness limiter.
2020-02-11 12:16:01 +01:00
Juan Linietsky
bed8980ca5
Re-implemented screen space ambient occlusion
2020-02-11 12:15:46 +01:00
Juan Linietsky
ee1e89f8c0
Modified rendering to use cluster instead of foward
2020-02-11 12:15:27 +01:00
Juan Linietsky
f8b5c5f063
DOF fully implemented, can be edited on the fly.
2020-02-11 12:15:26 +01:00
Juan Linietsky
c05da81268
Mostly working DOF Bokeh
2020-02-11 12:15:04 +01:00
Juan Linietsky
f14defb6f9
WIP CameraEffects implementation (bokeh not working for now)
2020-02-11 12:15:03 +01:00
Juan Linietsky
bd364d1447
Auto exposure re-implemented in Vulkan
2020-02-11 12:14:23 +01:00
Juan Linietsky
b859e69919
-Refactored post processing, re-added glow and added a mix blend mode.
2020-02-11 12:14:21 +01:00
clayjohn
e530f49be2
Fix Specular Blinn in vulkan
2020-02-11 12:10:36 +01:00
Rémi Verschelde
6310354cde
Vulkan: Fix false positive in ninepatch axis stretch code
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Adapted from e4907e50fe
,
supersedes and closes #34704 .
2020-02-11 12:09:55 +01:00
Fabian Mathews
ba6d9597cb
Fixed error condition check for multimesh instance colors
2020-02-11 12:07:03 +01:00
Rémi Verschelde
4cac20aea3
Fix crash after rebase on the master branch
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Apparently rasterizer is not initialized yet when this is called
the first time, so it crashes.
2020-02-11 12:06:20 +01:00
Matias Pierdomenico
0e20e349f1
Changed variable name in shader because it was too generic
2020-02-11 12:06:05 +01:00
Rémi Verschelde
fff4240bb4
Fix code formatting issues and VS compilation
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Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.
Fixes #33356 .
2020-02-11 12:05:19 +01:00
Juan Linietsky
b509c814fc
Improved Voxel AO settings.
2020-02-11 12:05:05 +01:00
Juan Linietsky
4949d578f2
Dynamic objects in GIProbes are now affected by propagation parameter.
2020-02-11 12:05:05 +01:00
Juan Linietsky
d6e4b45994
More correctly divide alpha by 8 for mipmaps, fixes voxel overocclusion.
2020-02-11 12:05:04 +01:00
Juan Linietsky
8deb977551
Changed SDF processing to smooth out shadows.
2020-02-11 12:05:03 +01:00
Juan Linietsky
da0457fa29
Several fixes to GIProbes
2020-02-11 12:04:56 +01:00
Juan Linietsky
971ce680f2
Fixes to how anisotropy is handled, makes it work on nvidia.
2020-02-11 12:04:56 +01:00
Juan Linietsky
f4948721e4
Fixed uninitialized memory bug in voxelizer
2020-02-11 12:04:54 +01:00
Juan Linietsky
2af701fa03
Use a different strategy to get textures from GPU (via buffers), for more compatibility.
2020-02-11 12:04:54 +01:00
Juan Linietsky
2c67cc654f
AO support for GIProbe (right on time for Godot Sprint!)
2020-02-11 12:03:55 +01:00
Juan Linietsky
76c6f39d99
GIProbe now generates a distance field on bake using CPU, for better compatibility
2020-02-11 12:03:54 +01:00
Juan Linietsky
561b431d85
Dynamic object support for GI Probes (a bit buggy still)
2020-02-11 12:03:52 +01:00
Juan Linietsky
6ee2f5e6b6
More GIProbe work and fixes
2020-02-11 12:03:49 +01:00
bruvzg
26318f3bd1
Fix Vector3 ambiguities and out of bounds init.
2020-02-11 12:03:39 +01:00
Juan Linietsky
fb739f9da7
Fixed display menu visualizations.
2020-02-11 12:03:24 +01:00
Juan Linietsky
965185c765
Better GIProbe quality settings.
2020-02-11 12:03:23 +01:00
Juan Linietsky
fa548b052e
Missing proper comparison for depth pre-pass.
2020-02-11 12:03:21 +01:00
Juan Linietsky
acf0f6c8a7
GIProbes working.
2020-02-11 12:03:20 +01:00
Juan Linietsky
4aea9f74e6
Rewritten StreamTexture for better code reuse, added basis universal support
2020-02-11 12:02:36 +01:00
Juan Linietsky
263bebe023
Untested support for compute shaders
2020-02-11 12:02:34 +01:00
Juan Linietsky
b08f13d558
Skeletons are now working.
2020-02-11 12:02:17 +01:00
Rémi Verschelde
e3b76fd040
Merge pull request #32281 from Chaosus/vk_shader_array_varying2
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[Vulkan] Implement shader array support for varyings
2020-02-11 12:02:06 +01:00
Yuri Roubinsky
bfa834a78a
[Vulkan] Implement shader array support for varyings
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Remake of #32175
2020-02-11 12:02:02 +01:00
Rémi Verschelde
d08bf966eb
Merge pull request #32280 from Chaosus/vk_shader_switch2
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[Vulkan] Implements switch flow control operator in shaders
2020-02-11 12:01:59 +01:00
Yuri Roubinsky
d51b7aafb5
[Vulkan] Implements switch flow control operator in shaders
2020-02-11 12:01:49 +01:00
Juan Linietsky
bc3dbe8240
Properly working instancing, and compatibility fixing for old meshes
2020-02-11 12:01:33 +01:00
Juan Linietsky
123ee5995c
Visual GPU profiler and related profiling support in Vulkan.
2020-02-11 12:01:26 +01:00
Juan Linietsky
dc32083681
Proper texture reloading (was broken).
2020-02-11 12:01:25 +01:00
Juan Linietsky
dd3682e5fe
Modernized default 3D material, fixes material bugs.
2020-02-11 12:01:24 +01:00
Juan Linietsky
6deffa62fb
Several fixes to 3D rendering, and multimesh implementation.
2020-02-11 12:01:22 +01:00
Juan Linietsky
9d7b7f931b
Reflection probes working
2020-02-11 12:01:21 +01:00
Juan Linietsky
69e83e4815
Directional light cleanup.
2020-02-11 12:01:21 +01:00
Juan Linietsky
88a7debbbc
Directional lights and shadow mapping are functional.
2020-02-11 12:01:20 +01:00
Juan Linietsky
920db604d2
Rewrote large part of rendering, omni and spot shadows now work.
2020-02-11 12:01:18 +01:00
Juan Linietsky
1d871f6226
Tonemapping ported (not all parameters supported yet, only enough to get correct color)
2020-02-11 12:01:09 +01:00
Juan Linietsky
2d6a916835
Environment sky more or less working.
2020-02-11 12:01:05 +01:00
Rémi Verschelde
f7aa7927e7
Merge pull request #31527 from Chaosus/vk_shader_array_support2
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[Vulkan] Implemented local shader arrays
2020-02-11 12:00:53 +01:00
Yuri Roubinski
ef50752292
[Vulkan] Implemented local shader arrays
2020-02-11 12:00:46 +01:00
Rémi Verschelde
86d0d88b42
Merge pull request #31526 from Chaosus/shader_bug_vk2
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[Vulkan] Fix ternary operator shader compiler expression
2020-02-11 12:00:16 +01:00
Yuri Roubinski
47c0ef3308
[Vulkan] Fix ternary operator shader compiler expression
2020-02-11 12:00:10 +01:00
Yuri Roubinski
95e8375efb
[Vulkan] Implemented do/while loops for shaders
2020-02-11 11:59:51 +01:00
Juan Linietsky
8cee7703a6
Yay very basic 3D (only white) finally shows.
2020-02-11 11:59:27 +01:00
Juan Linietsky
449df8f688
Base 3D engine done, still untested, though.
2020-02-11 11:59:25 +01:00
Juan Linietsky
dc3b47f3ab
Vulkan/RD rasterizer now does clean exit.
2020-02-11 11:58:16 +01:00
Juan Linietsky
b52a2f3dfa
Fix comment
2020-02-11 11:58:11 +01:00
Rémi Verschelde
6289e7d147
Merge pull request #29993 from bruvzg/vulkan
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Initial Vulkan support for macOS (MoltenVK) and Windows
2020-02-11 11:57:40 +01:00
bruvzg
b456bfad5c
Add runtime GLES2 / Vulkan context selection.
2020-02-11 11:57:34 +01:00
bruvzg
eb48be51db
Add static Vulkan loader.
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Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky
6ecedd1e6c
Add a system to properly update materials if the uniform set is gone (likely deleted texture)
2020-02-11 11:53:29 +01:00
Juan Linietsky
4fe3ee1730
Moved the shader source compilation code outside RenderingDevice and Vulkan
2020-02-11 11:53:29 +01:00
Juan Linietsky
c613ead5fa
Added a spinlock template as well as a thread work pool class.
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Also, optimized shader compilation to happen on threads.
2020-02-11 11:53:29 +01:00
Juan Linietsky
60c7498cee
Replaced GLSLang reflection by SPIRV-Reflect, eventually allowing to move GLSLang out.
2020-02-11 11:53:29 +01:00
Juan Linietsky
0586e18449
Custom material support seems complete.
2020-02-11 11:53:29 +01:00
Juan Linietsky
8bbbb97336
Completed material/2D shader support (missing SCREEN_TEXTURE)
2020-02-11 11:53:29 +01:00
Juan Linietsky
50e9befb88
Changes to material required to add custom shaders in RD renderer
2020-02-11 11:53:28 +01:00
Juan Linietsky
ef083a583b
Modified light rendering to make it more compatible.
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Modified polygon management to make it more compatible with MoltenVK
2020-02-11 11:53:28 +01:00
Juan Linietsky
a3f8ffac63
Use a special sampler for 2D shadows, so they are softer
2020-02-11 11:53:28 +01:00
Juan Linietsky
f04359e70f
2D lighting seems more or less complete.
2020-02-11 11:53:28 +01:00
Juan Linietsky
a7b2ac7bb1
Normalmapping and Specularmapping working in 2D engine
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Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11 11:53:28 +01:00
Juan Linietsky
92b27bccf1
Changed allocation strategy of CanvasItem draw commands.
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They should now allocate memory in blocks and reuse the same
memory every time the item is cleared and redrawn.
This should improve performance considerably.
2020-02-11 11:53:28 +01:00
Juan Linietsky
24b16f3bf0
Fix crash on import.
2020-02-11 11:53:28 +01:00