Commit graph

649 commits

Author SHA1 Message Date
Yuri Roubinsky
be6f36a66d Add missing shader built-ins 2021-10-05 20:50:26 +03:00
Yuri Roubinsky
7c07ae4c50 Fix shader crash when passing array.length to functions
and similar cases
2021-10-05 12:49:59 +03:00
Yuri Roubinsky
69ece73653 Fix syntax parsing error of uniform arrays declaration in shader 2021-10-04 23:19:43 +03:00
Yuri Roubinsky
6873ecaaf9 Added support for uniform arrays in shaders 2021-10-04 13:57:44 +03:00
Rémi Verschelde
6ed3e9c182
Merge pull request #53208 from timothyqiu/headless-crash 2021-10-01 11:29:19 +02:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Hugo Locurcio
ba65730cbf
Rename RID's getornull() to get_or_null() 2021-09-29 23:58:02 +02:00
Manuel Dun
485eac3d3f radial fog fix 2021-09-29 15:49:59 -04:00
Haoyu Qiu
82f7f2c46c Fix crash in headless mode 2021-09-29 17:24:53 +08:00
Hendrik Brucker
6a9f3746af Fix editor freeze when asigning Skeleton2D to Polygon2D 2021-09-29 01:50:01 +02:00
Rémi Verschelde
4296539d94
Merge pull request #53072 from CaptainProton42/fix-gpuparticles3d-generate-aabb 2021-09-28 16:20:22 +02:00
Bastiaan Olij
cbdde9dff9 Fix access to render target texture for XR interfaces 2021-09-28 19:46:50 +10:00
CaptainProton42
1731030b3c Fix GPUParticles3D local_coords 2021-09-26 00:30:37 +02:00
CaptainProton42
dd70daafba Fix GPUParticles3D generate AABB 2021-09-26 00:30:37 +02:00
Anilforextra
cdd912c48e Construct values only when necessary. 2021-09-25 14:46:45 +05:45
Anilforextra
cc51b045da Construct values only when necessary. 2021-09-23 22:26:07 +05:45
Yuri Roubinsky
e9e21a592e Prevents editor crash when compare with negative float in shader 2021-09-22 13:26:40 +03:00
Rémi Verschelde
ba57252bd8
Merge pull request #52878 from AnilBK/add-get-center 2021-09-21 21:30:30 +02:00
Anilforextra
90908cd67d Add Get Center Method for Rect2/Rect2i and AABB. 2021-09-21 21:14:17 +05:45
Rémi Verschelde
62aed73d88
Merge pull request #52545 from JFonS/occ_fixes
Occlusion culling fixes
2021-09-20 13:20:03 +02:00
Yuri Roubinsky
f68d3f67b5 Fix shader crash when passing array to built-in function without index 2021-09-18 14:05:14 +03:00
Rémi Verschelde
ec23d1348a
Merge pull request #52409 from GiantBlargg/position-depth-pre-pass 2021-09-17 14:21:29 +02:00
Rémi Verschelde
70ba366743
Merge pull request #50375 from Paulb23/code_edit_unit_tests 2021-09-13 21:51:20 +02:00
Rémi Verschelde
8ecc571158
Merge pull request #49063 from Calinou/remove-16x-msaa
Remove 16× MSAA support due to driver bugs and low performance
2021-09-13 17:34:04 +02:00
Rémi Verschelde
078bdef7e9
Merge pull request #51939 from clayjohn/VULKAN-horizon-so-fix
Compute horizon SO threshold before transformation
2021-09-13 11:44:42 +02:00
JFonS
5f69218edc
Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-material
Vulkan: Fix CanvasItem::use_parent_material
2021-09-12 01:00:30 +02:00
Lyuma
aca4b737f1 8 uvs for glTF2, URI decode and Vertex Custom api.
Add glTF2 uri decode for paths.

Add vertex custom apis.

Add scene importer api.

Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh

Co-authored-by: darth negative hunter
 <thenegativehunter2@users.noreply.github.com>
2021-09-10 09:16:48 -07:00
jfons
d6fb8e1d93 Occlusion culling fixes 2021-09-10 18:15:10 +02:00
Juan Linietsky
7c9cdea836
Merge pull request #52476 from Lauson1ex/master
Replace current ACES tonemapper with a high quality one
2021-09-09 19:13:44 -03:00
Juan Linietsky
3c554f09ea
Merge pull request #52252 from Calinou/sdfgi-use-light-indirect-energy
Use the Light3D Indirect Energy property in SDFGI
2021-09-09 17:17:48 -03:00
Bastiaan Olij
506ae80876 Expose Vulkan internal values for access from extensions 2021-09-09 22:28:32 +10:00
Endri Lauson
065d13eddc Replace ACES tonemapper with a high quality one 2021-09-07 19:46:02 -03:00
Bastiaan Olij
461d31427c
Merge pull request #52205 from BastiaanOlij/blit_source_rect
Add source rectangle to blit
2021-09-07 09:21:13 +10:00
Daniel Doran
3138b94058 Fix depth pass for shaders that set POSITION 2021-09-05 01:05:42 -06:00
Paulb23
24d02d0b4e Fix dummy rendering server memory leaks 2021-09-01 16:46:04 +01:00
Clay John
036b7a0985
Merge pull request #51873 from Chaosus/fix_uniform_error_spam
Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-31 11:28:48 -07:00
Hugo Locurcio
2c507cd426
Use the Light3D Indirect Energy property in SDFGI
The Indirect Energy property was previously ignored in SDFGI
(unlike VoxelGI).
2021-08-30 14:53:03 +02:00
Bastiaan Olij
fbac863bfb Add source rectangle to blit 2021-08-29 14:57:16 +10:00
K. S. Ernest (iFire) Lee
90a35dac48
Merge pull request #51908 from bruvzg/msdf_fonts2
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27 08:51:37 -07:00
Juan Linietsky
712bcf564f
Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftovers
Remove leftovers of anisotropy in the VoxelGI shader code
2021-08-27 12:22:57 -03:00
bruvzg
4c3f7d1290 Makes FontData importable resource.
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00
Bastiaan Olij
c5f62fad90
Merge pull request #52003 from BastiaanOlij/xr_interface_extension
Adding GDExtension support to XRInterface
2021-08-27 11:51:43 +10:00
Bastiaan Olij
86ff7f8550 Adding GDExtension support to XRInterface 2021-08-26 23:24:44 +10:00
Bastiaan Olij
64626cc435 Optionally scale 3D render content 2021-08-26 20:48:40 +10:00
Bastiaan Olij
6e87d62873
Merge pull request #50883 from BastiaanOlij/mobile_hdr
Scale color output in the mobile renderer to provide HDR support
2021-08-26 11:23:22 +10:00
JFonS
c334989e00
Merge pull request #51821 from Calinou/builtin-shaders-add-comments
Add comments at the top of each built-in shader to ease debugging
2021-08-25 11:37:57 +02:00
Hugo Locurcio
6a6c0890c2
Remove leftovers of anisotropy in the VoxelGI shader code
Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
2021-08-25 10:23:28 +02:00
Hugo Locurcio
7192852da3
Remove 16× MSAA support due to driver bugs and low performance
In the `master` branch, 16× MSAA caused the entire system to freeze
on NVIDIA GPUs. This is likely caused by graphics drivers not actually
implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead.

On top of that, modern shader complexity makes 16× MSAA very difficult
to use while keeping a good framerate. 8× MSAA is hard enough to use
as it is.
2021-08-25 07:56:27 +02:00
Max Hilbrunner
583b6a594a
Merge pull request #51971 from aaronfranke/https
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23 15:58:54 +02:00
Michael Alexsander
88db541705
Merge pull request #51947 from AnilBK/redundant-assignments
[cppcheck] Remove some redundant assignments.
2021-08-23 13:23:45 +00:00
Bastiaan Olij
d22163c657 Scale color output in the mobile renderer to provide HDR support 2021-08-23 15:30:36 +10:00
Bastiaan Olij
2d446771d6
Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemap
Fix multiview defines in tonemap shader
2021-08-23 12:02:18 +10:00
Aaron Franke
ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
Duarte David
7e94c583e0 Fixed non-uniform scaling of normals 2021-08-22 19:28:18 +01:00
Bastiaan Olij
74a647bddd Fix multiview defines in tonemap shader 2021-08-22 21:30:58 +10:00
Anilforextra
c86db8b710 Remove redundant assignments.
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
clayjohn
bccc4cd735 Compute horizon so threshold before transformation 2021-08-20 19:27:52 -07:00
jfons
55e7832d7b Improvements to SpotLight3D and OmniLight3D's shadows
OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
  znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
  squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.

SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.

Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
Yuri Roubinsky
b6af457d25 Fix incorrect checking of uniform set to prevent error spam (2) 2021-08-19 09:11:01 +03:00
Rémi Verschelde
f6626a40e5
Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3
More fixes to mobile renderer
2021-08-18 20:43:25 +02:00
Rémi Verschelde
2fcf3057fd
Merge pull request #51792 from Chaosus/removed_restart 2021-08-18 19:59:57 +02:00
reduz
700f9d916d More fixes to mobile renderer
* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
2021-08-18 12:20:19 -03:00
Hugo Locurcio
a139e58f8c
Add comments at the top of each built-in shader to ease debugging
When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
2021-08-18 03:09:22 +02:00
reduz
6027cd0a1d Fixes to mobile renderer
* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
TechnoPorg
b097e7f510 Vulkan: Fix CanvasItem::use_parent_material
The "Use Parent Material" option now does something when enabled on a CanvasItem. As before, it's not just limited to a node's direct parent but can move up the tree until it finds a material.
Also corrected a typo in rendering_device_vulkan.h that didn't merit its own commit.
2021-08-17 09:08:56 -06:00
Yuri Roubinsky
c1cd0fe6d1 Removed RESTART built-in from start particle shader function 2021-08-17 15:13:16 +03:00
Yuri Roubinsky
06add309d7 Fix incorrect uniform buffer size for particles 2021-08-17 13:33:28 +03:00
Juan Linietsky
d5a30431b9
Merge pull request #51635 from reduz/further-mobile-optimizations
More optimizations on the mobile renderer.
2021-08-16 14:50:52 -03:00
Yuri Roubinsky
9de779344c Makes a clear error message if shader compilation failed 2021-08-16 11:25:20 +03:00
Bastiaan Olij
c7847b3f6d Moved disabling bokeh shader variants to before the version_create call 2021-08-16 12:18:27 +10:00
Bastiaan Olij
4002650cb9 Fix read from screen and depth texture 2021-08-15 13:14:19 +10:00
Rémi Verschelde
4e1d91f4d3
Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
Rewrote raster DOF shader to using BOKEH
2021-08-14 14:44:23 +02:00
reduz
cfac8972e1 More optimizations on the mobile renderer.
* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.

This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand.
As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
2021-08-13 14:30:59 -03:00
Rémi Verschelde
e499758a77
Merge pull request #51025 from reduz/fix-directional-shadow-bias
Fix directional shadow bias
2021-08-13 16:45:49 +02:00
Yuri Roubinsky
eadf9d92f9
Merge pull request #51609 from Chaosus/shader_fix_varying_error
Fix shader crash when using local var with the same name as varying
2021-08-13 10:37:53 +03:00
Yuri Roubinsky
fa96c98bdf Fix shader crash when using local var with the same name as varying 2021-08-13 09:20:16 +03:00
Bastiaan Olij
07fd559478 Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
Rémi Verschelde
56ac302dc4
Merge pull request #51580 from aaronfranke/particles-real-double
Use real_t and double where appropriate in Particles
2021-08-12 20:51:21 +02:00
Aaron Franke
03e2544d50
Use real_t and double where appropriate in Particles 2021-08-12 11:35:31 -05:00
Hugo Locurcio
fd29432aab
Use nearest mipmaps for both minification and magnification
This is generally the expected behavior when using a nearest + mipmaps
mode, as it's often used for pixel art games.
2021-08-12 18:24:10 +02:00
Rémi Verschelde
b63af73435
Merge pull request #51391 from Chaosus/shader_param_names
Added parameter names to shader built-in function autocompletion
2021-08-12 14:58:11 +02:00
Yuri Roubinsky
fb37846b00 Added parameter names to shader built-in function autocompletion 2021-08-12 11:19:53 +03:00
Yuri Roubinsky
63c7d5c330 Removes an internal error report if shader fails compile 2021-08-12 10:18:18 +03:00
Rémi Verschelde
e2ca1d413e
Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter
Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12 08:16:46 +02:00
floppyhammer
37230dbb1f Fix CPUParticles2D disappearance after amount change 2021-08-12 10:53:37 +08:00
Hugo Locurcio
635f6cdf2e
Fix the Use Nearest Mipmap Filter project setting not working
The project setting wasn't being used anywhere.

This also tweaks the property hints to denote that these properties
are only effective after a restart.
2021-08-12 01:58:42 +02:00
Rémi Verschelde
62047e4e48
Merge pull request #51486 from reduz/fixes-to-mobile-renderer
Fixes and optimizations to mobile renderer
2021-08-11 15:19:11 +02:00
Yuri Roubinsky
efc6b29601
Merge pull request #51505 from Chaosus/shader_fix_shadetype-errorline 2021-08-11 14:46:04 +03:00
Yuri Roubinsky
2fb5231bbc Break futher shader compilation after missing ; aftershader_type 2021-08-11 12:37:59 +03:00
Yuri Roubinsky
0f42a29864 Allow using more assignment operators on matrixes in shaders 2021-08-11 11:51:39 +03:00
Yuri Roubinsky
fead1595f9 Fix shader crash when using varying array in fragment->light context 2021-08-11 09:44:00 +03:00
clayjohn
a7c3e0dcd6 Use f0 instead of albedo in blinn and phong 2021-08-10 21:54:24 -07:00
reduz
ca117910da Fixes and optimizations to mobile renderer
* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-10 23:17:28 -03:00
Rémi Verschelde
afb40920fe
Merge pull request #51411 from clayjohn/VULKAN-blinn-phong
[4.0] Make Blinn and Phong specular modes take albedo into account
2021-08-10 21:11:48 +02:00
Rémi Verschelde
46beaacec3
Merge pull request #51017 from vnen/extension-fixes 2021-08-10 16:42:31 +02:00
Rémi Verschelde
16d73fefdb
Merge pull request #50682 from aaronfranke/basis-looking-at
Move code for looking_at to Basis
2021-08-10 11:28:12 +02:00
Rémi Verschelde
8b960a2d2b
Merge pull request #51467 from Chaosus/fix_aa
Fix incorrect border width of antialiased lines
2021-08-10 10:52:11 +02:00
Rémi Verschelde
51b4df72a7
Merge pull request #51436 from Calinou/tonemap-clamp-negative-colors
Clamp negative colors regardless of the tonemapper to avoid artifacts
2021-08-10 09:56:11 +02:00
Rémi Verschelde
56f17d925f
Merge pull request #51417 from clayjohn/Vulkan-horizon-so
Add horizon specular occlusion
2021-08-10 09:56:02 +02:00
Yuri Roubinsky
59c137a99b Fix incorrect border width of antialiased lines 2021-08-10 09:08:02 +03:00