Yuri Roubinsky
fcc5d67b03
Fix shader uniform instances compilation
2021-01-11 17:46:33 +03:00
reduz
cdb216f4e4
Added ability to visualize native shaders
2021-01-06 09:40:09 -03:00
reduz
77bc3e9ac3
Threaded optimizations to cull and render
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-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
2021-01-05 08:50:18 -03:00
reduz
5d2a1d7892
Rewrite render code to be more cache and thread friendly.
2021-01-05 08:50:18 -03:00
reduz
9a2f18f8e7
Reorganize renderer code.
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So it can hopefully be made more cache efficient afterwards.
2021-01-05 08:50:18 -03:00
Rémi Verschelde
a408622c06
Merge pull request #44530 from clayjohn/VULKAN-framebuffer-error
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Use basic uniform set for depth prepass
2021-01-04 09:34:27 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal
b4a190e0bc
Consistently use normal_map
2020-12-29 08:04:19 +00:00
Marcel Admiraal
5b937d493f
Rename empty() to is_empty()
2020-12-28 10:39:56 +00:00
reduz
548524152e
Rewrite culling to be more cache/thread friendly.
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-Uses a single array with all data
-Massive performance improvement
-Does not support threads yet, but code is now thread friendly
2020-12-26 19:11:33 -03:00
clayjohn
3a8c99a10b
Use basic uniform set for depth prepass
2020-12-23 20:23:51 -08:00
reduz
83058597cf
Replace Octree by DynamicBVH in cull code
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-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
2020-12-23 19:31:30 -03:00
clayjohn
44f8922305
Port ASSAO to Godot to replace SAO
2020-12-21 23:08:59 -08:00
reduz
666d5f3431
Fix error spam on wrong attachment
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-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
2020-12-19 10:18:08 -03:00
reduz
7bf90c7888
Improved shadow rendering efficiency
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-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
2020-12-18 19:47:32 -03:00
reduz
d2302f53d6
Implement automatic LOD (Level of Detail)
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00
reduz
bf77016c8a
Reimplement skeletons and blend shapes
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Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-16 14:32:04 -03:00
clayjohn
775e3db2e1
Fixes to recent Vulkan errors
2020-12-10 22:47:53 -08:00
reduz
2748b9a10d
Add support for low-end 3D rendering.
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-Reduce number of uniform sets from 6 to 4.
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.
2020-12-07 20:50:57 -03:00
Aaron Franke
5dddf4377a
Rename RD texture "type" to "texture_type"
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"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
Aaron Franke
19bdd01438
Rename RD uniform "type" to "uniform_type"
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"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
reduz
2787ad65be
RenderingServer reorganization
2020-12-04 18:39:46 -03:00