Hugo Locurcio
e6a544c169
Merge pull request #50891 from Vitika9/50852
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Removed redundant assignment of `blur_pipeline`
2021-07-26 21:43:38 +02:00
Rémi Verschelde
fef27e9b5b
Merge pull request #50895 from Chaosus/fix_shader_crash
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Fix editor crash if passing index as variable to function parameter
2021-07-26 17:38:14 +02:00
Rémi Verschelde
8f6c16e4a4
Merge pull request #50847 from reduz/implement-binary-shader-compilation
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Implement Binary Shader Compilation
2021-07-26 17:09:48 +02:00
Yuri Roubinsky
c082982a47
Fix editor crash if passing index as variable to function parameter
2021-07-26 17:42:52 +03:00
vitika9
1c63866996
Fixed coding style
2021-07-26 20:12:16 +05:30
Rémi Verschelde
64dc58bfba
Merge pull request #50884 from Chaosus/fix_shader_crash
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Prevents shader crashing if varying assigned incorrectly by using compound assignment operators (*=, += etc.)
2021-07-26 15:39:59 +02:00
Nicholas Huelin
7f908cf40f
Fix expression in cluster_builder_rd.h
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This expression should now work as intended.
2021-07-26 08:19:53 -04:00
Yuri Roubinsky
b47b3a9957
Prevents shader crashing if varying assigned incorrectly
2021-07-26 14:47:14 +03:00
reduz
cf3f404d31
Implement Binary Shader Compilation
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* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-26 08:40:39 -03:00
Yuri Roubinsky
3013324a4e
Fix compilation of shader_language.cpp
2021-07-26 13:44:21 +03:00
Rémi Verschelde
a8fcfbf029
Merge pull request #50729 from Chaosus/shader_varying_enchancements2
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Allow using vertex-stage varying in both `fragment` and `light` functions
2021-07-26 12:17:49 +02:00
Rémi Verschelde
9b9e09f675
Merge pull request #50728 from Chaosus/shader_varying_enchancements
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Allow using vertex varying in custom functions under any circumstances
2021-07-26 12:17:40 +02:00
Rémi Verschelde
7341dd5afa
Merge pull request #50856 from SirQuartz/patch-32
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Fix always true expression `radius > 0.98 || radius < 1.02` in `cluster_builder_rd.h`
2021-07-26 08:47:33 +02:00
Nicholas Huelin
a1a392045d
Fix always true expression in cluster_builder_rd.h
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This pull request fixes an issue where an expression would always evaluate to `true` no matter what.
2021-07-25 11:53:04 -04:00
luz paz
5cf3bed0c8
Fix various typos
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Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 07:18:25 -04:00
Rémi Verschelde
ff0b5f8fa1
Merge pull request #50809 from akien-mga/iterators-const-references
2021-07-25 12:52:58 +02:00
Rémi Verschelde
2f221e5fd5
Merge pull request #50250 from luzpaz/typos
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Fix various typos
2021-07-25 12:38:58 +02:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators
2021-07-25 12:22:25 +02:00
Rémi Verschelde
2a8a59eac0
Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragment
2021-07-25 11:58:11 +02:00
luz paz
3564c16cb8
Fix various typos with codespell
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Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Bastiaan Olij
1f69582835
Use fragment shader instead of compute shader for effects for mobile renderer
2021-07-25 13:58:21 +10:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations
2021-07-23 17:38:28 -04:00
bruvzg
618eb27e8b
Move alert
function from DisplayServer
to OS
.
2021-07-22 21:50:35 +03:00
Yuri Roubinsky
17b462cc5f
Allow using vertex-stage varying in both fragment
and light
2021-07-22 11:55:14 +03:00
Yuri Roubinsky
94a7b04a01
Allow using vertex varying in custom functions under any circumstances
2021-07-22 11:27:13 +03:00
Yuri Roubinsky
39c06604cd
Forbid varyings from assigning in custom functions to prevent crashes
2021-07-21 14:12:54 +03:00
Rémi Verschelde
71f8253579
Merge pull request #50489 from Chaosus/shader_varying
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Prevent error if varying assigned but not used (push warning instead)
2021-07-21 13:05:08 +02:00
Rémi Verschelde
2273f13fbe
Merge pull request #50686 from Calinou/use-standard-inf-nan-constants
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Use the standard C `INFINITY` and `NAN` constants directly
2021-07-21 11:50:26 +02:00
Hugo Locurcio
4bd5e4fd9b
Use the standard C INFINITY
and NAN
constants directly
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The `Math_INF` and `Math_NAN` defines were just aliases for those
constants, so we might as well use them directly.
Some portions of the code were already using `INFINITY` directly.
2021-07-21 10:41:08 +02:00
Aaron Franke
78b0a7da03
Use is_equal_approx in more places
2021-07-21 00:32:37 -04:00
Rémi Verschelde
fa56989818
Merge pull request #50537 from Calinou/improve-shader-error-output-2
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Add error marking to the shader error console output
2021-07-20 11:00:17 +02:00
Rémi Verschelde
394191c02f
Merge pull request #50605 from Calinou/tweak-shader-code-style
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Use C++11 raw literals for shader code to improve readability
2021-07-20 10:05:13 +02:00
Rémi Verschelde
1ba87f0c82
Merge pull request #50618 from reduz/implement-more-specialization-constants
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Implement more rendering options as specialization constants
2021-07-20 08:54:21 +02:00
reduz
9293bc3935
Implement more rendering options as specialization constants
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* Shadow quality settings now specialization constant.
* Decal and light projector filters can be set.
* Changing those settings forces re-creation of the pipelines.
These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
2021-07-19 21:51:29 -03:00
Rémi Verschelde
db010bd71d
Merge pull request #50604 from aaronfranke/float-array-cast
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Explicitly cast real_t to float when creating a float array
2021-07-19 22:47:57 +02:00
Marcel Admiraal
b8fe576355
Ensure KinematicBodies only interact with other Bodies with matching mask.
2021-07-19 17:03:43 +01:00
Rémi Verschelde
855c7c7414
Merge pull request #50566 from reduz/optimize-stringname-usage
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Optimize StringName usage
2021-07-19 15:20:25 +02:00
Hugo Locurcio
abc38b8d66
Use C++11 raw literals for shader code to improve readability
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In files that have lots of branching, `\t` was replaced with a
tab character instead.
2021-07-19 08:19:50 +02:00
Aaron Franke
09f0596eb2
Explicitly cast to float when creating a float array
2021-07-19 01:21:22 -04:00
reduz
6631f66c2a
Optimize StringName usage
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* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Hugo Locurcio
9fc2849a57
Add error marking to the shader error console output
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This makes it possible to see where the shader error is without
having to look at the trace printed below the source code.
2021-07-17 03:05:11 +02:00
reduz
76e25438c9
Fixes to forward mobile
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* use valid format for framebuffer: VK_FORMAT_A2B10G10R10_UNORM_PACK32
* Unfortunately cant be used for compute.
* Mobile will need to do refprobe, sky, mipmapblurring using raster.
2021-07-15 21:05:58 -03:00
Yuri Roubinsky
14d5b47a27
Prevent error if varying assigned but not used (push warning instead)
2021-07-15 18:07:19 +03:00
Rémi Verschelde
64fb4fac89
Merge pull request #49996 from Chaosus/shader_localvar_warning
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Added a shader warning about unused local variable
2021-07-15 16:19:22 +02:00
Juan Linietsky
3f12765a7e
Merge pull request #49678 from BastiaanOlij/mobile_renderer_select_color_format
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Use 32bit instead of 64bit 3D render buffer on mobile renderer
2021-07-15 10:16:39 -03:00
fabriceci
cee814e4df
Fixing 2D moving platform logic
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Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
2021-07-15 11:54:43 +02:00
Yuri Roubinsky
d6dc77aa36
Removes lines about window size from the console output
2021-07-14 20:58:53 +03:00
Yuri Sizov
0f78e36e1c
Check if there are new docs missing on CI
2021-07-14 14:21:03 +03:00
Rémi Verschelde
96a69899d0
Merge pull request #50255 from Calinou/physicsserver3d-add-set-iterations
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Add a method to set the number of physics solver iterations in 3D
2021-07-14 07:56:24 +02:00
Rémi Verschelde
bc6ea71771
Merge pull request #50063 from nekomatata/more-accurate-move-and-slide
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Make move_and_slide collision detection more accurate
2021-07-13 20:41:09 +02:00