Commit graph

1102 commits

Author SHA1 Message Date
Rémi Verschelde
dcb097c7a1
Merge pull request #80481 from lawnjelly/clay_unbind_textures
[3.x] Unbind texture slots when changing framebuffer
2023-08-16 17:13:56 +02:00
Rémi Verschelde
c685501f51
Merge pull request #80325 from lawnjelly/fti2d_check_skel_attach
[3.x] Hierarchical culling - Add extra check to `skeleton_attach_canvas_item`
2023-08-15 09:04:09 +02:00
lawnjelly
5e197fd21e Unbind texture slots when changing framebuffer
Prevent bugs whereby texture still in use.
2023-08-12 11:07:13 +01:00
lawnjelly
d7cca42ef6 Hierarchical culling - Add extra check to skeleton_attach_canvas_item
Although this check shouldn't be able to fail currently, it provides a small level of extra logic checking at only small cost in DEV builds.
2023-08-06 10:03:49 +01:00
lawnjelly
ad577e3c7e Fix 2D MultiMesh hierarchical culling
Fixes updating local bounds for MultiMeshes used in canvas items by introducing a back link.
2023-08-03 06:49:01 +01:00
lawnjelly
43e181a00a Single Compilation Unit build.
Adds support for simple SCU build.
This speeds up compilation by compiling multiple cpp files within a single translation unit.
2023-07-02 20:13:16 +01:00
Rémi Verschelde
29eeb461f2
Merge pull request #68738 from lawnjelly/faster_canvas_item
[3.x] Canvas item hierarchical culling
2023-06-27 08:40:22 +02:00
Rémi Verschelde
d644de8088
Merge pull request #76226 from paddy-exe/fix-node-position-view-3.x
[3.x] Fix `NODE_POSITION_VIEW` shader built-in
2023-06-07 14:46:24 +02:00
lawnjelly
b777a9e5f9 Canvas item hierarchical culling
Adds optional hierarchical culling to the 2D rendering (within VisualServer).

Each canvas item maintains a bound in local space of the item itself and all child / grandchild items. This allows branches to be culled at once when they don't intersect a viewport.
2023-04-25 20:17:33 +01:00
Aaron Franke
141783d90f
[3.x] Expose determinant in Transform2D, rename internal method 2023-04-22 13:47:47 -05:00
Patrick
67d3fe4075 [3.x] Fix NODE_POSITION_VIEW Shader Built-In 2023-04-18 22:11:41 +02:00
Ansraer
0227fcc4cc fix shadows pass viewport calculation 2023-03-07 11:22:05 +01:00
Rémi Verschelde
1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00
clayjohn
f1bafe8131
Take FXAA samples from half-pixel coordinates to improve quality
(cherry picked from commit dbcc0fa2a6)
2022-11-30 15:39:00 +01:00
dzil123
aa0b91ca52 [3.x] Fix shader compiler asan out of bounds 2022-11-17 19:24:15 -08:00
Hugo Locurcio
6d0d9037cd
Fix debanding strength being affected by environment adjustments 2022-09-26 14:46:09 +02:00
Rémi Verschelde
f9b91d8d24 Style: Ensure consistent formatting with clang-format 15 2022-09-21 13:23:17 +02:00
lawnjelly
a300505066 Prevent drawing MultiMesh with zero instance count
Issuing a driver drawcall for MultiMesh with zero instances crashes some drivers.
2022-09-15 13:20:12 +01:00
lawnjelly
9b294b298e Fix GLES directional shadow uninitialized data
Valgrind shows directional_shadow.fbo accessed when uninitialized in directional_shadow_create.
2022-09-06 09:21:56 +01:00
Jordan Schidlowsky
1ed1a3067b workaround for angle project issue 7245, safari, iOS 2022-08-24 09:23:05 -06:00
Rémi Verschelde
05f83b3f35
Merge pull request #64096 from RandomShaper/fix_uberflicker_3.x 2022-08-08 16:12:30 +02:00
Rémi Verschelde
36fc99158d
Merge pull request #63971 from paddy-exe/spatial-shader-built-ins 2022-08-08 15:50:25 +02:00
Pedro J. Estébanez
edb140839e Fix GI probes not working in the ubershader 2022-08-08 10:55:59 +02:00
Pedro J. Estébanez
ea6ed9658d Fix emission not working in the ubershader 2022-08-07 23:11:44 +02:00
Pedro J. Estébanez
a2ed82d3b2 Fix shadow flickering with async shader compilation
This mostly reverts the approach in #62628, which now the problem is better scoped, looks overengineered and instead focuses on the few cases where there's something to take care of.
2022-08-07 22:53:33 +02:00
Rémi Verschelde
144f3ec94e
Merge pull request #51676 from Calinou/shader-add-hint-transparent-texture-3.x
Add `hint_transparent` to use a transparent black placeholder texture (3.x)
2022-08-05 22:34:05 +02:00
Patrick Exner
be3d331f26 Backport spatial shader built-ins
Backport of this PR: https://github.com/godotengine/godot/pull/63597
This adds these as new Built-Ins to Spatial Shaders
* Object's Position in World Space
* Camera Position in World Space
* Camera Direction in World Space
* Object's Position in View Space
2022-08-05 21:19:15 +02:00
Rémi Verschelde
ccbe083949
Merge pull request #63071 from lawnjelly/skinning2d_bounds 2022-08-05 19:34:48 +02:00
Hugo Locurcio
ab9a95f266
Add hint_transparent to use a transparent black placeholder texture 2022-08-02 23:32:07 +02:00
Rémi Verschelde
818f1eed31 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 14:53:37 +02:00
lawnjelly
18bb668a2e Fix skeleton 2D stale bounding rect
Adds special logic for handling skeleton bounding rect updates. Previously these were never being updated because the canvas item is never set to "rect_dirty".
2022-07-18 19:47:23 +01:00
Markus
4abe07c811 Apply S3TC Android/iOS fix to GLES3 2022-07-11 12:12:17 +02:00
Pedro J. Estébanez
65a83785fd Avoid GL undefined behavior in ubershaders 2022-07-02 19:54:02 +02:00
Rémi Verschelde
772d071863 SCons: Properly track codegen script dependency for generated GLES headers 2022-07-02 15:52:42 +02:00
Pedro J. Estébanez
a46da9311e Fix shadows not casted by async hidden materials 2022-06-26 21:21:07 +02:00
lawnjelly
9482998a03 Synchronous shaders in editor
The old style synchronous shaders allow the project manager and editor to load faster.
2022-06-22 14:14:32 +01:00
Pedro J. Estébanez
0868122aad Fix change to singed shader conditional flags
This change was missing from commit d3d8ccea60.
2022-06-20 17:02:40 +02:00
Pedro J. Estébanez
d3d8ccea60 Use signed integers for async shader conditionals 2022-06-19 20:16:27 +02:00
Rémi Verschelde
118302d01c GLES3: Fix async shader compilation after #62021
Fixes #62047.
2022-06-15 13:40:58 +02:00
Pedro J. Estébanez
1d01acb486 Fix issues with unsigned types in GL ES 3 shader class 2022-06-14 11:43:58 +02:00
Pedro J. Estébanez
f46d7583ff Add INFO_SHADER_COMPILES_IN_FRAME to GL ES 3 render info 2022-06-13 18:53:15 +02:00
lawnjelly
f8df04ed50 More low priority redraw request cases
Some more cases of textures etc causing continuous updates in vital updates only mode are fixed.
2022-06-12 06:44:59 +01:00
clayjohn
f92141be13 Disable Alpha throughout Glow and FXAA code in order to avoid issues with transparent viewports 2022-05-26 11:15:35 -07:00
clayjohn
9927515254 Disable alpha in post process when using opaque framebuffer 2022-05-24 14:11:09 -07:00
clayjohn
027ec28126 Disable writing to alpha with opaque framebuffer 2022-05-24 10:30:49 -07:00
clayjohn
3374bae953 Fixed Bug where DoF incorrectly wrote to alpha channel amd bug with tonemap shaders 2022-05-18 13:19:42 -07:00
Hugo Locurcio
3762b40de7
Merge pull request #54585 from Kinwailo/fix_viewport_transparent_bg
Fix viewport with transparent bg changed to solid black if enable fxaa or debanding.
2022-05-16 08:28:36 +02:00
Kinwailo
b1a50ad805 fix post procressing with transparent bg and keep alpha channel of the tonemap shader output 2022-05-12 16:32:31 +08:00
clayjohn
b0b1e44bc1 Unbind vertex buffer before calculating blend shapes 2022-05-06 12:21:35 -07:00
Pedro J. Estébanez
41fc0abf77 Fix handling of async hidden render mode
- Mute errors when conditioned shader is not ready yet
- Avoid depth pre-pass on meshes that would end up black
2022-04-12 20:11:20 +02:00