Commit graph

1339 commits

Author SHA1 Message Date
Juan Linietsky
ceeb690476 Properly pass safe margin on initialization.
Fixes jitter.

(cherry picked from commit 13e0385702)
2020-07-15 12:48:18 +02:00
Rémi Verschelde
d2be483e96
Merge pull request #40406 from Chaosus/fix_shader_3.2
[3.2] Fix some incorrect conversions which lead to crash in shaders
2020-07-15 09:13:41 +02:00
Yuri Roubinsky
ecd54630ef [3.2] Fix some incorrect conversions which lead to crash in shaders 2020-07-15 06:36:24 +03:00
Tomasz Chabora
15850687a8 Allow Area2D and 3D mouse events without a collision layer
Co-authored-by:    Tomasz Chabora <kobewi4e@gmail.com>
2020-07-11 11:14:12 +01:00
Marcel Admiraal
ccdfaf2491 Remove elements from monitored_bodies and monitored_areas as they are
processed before calling the callback, instead of after they have all
been processed, because the callbacks may readd them.
2020-07-04 10:08:33 +01:00
Cevantime
6206f4439d fix laxist collision detection on one way shapes
(cherry picked from commit 23f7d2c29d)
2020-07-03 15:34:30 +02:00
Fabio Alessandrelli
d06ad40757 Add default 50ms output_latency web override.
Hopefully a good tradeoff between latency and performance on most
browsers.
2020-07-02 14:30:23 +02:00
Rémi Verschelde
63fd0d37ed
Merge pull request #39895 from madmiraal/fix-39768-3.2
[3.2] Trigger broadphase update when changing collision layer/mask.
2020-06-29 21:34:56 +02:00
Marcel Admiraal
de284ea5d2 Trigger broadphase update when changing collision layer/mask, and
check for collision layer/mask changes in 2D hash grid broadphase update.
2020-06-27 18:11:21 +01:00
Yuri Roubinsky
891b84a833 [3.2] Prevents usage of return in main shader functions 2020-06-27 17:38:22 +03:00
Yuri Roubinsky
474b178534 [3.2] Fix shader crash if pass const argument to 'out/inout' parameter 2020-06-25 10:27:37 +03:00
Marcel Admiraal
b006f5402d Check for motion in cast_motion() before doing Bullet convexSweepTest().
Also ensure that default closest_safe and closest_unsafe values are
defined in cast_motion() and before cast_motion() is called.
2020-06-21 16:28:01 +01:00
Ev1lbl0w
17c87d2ec1
Expose disable_render_loop property to GDScript 2020-06-18 11:59:29 +01:00
Marcel Admiraal
a48e13101d Ensure pair callback data is set to null when it's null. 2020-06-13 14:37:40 +01:00
Rémi Verschelde
3fb9c776ff
Merge pull request #39437 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.2) - 8th batch
2020-06-10 17:33:50 +02:00
Rémi Verschelde
3c7e03510c
Merge pull request #39256 from lawnjelly/tilemap_pixel2
GLES2 batching - Add UV precision adjustment for tilemaps
2020-06-10 15:52:00 +02:00
Rémi Verschelde
7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Rémi Verschelde
c9a8309e73
Merge pull request #39169 from lawnjelly/light2d_layer_fix
3.2 Make Light2D respect CanvasLayer layer_min and layer_max
2020-06-10 13:35:37 +02:00
Rémi Verschelde
9901eac9f5
Merge pull request #39400 from madmiraal/fix-39374-3.2
[3.2] Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D.
2020-06-09 13:38:11 +02:00
Marcel Admiraal
5794a4e11e Test collision mask before creating constraint pair in Godot physics
broadphase 2D and 3D.
2020-06-08 17:43:41 +01:00
lawnjelly
1b5c4bc5b7 Make Light2D respect CanvasLayer layer_min and layer_max
As the masked light list takes no account of layer_min and layer_max, the canvas_layed_id is passed to the _light_mask_canvas_items function where it can be used to reject lights outside the layer range.
2020-06-08 05:41:18 +01:00
lawnjelly
275183ef15 GLES2 batching - Add UV precision adjustment for tilemaps
Scaling tilemaps can cause border artifacts around the edges of tiles. This has been traced to precision issues in the GPU. This PR adds an adjustment to allow a minor contraction of the UVs of rects in order to compensate for the incorrect classification of texels across the UV border.
2020-06-07 16:29:40 +01:00
Rémi Verschelde
6e1af78df4
Merge pull request #39068 from lawnjelly/kessel_settings_rename
Rename batching project settings in preparation for GLES3
2020-06-07 14:25:50 +02:00
Pedro J. Estébanez
1ff7b0a0a9 Add shader time scaling
Shaders' `TIME` will be affected by the new shader time scale, that is set via the also new `VisualServer::set_time_scale()`.
2020-06-06 23:59:48 +02:00
lawnjelly
bf54fa5a62 Light2D shadow mask construction fix
When using the default setting (layer 1 set only) nothing is stored in the tscn file for a Light2D, hence it relies on the value in the constructor.

The problem is the constructed value is 1 in Light2D, and -1 in RasterizerCanvas::Light. -1 results in all bits being set so all occluders are shown, rather than just those in layer 1.

This PR changes Rasterizer::Canvas constructor to set to 1. An alternative is to have -1 as the value for layer 1 throughout.
2020-05-30 09:29:38 +01:00
lawnjelly
c7d18dec70 Rename batching project settings in preparation for GLES3
As it now seems like we will soon have GLES3 batching working using the same intermediate layer as GLES2, it makes more sense to reuse the same batching settings for both renderers rather than duplicate project settings for GLES2 and GLES3.
2020-05-26 18:15:35 +01:00
Fabio Alessandrelli
92031098bf Move mixrate and latency definition to AudioServer
Each driver used to define the (same) project settings value, but the
setting names are not driver specific. Ovverriding is still possible via
platform tags.

(cherry picked from commit 90c7102b51)
2020-05-18 16:40:33 +02:00
Marcel Admiraal
253d211102 Silence EQ::Band::c1, c2 and c3 may be used uninitialized warnings.
(cherry picked from commit d02143905f)
2020-05-13 16:12:37 +02:00
Rémi Verschelde
d20485039c
Merge pull request #38453 from lawnjelly/ios_halffloat_hacky
GLES2 disable half-float project setting
2020-05-04 16:29:27 +02:00
lawnjelly
30a3f16e34 GLES2 disable half-float project setting
It seems that particles (and some other features) do not work correctly on iOS in GLES2 because either many of the devices do not support half float compression, or the GL constant used to reference it from Godot is incorrect.

This PR adds a project setting in rendering/gles2/ to disable half-float compression on iOS.
2020-05-04 13:11:23 +01:00
Pedro J. Estébanez
d8be5a9986 Add MODULATE builtin to canvas item shaders 2020-05-04 00:10:24 +02:00
Rémi Verschelde
01a085d05f
Merge pull request #38320 from lawnjelly/kessel_pr_light_join
GLES2 2D batching - item reordering, light joining and light modulate fix
2020-05-01 15:03:03 +02:00
lawnjelly
451c3fc0fb GLES2 2D batching - item reordering, light joining and light modulate fix
Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test.

In situation with item:
A-B-A
providing the third item does not overlap the second, they can be reordered:
A-A-B

Items already contain an AABB which can be used for this overlap test.

1)
To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0).

2)
This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps.

In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful.

This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off.

3)
The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided.

4)
This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects).

5)
This PR also fixes #38291, a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-05-01 07:47:33 +01:00
Rémi Verschelde
da68cece7f
Merge pull request #38338 from RandomShaper/time_rollback_3.2
Improve shader time roll over (3.2)
2020-04-30 09:07:34 +02:00
Rémi Verschelde
8d93303483
Merge pull request #37863 from ExpiredPopsicle/culling5
Fixed false positives in the culling system.
2020-04-30 08:05:11 +02:00
Pedro J. Estébanez
7cc0f181c9 Improve shader time roll over
- Resurrect it for GL ES 2
- Apply roll over with `fmod()` instead of resetting it to 0
- Expose the setting from the `VisualServer`, since it does not belong in any specific rasterizer
2020-04-29 22:33:03 +02:00
Rémi Verschelde
f2150d1766
Merge pull request #37462 from Chaosus/shader_fix_const_order
[3.2] Fix shader constant sorting
2020-04-29 09:41:49 +02:00
Kiri Jolly
2c6e859c2d Fixed unbounded dual-paraboloid shadow map culling.
Dual paraboloid shadowmaps were ending up with infinitely large volumes of area behind the hemisphere un-culled.

This change just adds a back plane to the convex shape used for the culling volume.
2020-04-28 17:13:36 -07:00
Rémi Verschelde
008e0748c1
Merge pull request #37349 from lawnjelly/kessel32_1
GLES2 2d Batch rendering (across items)
2020-04-17 12:55:33 +02:00
lawnjelly
72adefa5cf Add frame diagnostics for GLES2 Batch renderer
Added project setting to enable / disable print frame diagnostics every 10 seconds. This prints out a list of batches and info, which is useful to optimize games and identify performance problems.
2020-04-17 08:54:33 +01:00
Marcel Admiraal
3e71992eda Assign zero to range when ConvexPolygonShape2D is empty.
(cherry picked from commit 88d307df14)
2020-04-16 12:57:22 +02:00
lawnjelly
b6d652367b Items and draw calls added to IDE Monitor in '2d' section
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.

This makes it far easier to optimize games to minimize drawcalls.
2020-04-16 11:52:22 +01:00
lawnjelly
93af8e7d1b Batching across z_indices
Extra functions canvas_render_items_begin and canvas_render_items_end are added to RasterizerCanvas, with noop stubs for non-GLES2 renderers. This enables batching to be spready over multiple z_indices, and multiple calls to canvas_render_items.

It does this by only performing item joining within canvas_render_items, and deferring rendering until canvas_render_items_end().
2020-04-12 13:52:25 +01:00
lawnjelly
45b0b8bff8 GLES2 2d Batch rendering (across items)
2d rendering is currently bottlenecked by drawing primitives one at a time, limiting OpenGL efficiency. This PR batches primitives and renders in fewer drawcalls, resulting in significant performance improvements. This also speeds up text rendering.

This PR batches across canvas items as well as within items.

The code dynamically chooses between a vertex format with and without color, depending on the input data for a frame, in order to optimize throughput and maximize batch size. It also adds an option to use glScissor to reduce fillrate in light passes.
2020-04-04 17:13:58 +01:00
Yuri Roubinsky
ee93c85ef1 Fix shader constant sorting 2020-03-31 14:32:33 +03:00
Rémi Verschelde
acd14e645a Remove unused classes and stray headers
Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```

(cherry picked from commit 9d24541597)
2020-03-25 11:38:54 +01:00
Yuri Roubinsky
4dd1eee769 Enables passing out built-in parameter from parent function in shaders
(cherry picked from commit 7a2c6a8c0e)
2020-03-25 11:38:53 +01:00
Rémi Verschelde
cc70b2fa0a
Merge pull request #36342 from m4gr3d/external_texture_support_for_godot_3_2
Add support for opengl external textures
2020-03-17 16:29:14 +01:00
Michael Alexsander
bd2a2a7e40 Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'
(cherry picked from commit 8c8c48a7ad)
2020-03-06 23:51:26 +01:00
fhuya
30d738eda7 Add support for opengl external textures as defined by https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt 2020-03-05 13:09:49 -08:00