Commit graph

980 commits

Author SHA1 Message Date
Rémi Verschelde
9e3e7b03e4
Merge pull request #51376 from The-O-King/vertex_buffer_alignment
Align Vertex Buffer to 4 Bytes
2021-08-12 07:13:45 +02:00
Hugo Locurcio
0e0af7fa83
Add high quality glow mode
This backports the high quality glow mode from the `master` branch.

Previously, during downsample, every second row was ignored.
Now, when high-quality is used, we sample two rows at once to ensure
that no pixel is missed. It is slower, but looks much better and has
a much high stability while moving.

High quality also takes an additional horizontal sample the width of the
horizontal blur matches the height of the vertical blur.
2021-08-11 17:00:41 +02:00
Rémi Verschelde
7c6bdea33c
Merge pull request #47416 from Calinou/add-contrast-adaptive-sharpening-3.x
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
2021-08-10 10:08:24 +02:00
Rémi Verschelde
dad5d09d1b
Merge pull request #51416 from clayjohn/GLES-horizon-occlusion
[3.x] Add horizon specular occlusion
2021-08-10 09:55:46 +02:00
Rémi Verschelde
6518a61bd4
Merge pull request #51410 from clayjohn/GLES-blinn-phong 2021-08-10 09:52:28 +02:00
clayjohn
f92a600d5c Make blinn and phong specular use full pbr 2021-08-09 20:45:14 -07:00
clayjohn
1065f8dc86 Add horizon specular occlusion 2021-08-08 19:29:02 -07:00
Yuri Roubinsky
0f817e127d [3.x] Fix a default shader specular render mode to (SCHLICK_GGX) 2021-08-08 19:26:00 +03:00
Omar El Sheikh
f0de7ec2b6 Align Vertex Buffer to 4 Bytes
With the octahedral compression, we had attributes of a size of 2 bytes
which potentially caused performance regressions on iOS/Mac

Now add padding to the normal/tangent buffer

For octahedral, normal will always be oct32 encoded
UNLESS tangent exists and is also compressed
then both will be oct16 encoded and packed into a vec4<GL_BYTE>
attribute
2021-08-07 15:42:03 -04:00
Bastiaan Olij
cc1f7f2edc Revert "Combined the DOF far and DOF near passes"
This reverts commit 39658b4e07.
2021-08-05 23:22:31 +10:00
Omar El Sheikh
d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00
Bastiaan Olij
39658b4e07 Combined the DOF far and DOF near passes 2021-07-22 13:45:57 +10:00
Rémi Verschelde
f131a77f46
Merge pull request #46574 from The-O-King/split_stream_3.2
[3.4] Split Vertex Buffer Stream in Positions and Attributes
2021-07-20 10:48:37 +02:00
Omar El Sheikh
7f8487a900 Split Vertex Position and Attribute Streams
Implemented splitting of vertex positions and attributes in the vertex
buffer

Positions are sequential at the start of the buffer, followed by the
additional attributes which are interleaved

Made a project setting which enables/disabled the buffer formatting
throughout the project

Implemented in both GLES2 and GLES3

This improves performance particularly on tile-based GPUs as well as
cache performance for something like shadow mapping which only needs
position data

Updated Docs and Project Setting
2021-07-19 13:23:46 -07:00
Hugo Locurcio
43d7b62cb0
Improve the shader error console output
This makes the line gutter look more like an actual line gutter,
which makes it less confusing.
2021-07-17 03:00:46 +02:00
Rémi Verschelde
aa3a5c9f6a
Merge pull request #50184 from JFonS/cpu_lightmapper_soft_shadows
[3.x] Add soft shadows to the CPU lightmapper
2021-07-14 12:18:08 +02:00
Bastiaan Olij
34d9b6140b Add precision to view_index 2021-07-08 10:47:07 +10:00
JFonS
a2ba7910ba Add soft shadows to the CPU lightmapper
Adds the "light_size" property to Lights. It's only considered in baked
lightmaps for soft shadowing purposes.
2021-07-05 19:02:35 +02:00
Hugo Locurcio
a28a4ef98a
Decrease opacity of the overdraw debug draw mode
This allows distinguishing higher amounts of overlapping objects.
2021-07-04 00:23:06 +02:00
Marcel Admiraal
8788472b8c Clear glErrors instead of crashing when initializing GLES3 2021-06-21 17:53:24 +01:00
Hugo Locurcio
a9c0c5484f
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
This is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).

The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.

Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.
2021-06-21 15:37:31 +02:00
Marcel Admiraal
7e03bd1671 Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
Marcel Admiraal
5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
Lyuma
fba6b62054 Backport dd0874e "Allow passing varying from fragment to light shader function" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma
25016bf715 Backport 6b99bda "Added support for arrays as shader struct members" to 3.4 2021-05-14 11:28:48 -07:00
Lyuma
fc6bee0750 Backport 6f16239 "Implementation of struct for shaders" to 3.4 2021-05-14 11:28:48 -07:00
paru
eed4655644 Fixed usage of proxy textures on GLES2 sky 2021-05-07 18:33:35 +02:00
paru
8b0d3657e5 Added CPU blendshapes for GLES2 2021-05-06 20:52:34 +02:00
Rémi Verschelde
140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Bastiaan Olij
8f8c9c2f57 Add VIEW_INDEX variable in shader so we know which eye/view we're rendering for 2021-05-05 16:22:03 +10:00
Rémi Verschelde
a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde
64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde
3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde
6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
lawnjelly
f33e22001f Fix 2d software skinning relative transforms
All my earlier test cases for software skinning had the polys parent transform to be identity. This works fine until you had cases where the user had moved the transform of the parent nodes of skinned polys.

This PR fixes this situation by taking into account the final (concatenated) transform of the polys RELATIVE to the skeleton base transform. It does this by applying the inverse skeleton base transform to the poly final transform.
2021-05-03 14:11:41 +01:00
Rémi Verschelde
70ae90e0e8
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.

Backport of #48239.
2021-04-29 12:34:11 +02:00
Rémi Verschelde
6cb61b67e6
Merge pull request #41471 from Calinou/giprobe-deprecate-compress-3.2 2021-04-28 12:01:55 +02:00
clayjohn
0546c8760a Add setting for shadow cubemap max size 2021-04-20 23:17:45 -07:00
lawnjelly
6c2cc01f73 Batching - Don't join items with invalid shaders
When users create an invalid shader, the shader->valid flag is set to false. Batching previously assumes that shaders are valid, and this can result in primitives with invalid shader being joined, causing visual errors.

This PR prevents joining items that have invalid shaders.
2021-04-18 08:31:59 +01:00
Rémi Verschelde
4a942afb9b
Merge pull request #47864 from lawnjelly/orphan_options
Add buffer orphan / stream options
2021-04-14 13:21:12 +02:00
lawnjelly
2ffdfdfd1a Add buffer orphan / stream options
Allows users to override default API usage, in order to get best performance on different platforms.

Also changes the default legacy flags to use STREAM rather than DYNAMIC.
2021-04-14 12:08:32 +01:00
Rémi Verschelde
81f8b404f2
Merge pull request #47540 from volzhs/ensure-normal-gles2
Make ensure_correct_normals working on GLES2
2021-04-14 10:20:08 +02:00
lawnjelly
40a267cf25 Batching - store parent items in default batches
In rare cases default batches could occur which were containing commands that were not owned by the first item referenced by the joined item. This had assumed to be the case, and would read the wrong command, or crash.

Instead for safety in this PR we now store a pointer to the parent item in default batches, and use this to determine the correct command list instead of assuming.
2021-04-12 16:55:59 +01:00
volzhs
da4cec620e Make ensure_correct_normals working on GLES2 2021-04-01 16:33:35 +09:00
Rémi Verschelde
acbd1e8b02
Merge pull request #46781 from BastiaanOlij/gdn_set_interface
Add set_interface for access by GDNative
2021-03-26 11:27:27 +01:00
Bastiaan Olij
717f3227ec ARVR GDNative enhancements:
- add set_interface function
- add access to depth buffer
- add supplying a depth buffer from an ARVR plugin
2021-03-25 22:37:47 +11:00
Rémi Verschelde
a58523407f
Merge pull request #47102 from lawnjelly/large_fvf_revamp
Batching - separate single item from large fvf logic
2021-03-23 22:24:36 +01:00
Rémi Verschelde
1ed0280de7
Merge pull request #47160 from puchik/shadow-filter-resolution
[3.x] Take resolution into account when setting the max shadow cubemap size (omni light shadow jaggies fix)
2021-03-23 09:45:14 +01:00
Arman
8d156d9e5c Take resolution into account when setting the max shadow cubemap size
Co-authored-by: Clay John <clayjohn@gmail.com>
2021-03-22 23:11:38 -07:00
Rémi Verschelde
c0b3ad2f7b
Merge pull request #45087 from hoontee/3.2
[3.2] Fix empty RIDs in VisualServer.texture_debug_usage()
2021-03-22 10:13:15 +01:00
lawnjelly
7f3a19789c Batching - separate single item from large fvf logic
Trying to use the old `hardware_transform` flag to combine the new large_fvf has lead to several bugs. So here the logic is broken out into 2 separate components, single item and large_fvf.

The old `hardware_transform` name also no longer makes sense, as there are now 3 transform paths:

Software (CPU)
Hardware (uniform)
Hardware (attribute)
2021-03-17 15:38:21 +00:00
Rémi Verschelde
3f246ebeed
Merge pull request #46932 from JFonS/fix_lm_capture_env
[3.2] Batch of lightmapper fixes and minor improvements
2021-03-12 12:30:36 +01:00
JFonS
e2c28675ef Batch of lightmapper fixes and minor improvements
- Fix objects with no material being considered as fully transparent by the lightmapper.
- Added "environment_min_light" property: gives artistic control over the shadow color.
- Fixed "Custom Color" environment mode, it was ignored before.
- Added "interior" property to BakedLightmapData: controls whether dynamic capture objects receive environment light or not.
- Automatically update dynamic capture objects when the capture data changes (also works for "energy" which used to require object movement to trigger the update).
- Added "use_in_baked_light" property to GridMap: controls whether the GridMap will be included in BakedLightmap bakes.
- Set "flush zero" and "denormal zero" mode for SSE2 instructions in the Embree raycaster. According to Embree docs it should give a performance improvement.
2021-03-12 12:00:53 +01:00
Rémi Verschelde
80d75b966c
Merge pull request #46904 from lawnjelly/ewok_diagnose_more
Batching - more frame diagnose information
2021-03-11 21:13:09 +01:00
lawnjelly
5ed0fd067d Batching - use FINAL_MODULATE_ALIAS in shaders
As part of the improvements to batch more cases, batching can store final_modulate as an attribute in the vertex format rather than sending as a uniform. This allows draw calls with different final_modulate to be batched together.

However custom shader code was reading from only the final_modulate uniform, and not the attribute when it was in use. This was leading to visual errors.

This is tricky to solve, because we cannot use the same name for the attribute in the vertex and fragment shaders, because one is an attribute and one a varying, whereas a uniform is accessible anywhere. To get around this, a macro is used which can translate to the most appropriate variable depending on whether uniform or attribute or varying is required.
2021-03-11 17:07:19 +00:00
lawnjelly
d226cf83d1 Batching - more frame diagnose information
Added slightly more detail to diagnose_frame option. This is helpful for debugging issues.
2021-03-11 16:32:59 +00:00
Ev1lbl0w
bae4b0c952
Fix negative VRAM values 2021-03-09 09:51:17 +00:00
JFonS
f24f582ba5 Various light culling fixes
GLES3 changes:
This commit makes it possible to disable 3D directional lights by using
the light's cull mask. It also automatically disables directionals when
the object has baked lighting and the light is set to "bake all".

GLES2 changes:
Added a check for the light cull mask, since it was previously ignored.
2021-03-08 15:10:55 +01:00
lawnjelly
c401960634 Batching - fix custom MODULATE shader applying modulate twice
One of the new fvf types (FVF_MODULATED) allows batching custom shaders that use modulate. The only slight oversight is that there is a special define when MODULATE is used in a custom shader, called MODULATE_USED, that is checked, and if set it does NOT apply final_modulate as part of canvas.glsl.

This MODULATE_USED define wasn't checked when the new FVF was used and modulate was passed in an attribute.

This PR moves the application of the final_modulate into the #ifndef MODULATE_USED section.
2021-03-04 20:28:57 +00:00
lawnjelly
b1e24597e7 Renaming rendering/2d project settings.
The rendering/quality/2d section of project settings is becoming considerably expanded in 3.2.4, and arguably was not the correct place for settings that were not really to do with quality.

3.2.4 is the last sensible opportunity we will have to move these settings, as the only existing one likely to break compatibility in a small way is `pixel_snap`, and given that the whole snapping area is being overhauled we can draw attention to the fact it has changed in the release notes.

Class reference is also updated and slightly improved.

`pixel_snap` is renamed to `gpu_pixel_snap` in the project settings and code to help differentiate from CPU side transform snapping.
2021-03-01 11:38:46 +00:00
lawnjelly
3aaefb957b GLES2 fix for consistent light ordering with BVH
Due to multi pass approach to lighting in GLES2, in some situations the rendered result can look different if lights are presented in a different order.

The order (aside from directional lights) seems to be simply copied from the culling routine (octree or bvh) which is essentially arbitrary. While octree is usually consistent with order, bvh uses a trickle optimize which may result in lights occurring in different order from frame to frame.

This PR adds an extra layer of sorting on GLES2 lights in order to get some kind of order consistency.
2021-02-24 17:25:28 +00:00
Hugo Locurcio
83eec8f7db
Improve PCF13 shadow rendering in GLES2 by using a soft PCF filter
This suppresses the blocky shadow appearance, bringing the shadow rendering
much closer to GLES3. This soft filter is more demanding as it requires
more lookups, but it makes PCF13 shadows more usable.

The soft PCF filter was adapted from three.js.
2021-02-22 13:36:15 +01:00
hoontee
bb36823589 Fix empty RIDs in VisualServer.texture_debug_usage() 2021-02-18 05:46:11 -06:00
lawnjelly
389dd6704e Batching - prevent joining of lightmasked items
It turns out lights masking misbehaves when items that are masked are joined. This PR simply disables joining in this case.
2021-02-18 09:57:02 +00:00
lawnjelly
565cfc888e Batching - fix a couple of minor valgrind bugs.
Valgrind reported two instances of reading uninitialized memory in the batching. They are both pretty benign (as evidenced by no bug reports) but wise to close these.

The first is that when changing batch from a default batch it reads the batch color which is not set (as it is not relevant for default batches). The segment of code is not necessary when it has already deemed a batch change necessary (which will occur from a default batch). In addition this means that the count of color changes will be more accurate, rather than having a possible random value in.

The second is that on initialization _set_texture_rect_mode is called before the state has been properly initialized (it is initialized at the beginning of each canvas_begin, but this occurs outside of that).
2021-02-16 18:29:34 +00:00
clayjohn
7efcafd057 Check limits on texture or framebuffer creation 2021-02-13 13:36:15 -08:00
Chris Serino
335498df6d [GLES2] Fix binding 3D Transforms to mat4 uniforms 2021-02-03 17:36:21 -06:00
Kef Schecter
09a156ea15 Add anisotropic filtering to GLES2 backend
Move definition of rendering/quality/filters/anisotropic_filter_level to
servers/visual_server.cpp, since both GLES2 and GLES3 now use it

rasterizer_storage_gles3.cpp: Remove a spurious variable write (the
value gets overwritten soon after)
2021-02-02 01:40:58 -06:00
WeaselShoppe
1912cc3eef lightmap capture broken on webgl1.0
lightmap capture uniform definition caused shader compile errors on WebGL1.0
2021-01-31 20:52:02 -06:00
WeaselShoppe
571430d5cd glRenderBufferStorage was being passed wrong args 2021-01-28 17:56:44 -06:00
JFonS
b1ca82c43a CPU lightmapper fixes.
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).
2021-01-15 12:32:54 +01:00
JFonS
112b416056 Implement new CPU lightmapper
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.

There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.

The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.

This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2021-01-14 18:05:56 +01:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde
188609e5ab
CI: Update to clang-format 11 and apply ternary operator changes
(cherry picked from commit af878716f2)
2021-01-13 16:14:35 +01:00
lawnjelly
15e57a0235 Remove buffer orphaning options project settings
These were only put in for the betas, in order to test hypotheses for stalling on Macs. It seems that most of the problems in the Mac editor have been solved by fixing the excessive redraw_requests.

As a result no one has reported any results from these options, but in future we will be able to refer users to try the beta versions, so there is no need to include them in the stable release. Indeed they are only likely to cause confusion.
2020-12-23 15:23:02 +00:00
Rémi Verschelde
8c63b65b67
Merge pull request #44489 from ForestKatsch/3.2
Fix PanoramaSky artifacts on Android/GLES2
2020-12-20 19:31:17 +01:00
Forest Katsch
8825aa8b5b Fixes #43667.
The root cause of the issue is that OpenGL ES 2 does not support the `textureCubeLod` function.
There are (optional) extensions to support this, but they don't appear to be exposed with the ES2 renderer (even though the hardware needed to support LOD features are certainly available.)
The existing shim in `drivers/gles2/shaders/cubemap_filter.glsl` just creates a macro:

```
 #define textureCubeLod(img, coord, lod) textureCube(img, coord)
```

But the third parameter of `textureCube` is actually a mip bias, not an absolute mip level.
(And it doesn't seem to work regardless.)
In this specific case, the `cubemap_filter` should only sample from the first level of the "source" panorama cubemap.
In lieu of a method to force a lod level of zero, I've chosen to comment out the switchover from a 2D equirectangular panorama to the cubemap version of the same image, therefore always sampling roughness values from the 2D equirectangular panorama.
This may cause additional artifacts or issues across the seam, but at least it prevents the glaringly obvious black areas.

---

This same issue (no fragment texture LOD support) has rather large repercussions elsewhere too; it means materials with larger cubemap density (i.e. planar or distant objects) will be far rougher than expected.
Since GLES 3 appears to properly support fragment `texture*Lod` functions, switching to the GLES 3 backend would solve this problem.

---

Root cause discovered with help from @KaadmY.
2020-12-20 10:32:30 -06:00
Theogen Ratkin
8f6a6ac8d0 Add interpolation parameter to resize_to_po2()
Image::resize_to_po2() now takes an optional p_interpolation parameter
that it passes directly to resize() with default value INTERPOLATE_BILINEAR.

GLES2: call resize_to_po2() with interpolate argument

Call resize_to_po2() in GLES2 rasterizer storage with either
INTERPOLATE_BILINEAR or INTERPOLATE_NEAREST depending on TEXTURE_FLAG_FILTER.

This avoids filtering issues with non power of two pixel art textures.
See #44379
2020-12-18 14:02:38 -04:00
lawnjelly
e13040b373 Fix bug in normal map decompression
Not clamping the range here leads to dithering artifacts.
2020-12-11 10:34:53 +00:00
Marcus Brummer
b02900478f Fixed the inverse(mat3) polyfill for GLES2 2020-12-07 22:19:45 +01:00
Firepal
ec7a9ca018 Use correct normal for ReflectionProbe in GLES2 2020-11-26 13:08:30 +01:00
jfons
69939028b3 Fix regression in baked lights when using GLES2
Lights with bake mode set to "All" were behaving erratically because of a
faulty check in the renderer. This should be the correct way to check if
a geometry instance is using baked light.
2020-11-25 18:12:50 +01:00
lawnjelly
7c4cf1c043 Batching - BackBuffer copy fix
For fixing a previous issue state.canvas_texscreen_used was reset to false at the start of each render_joined_item. This was causing a later shader that used SCREEN_TEXTURE to force recapturing the back buffer immediately prior to use, which we don't want.

This PR preserves the state across joined items, and also prevents joining of items that copy the back buffer as this may be problematic.

It turns out that the original issue that needed the line is now fixed, and the later issue is also fixed by removing it.
2020-11-24 14:59:15 +00:00
lawnjelly
3c69377f10 2d Legacy - close vulnerabilities and more debug checks
While adding more debug checks to legacy renderer, I closed 2 types of vulnerabilities:

* TYPE_PRIMITIVE would previously read from uninitialized data if only specifying a single color
* Other legacy draw operations would fail in debug AFTER accessing out of bounds memory rather than before

Many calls to glBufferSubData are wrapped in a safe version which checks for out of bounds and exits the draw function if this is detected.
2020-11-22 16:09:02 +00:00
lawnjelly
1394df3188 Prevent item joining with custom shaders using selected BUILTINs
Large FVF allows batching of many custom shaders, but should not join items which have shaders that utilize BUILTINs which would change for each item, because these will not be sent individually, and all joined items would wrongly use the values from the first joined item.
2020-11-19 15:09:33 +00:00
lawnjelly
e88b4f330e Poly colors fixes
This adds support for custom shaders for polys, and properly handles modulate in the case of large FVF and modulate FVF.

It also fixes poly vertex colors not being sent to OpenGL.
2020-11-13 13:23:28 +00:00
lawnjelly
5c8f497a24 Add project settings to manually specify API usage
As a result of the GLES specifications being vague about best practice for how buffers should be used dynamically, different GPUs / platforms appear to have different preferences.

Mac in particular seems to have a number of problems in this area, and none of the rendering team uses Macs. So far we have relied on guesswork to choose the best usage, but in an attempt to pin this down, this PR begins to introduce manual selection of options for users to test their configurations.
2020-10-31 18:33:55 +00:00
Rémi Verschelde
c43b2ab603
Merge pull request #42942 from Calinou/add-viewport-debanding-3.2
Add a debanding property to Viewport for GLES3
2020-10-30 11:47:57 +01:00
lawnjelly
f4cb88e232 Fix transforms in custom shaders using large FVF
In small batches using hardware transform, vertices would be drawn in incorrect positions due to the item transform being applied twice - once in the transform uniform, and once from the transform passed as a vertex attribute.

This PR alters the shader to ignore uniform transforms when using large FVF.
2020-10-25 12:57:42 +00:00
lawnjelly
debda7f411 Reverting changes to legacy polys and generic prims
Due to my less than eagle-like view over these functions I had assumed they were passing in a single buffer input for the changes to make buffer uploading more efficient. They aren't, which is less than ideal.

So these particular changes should be reverted. When I have some more time I'll see whether the API for these calls can be changed, because as is the multiple glSubBufferData calls could be causing stalls on some hardware.
2020-10-22 10:01:25 +01:00
Hugo Locurcio
2dbc329704
Add a debanding property to Viewport for GLES3
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).

As a result, it should be enabled only when banding is noticeable enough.

Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
2020-10-20 19:07:15 +02:00
Hugo Locurcio
af45c97652
Add fast approximate antialiasing (FXAA) to Viewport
This backports FXAA from the `master` branch.

Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-20 14:54:52 +02:00
Juan Linietsky
388ebfb498
Merge pull request #41629 from JFonS/disable_baked_lights
Disable lights for objects with baked lighting
2020-10-19 14:12:50 -03:00
Hugo Locurcio
34ac0387d6
Deprecate the GIProbe Compress property due to known bugs
This property introduced green artifacts in GI and didn't improve
performance.

The new GIProbe in `master` no longer has a Compress property.
2020-10-19 14:51:23 +02:00
lawnjelly
74c460fb67 Reduce glBufferSubData calls in legacy renderer
This is part of effort to make more efficient use of the API for devices with poor drivers. This eliminates multiple calls to glBufferSubData per update.
2020-10-18 11:27:08 +01:00
lawnjelly
c2290dbedd Unified GLES2 / GLES3 Batching
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.

Batching is extended to cover more primitives.
2020-10-16 10:34:47 +01:00
lawnjelly
42bca1a4a9 Fix buffer orphaning on desktop
Vertex / Index Buffer orphaning was previously turned off on desktop, which was causing performance problems on some platforms, especially Mac.
2020-10-12 10:32:35 +01:00
JFonS
fcb00ca048 Disable lights for objects with baked lighting
Don't apply lighting to objects when they have a lightmap texture and
the light is set to BAKE_ALL. This prevents applying the same direct
light twice on the same object and makes setting up scenes with mixed
lighting much easier.
2020-10-11 20:41:40 +02:00
PouleyKetchoupp
f9544716f4 Option for software skinning in MeshInstance
Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-10-08 16:14:55 +02:00
Rémi Verschelde
2882284795
Merge pull request #42538 from clayjohn/GLES2-light-texture
Use separate texture unit for light_texture
2020-10-03 23:33:57 +02:00
clayjohn
081d016e60 Use separate texture unit for light_texture 2020-10-03 12:15:58 -07:00
xix xeaon
975637c60b
Fix mod op (%) implementation in GLES2 2020-10-02 11:43:19 +02:00
clayjohn
ea1b8d8435 Fix glow on devices with only 8 texture slots 2020-09-30 22:28:20 -07:00
Rémi Verschelde
422c279fcb
Merge pull request #41323 from lawnjelly/kessel_lightangles
GLES2 2D fix normal mapping - batching and nvidia workaround
2020-09-28 18:45:43 +02:00
Vasiliy Makarov
f388ea00bf iOS: Fix multiple issues with PVRTC import, disable ETC1
Fixes: #28683, #28621, #28596 and maybe others

For iOS we enable pvrtc feature by default for both GLES2/GLES3
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc ability detection in GLES2 driver.
Fixed pvrtc encoding procedure.
2020-09-23 11:13:50 +02:00
Rémi Verschelde
c8859f0463
Fix typos with codespell
Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 14:09:51 +02:00
Fredia Huya-Kouadio
0af5cded1e Fix the update logic for user-added custom defines.
The previous logic was causing the (unintentional) removal of custom defines automatically added by the engine.
2020-09-06 21:31:09 -07:00
lawnjelly
ecd39094ed GLES2 2D fix normal mapping - batching and nvidia workaround
Normal mapping previously took no account of rotation or flips in any path except the TEXTURE_RECT (uniform draw) method. This passed flips to the shader in uniforms.

In order to pass flips and rotations to the shader in batching and nvidia workaround, a per vertex attribute is required rather than a uniform. This introduces LIGHT_ANGLE which encodes both the rotation of a quad (vertex) and the horizontal and vertical flip.

In order to optionally store light angles in batching, we switch to using a 'unit' sized array which can be reused for different FVF types, as there is no need for a separate array for each FVF, as it is a waste of memory.
2020-08-18 17:49:24 +01:00
lawnjelly
2961d905bb GLES2 batching - Fix redundant transform synchronization in batches
In rare circumstances an item would issue multiple transform commands before a (non rect) draw command. The command syncronization would incorrectly start from first transform, instead of the current transform in these circumstances, which could have the result of missing drawing some commands from the end of the batch.

This had been shown in the wild occuring in debug collision polys. It was a benign error (sometimes visual elements would be lost), but did not cause any serious problems.

This PR fixes this synchronization error.
2020-08-18 08:37:07 +01:00
lawnjelly
e126b941be Removes some superfluous FORCE_INLINES
Compiler is usually in the best position to decide whether to inline functions. Great care must be taken using FORCE_INLINE because it can have unforeseen consequences with recursion, loops and bloat to the executable.

Here some FORCE_INLINES are removed in order to allow the compiler to make best choice and remove a compilation warning where unable to inline during a recursive function.

Fixes #41226
2020-08-13 17:58:47 +01:00
Holger Dammertz
efe6b50f17 Added option to enable high precision float in GLES2
An additional project setting under rendering/gles2/compatibility with the name
enable_high_float.Android is introduced that enables #define USE_HIGHP_PRECISION
in GLES2 shader on Android when it is supported by the shader compiler.
This fixes #33633 and #32813 and also https://github.com/GodotVR/godot_oculus_mobile/issues/60
and https://github.com/GodotVR/godot_oculus_mobile/issues/68 on devices that
support the highp (high precision) modifier.
2020-07-30 05:40:15 +02:00
Rémi Verschelde
b40f3f9740 Style: Sync other changes from new fix_style.sh and clang_format.sh 2020-07-24 10:39:18 +02:00
clayjohn
e5cc4d4f87 Allow nearest neighbor lookup when using mipmaps 2020-07-19 14:44:42 -07:00
lawnjelly
2f983c82c8 GLES2 Batching - Fix FORCE_REPEAT not being set properly on npot hardware
On platforms that don't report support for GL_REPEAT for non power of two textures, the FORCE_REPEAT conditional is used instead. However for rect batches, the conditional was being set AFTER binding the shader, which meant it wasn't being activated.

This PR simply shifts setting the conditional to before the shader bind.
2020-07-15 09:28:16 +01:00
PouleyKetchoupp
5854bf4696 Fixed mesh data access errors in GLES2
1. Removed errors in mesh_surface_get_array as it's supported now
2. More accurate errors in mesh_surface_get_blend_shapes

(cherry picked from commit e19a3df98f)
2020-07-10 08:51:21 +02:00
Rémi Verschelde
22863363a7
Merge pull request #37475 from azagaya/3.2
Fixed images in black margins
2020-07-03 13:09:22 +02:00
lawnjelly
491059ca82 GLES2 Batching - Fix texture wrapping state bug.
For textures that were imported as wrapping, the legacy renderer relied on GL repeat state being set as a once off during load, and didn't alter the GL wrapping state at runtime.

Batching was setting wrapping according to the CANVAS_RECT_TILE flag on rects, however this reset GL wrapping to clamp after use, which was conflicting with later drawcalls that relied on the default wrapping being preserved.

In this PR we only set the wrapping in GL if the texture has not been imported with wrapping. This duplicates the logic in the legacy renderer and solves the state bug.
2020-06-23 08:34:17 +01:00
lawnjelly
a4bd66f854 GLES2 Batching - prevent baking on VERTEX use in a shader
Using the operator += in a shader is classified as an 'assign', and so is classified as a write rather than a read. This means that we need to prevent vertex baking on either a write or read (i.e. on usage), rather than just on reads.
2020-06-19 09:42:04 +01:00
lawnjelly
94d127ccc3 GLES2 Batching - Fix try_join_item logic for lights
The old logic was incorrect, the first item with lights would prevent joining the next item in case it didn't have lights. Now the check is deferred so that items without lights check to see if the previous item had lights, and if so they prevent a join.
2020-06-14 08:22:41 +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
Wilson E. Alvarez
782173f0dc
Fixed mismatched disable half float property string 2020-06-09 23:02:28 -04:00
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
azagaya
3305783bac Fixed images in black margins 2020-06-03 18:33:33 -03:00
Yuri Roubinsky
371d48aea1 [3.2] Fix shader's length() function parsing in expressions 2020-06-03 19:43:47 +03:00
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
lawnjelly
b95add2bfd GLES2 Batching - Builtins prevent baking in unshaded shaders
Builtins that should prevent baking colors and vertex positions were incorrectly only active in shaders that were not unshaded. This was a terminology misunderstanding - unshaded materials can still use shaders so should have the same test to prevent baking.
2020-05-23 11:35:33 +01:00
Rémi Verschelde
e6a3499bef Fix Visual Studio C4334 warning 2020-05-19 10:19:52 +02:00
lawnjelly
8005175ea5 GLES2 polyline drawn as GL_LINE_STRIP to match GLES3
The behaviour of TYPE_POLYLINE appeared incorrect in GLES2, and inconsistent with GLES3 and the docs, which state that draw_polyline 'Draws interconnected line segments'. Also when drawing with triangles GLES2 draws interconnected segments.

This PR simply changes the primitive from GL_LINES to GL_LINE_STRIP as in GLES3.
2020-05-14 10:38:12 +01:00
Author Lawnjelly
94ed206bfc GLES2 Batching - Prevent baking colors with COLOR writes
Writing to COLOR in a custom shader can result in incorrect results if colors are baked (vertex color and modulate). This PR prevents baking with COLOR output, except under the special circumstances that final modulate is (1, 1, 1, 1), in which case the result will be correct. This should still allow color baking in many scenarios with custom shaders.
2020-05-12 14:04:53 +01:00
lawnjelly
57c70d8e9c GLES2 Batching - Prevent VERTEX baking within items in custom shaders
In addition to prevent item joins when VERTEX reads are present in a custom shader, it is also necessary to prevent baking extra matrices (extra transforms) WITHIN items, because these can also report incorrect results.
2020-05-11 17:18:57 +01:00
lawnjelly
d096ce1644 GLES2 Batching - Fix custom shaders reading VERTEX
In situations where custom canvas shaders read VERTEX values, they could read incorrect global positions rather than local positions where batching had baked item transforms. This PR prevents joining items that read VERTEX built in in shaders, and thus prevents this situation arising (as unjoined items will not bake transforms).
2020-05-11 15:54:15 +01:00
Technohacker
9584f24be5
Use DWMEnableBlurBehindWindow instead of WS_EX_LAYERED
Affects per-pixel transparency

The current method renders to the screen by copying the GLES output to a
DIB for transparency using the CPU instead of rendering directly to the
window via the GPU. This is slower and also forces the window to be borderless
as WS_EX_LAYERED affects the non-client region as well.

This change uses DWMEnableBlurBehindWindow which allows using the standard
glClearColor() background alpha and is also performed through the GPU,
eliminating CPU bottlenecks
2020-05-10 21:05:37 +05:30
Rémi Verschelde
d038a7e42d
Merge pull request #38517 from lawnjelly/gles3_nvidia_workaround
Add Nvidia Workaround for GLES3
2020-05-08 10:52:31 +02:00
lawnjelly
dcb19ed735 Add Nvidia Workaround for GLES3
Ported GLES2 workaround code to GLES3.
2020-05-07 14:54:14 +01:00
Avril
5e320816f6 fix mistyped setting path 2020-05-07 15:48:43 +02:00
lawnjelly
17bb7af425 GLES3 - add counts for 2d drawcall and 2d items to performance monitor
This had already been implemented for GLES2 but not GLES3.
2020-05-07 11:31:43 +01:00
lawnjelly
bda20edb76 GLES2 Batching - fix item reordering bug
There was a bug in the initial logic for item reordering, whereby it would check for overlaps between the mover (item being moved back) and sandwiched items, but there was no check for overlaps between the movee (item moved forward) and the sandwich items. This extra check is now done.

Also a minor addition to the diagnose frame info (godot texture ID).
2020-05-06 12:55:18 +01:00
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
Rémi Verschelde
41b836cb3d
Merge pull request #38450 from lawnjelly/shaper_modulate
GLES2 batching - prevent color baking with MODULATE or COLOR
2020-05-04 15:13:35 +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
lawnjelly
b08ad9ef64 GLES2 batching - prevent color baking with MODULATE or COLOR
Adding the ability to access MODULATE in the shader breaks when final_modulate is baked into vertex colors (this is a technique used to batch together different colored items). This PR prevents baking vertex colors when MODULATE is detected in the shader.

It also prevents baking when COLOR is read in canvas shaders, which could currently produce the wrong result in the shader if colors were baked. It does not prevent baking if COLOR is only written, which happens in most shaders, and will operate correctly without baking.
2020-05-04 11:19:55 +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
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