Rémi Verschelde
7999b4bb8a
Merge pull request #94324 from SomeRanDev/shader_hint_enum
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GDShader: Add `hint_enum` for `uniform int`
2024-08-20 10:01:57 +02:00
Rémi Verschelde
6a9ecdcf0c
Merge pull request #91818 from rburing/fti_multimesh
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Physics interpolation: `MultiMesh`
2024-08-20 10:01:46 +02:00
Rémi Verschelde
8acd82f70e
Merge pull request #89919 from BlueCube3310/bicubic-lightmap
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Implement bicubic sampling for lightmaps
2024-08-20 10:01:41 +02:00
Rémi Verschelde
333f0f910f
Merge pull request #86000 from jsjtxietian/add-missing-model_normal_matrix
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Add `model_normal_matrix` for fragment shader
2024-08-20 10:01:36 +02:00
Aaron Franke
7db24a9ad5
Simplify and fix Rect2/AABB get_support function
2024-08-19 23:55:31 -07:00
jsjtxietian
e698351db2
Add model_normal_matrix for fragment shader
2024-08-20 12:39:29 +08:00
Rémi Verschelde
6bf64027b7
Merge pull request #94785 from Chaosus/shader_fix_samplers_order
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Fix texture samplers to not being last in the property list
2024-08-19 16:05:21 +02:00
Rémi Verschelde
8b39d7f326
Merge pull request #95666 from kleonc/parallax2d_repeat_offsets_relative_to_source
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Fix `Parallax2D` repeats being not relative to its transform
2024-08-19 14:34:21 +02:00
Rémi Verschelde
10b91ee950
Merge pull request #95705 from zeux/fsr-skin-relax
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Relax motion vector updates to allow skipped frames for skeletons
2024-08-19 12:09:34 +02:00
Rémi Verschelde
9cc53a134e
Merge pull request #95682 from zeux/fsr2-fix-free
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Fix double free in FSR2 destructor
2024-08-19 12:09:20 +02:00
Rémi Verschelde
c6400a8fe4
Merge pull request #95662 from clayjohn/GLES3-sky-fog
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Add fixed fog to the sky in the Compatibility renderer
2024-08-19 12:09:10 +02:00
Rémi Verschelde
f4037d6f6c
Merge pull request #92496 from clayjohn/HDR-2D-sRGB
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Ensure MovieWriter output is in gamma space when using HDR 2D
2024-08-19 12:08:40 +02:00
Rémi Verschelde
824a97120e
Merge pull request #92213 from clayjohn/ambient-disabled
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Disable all sources of ambient light when `ambient_light_disabled` render mode is used
2024-08-19 12:08:31 +02:00
kleonc
1bd8372813
Fix Parallax2D repeats being not relative to its transform
2024-08-19 11:43:16 +02:00
BlueCube3310
ef9bb1a207
Implement support for bicubic lightmap filtering
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Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
2024-08-19 09:52:09 +02:00
Ricardo Buring
1728f80e7c
Fixed Timestep Interpolation: MultiMesh
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Adds fixed timestep interpolation to multimeshes.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-08-18 17:14:59 +02:00
clayjohn
578049b7b9
Add fixed fog to the sky in the Compatibility renderer
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And apply luminance multiplier after fog in RD renderer
2024-08-17 23:33:26 -07:00
Arseny Kapoulkine
92f2bc70dd
Relax motion vector updates to allow skipped frames for skeletons
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Before this change, a skeleton that was not updated every frame would
result in a difference of 2+ between last_change and frame index every
frame, which would disable the buffer rotation and set motion vectors to
zero. This results in significant visual artifacts for FSR2 that are
especially prominent on the characters that move together with the view
such as the main character in third person mode.
This is a significant problem for high refresh rate displays: at 120 Hz,
we are effectively guaranteed to skip skeleton updates every other frame
with skeleton update happening during physics processing, and the lack
of physics interpolation for skeletons. This happens by default in TPS
demo when FSR2 is enabled.
In other places where motion vectors are disabled, such as multi-mesh
and mesh rendering (where previous transform is updated), the logic
effectively allows for a single-frame gap in updates, because it
compares the frame where the update happened (which is the current frame
if updates are consistent) with the current frame, so the latency of 0
means "update just happened", but both multi-mesh and mesh transform
updates permit a latency of 1 as well.
Here, however, last_change is updated *after* the frame processing has
concluded, so a zero-latency update has a distance of 1. Allowing a
distance of 2 (latency 1) reduces the severity of the problem and aligns
the logic with transform updates.
Note that the problem will still happen when refresh rate is noticeably
higher than physics rate times 2. For example, it still happens at 240
Hz. However, a longer latency allowance is inconsistent with other
transforms and could lead to issues, so ideally long term physical
interpolation of skeleton transforms would completely solve this.
2024-08-17 11:10:41 -07:00
Arseny Kapoulkine
0024cface5
Fix double free in FSR2 destructor
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Before this change, using FSR2 resulted in the following error when the
effect was destroyed:
ERROR: Attempted to free invalid ID: 662734928609453
at: _free_internal (servers/rendering/rendering_device.cpp:4957)
This happened because ACCUMULATE and ACCUMULATE_SHARPEN passes shared
the same shader_version object but had different pipeline IDs. When
version_free was called for ACCUMULATE pass, it destroyed pipelines
created from that version, including the pipeline for the
ACCUMULATE_SHARPEN pass.
Using a unique version could work around this problem, but it's easier
to rely on version_free destroying the created pipelines through the
dependency mechanism.
2024-08-16 22:44:57 -07:00
Rémi Verschelde
5b6d9a7dd8
Merge pull request #95659 from clayjohn/RD-sky-affect
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Ensure `fog_sky_affect` is used even when using a background color
2024-08-16 23:49:58 +02:00
clayjohn
37be585fdf
Ensure fog_sky_affect is used even when using a background color
2024-08-16 14:11:08 -07:00
kevinkuo52
3388a4a360
pass in render_info to _fill_instance_data for alpha to fix overdraw call count
2024-08-16 08:59:36 -07:00
Rémi Verschelde
664ff6f7c4
Merge pull request #95547 from Chaosus/shader_fix_for_middle_expression
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Fix middle expression of `for` loop to accept not only operators
2024-08-16 14:36:10 +02:00
Rémi Verschelde
0f9925c0f9
Merge pull request #95542 from KoBeWi/go_bind_yourself
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Remove empty `bind_methods()`
2024-08-16 14:35:51 +02:00
Rémi Verschelde
851d0a764d
Merge pull request #95536 from jsjtxietian/rename-alpha-scissor
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Fix undefined `alpha_scissor` in standard shader
2024-08-16 14:35:38 +02:00
Rémi Verschelde
9c77f57a1d
Merge pull request #95350 from Chaosus/shader_fix_for_loop_comma_crash
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Fix shader crash when the comma used in `for` loop as a trailing
2024-08-16 14:33:42 +02:00
Rémi Verschelde
d1706b0200
Merge pull request #95450 from clayjohn/RD-local-device
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Fail when submit or sync called on main rendering device
2024-08-16 10:36:09 +02:00
Rémi Verschelde
afbcd0810f
Merge pull request #95438 from clayjohn/SSR-roughness-fix
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Use transformed roughness instead of raw roughness to calculate roughness fade in SSR
2024-08-16 10:36:03 +02:00
Rémi Verschelde
94e9b2e2af
Merge pull request #95379 from SlashScreen/fix_dir_light_layers
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Consider visual layers for DirectionalLight
2024-08-16 10:35:44 +02:00
Rémi Verschelde
b1c624beb5
Merge pull request #95270 from Lssikkes/ls-multimesh-reset-only
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Fix for multimesh motion vector corruption
2024-08-16 10:35:26 +02:00
Rémi Verschelde
5098ac587e
Merge pull request #94896 from jsjtxietian/carry-subgroup
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Fix uniform subgroup in shader will carry out to next group
2024-08-16 10:35:00 +02:00
Rémi Verschelde
46c6865979
Merge pull request #92391 from rburing/fti_3d
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Physics interpolation (3D)
2024-08-16 10:33:37 +02:00
Chaosus
3272f00525
Fix middle expression of for
loop to accept not only operators
2024-08-15 10:29:19 +03:00
kobewi
065dd099dd
Remove empty bind_methods()
2024-08-15 08:24:32 +02:00
jsjtxietian
970a237c20
Fix undefined alpha_scissor
in standard shader
2024-08-15 11:44:11 +08:00
clayjohn
b5fd29e7bc
Avoid indexing instances without a base in scene cull phase
2024-08-13 13:02:15 -07:00
Slashscreen
4457b11ff0
Apply patch for considering visual layers for DirectionalLight
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Co-authored-by: majikayogames <152851004+majikayogames@users.noreply.github.com>
2024-08-13 08:45:38 -07:00
clayjohn
b0e33aa00f
Fail when submit or sync called on main rendering device
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Fail if submit or sync called multiple times in a row
2024-08-12 15:50:01 -07:00
clayjohn
b99d0d778a
Use transformed roughness instead of raw roughness to calculate roughness fade in SSR
2024-08-12 12:04:16 -07:00
Chaosus
d74749fd60
Fix shader crash when the comma used in for
loop as a trailing
2024-08-10 11:23:11 +03:00
Sen
52cd5acdda
Fix for multimesh motion vector corruption by resetting motion vector state and filling both halves of buffer
2024-08-08 16:19:31 +02:00
Chaosus
dc6f90acd8
Forbid function declaration with a const qualifier in shaders
2024-08-08 11:23:27 +03:00
Jamie Pate
f8c99efc3b
Fix LightmapGI causes crash when using --headless
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Fixes #89119
Add dummy LightmapInstance and Lightmap resources for headless rendering
Prevents the RenderingServer from crashing when it accesses
lightmap_instance->base_data
2024-08-07 11:38:05 +02:00
Rémi Verschelde
52f22902c7
Merge pull request #94902 from clayjohn/SHADER-hints
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Restrict sampler hint validation to only screen texture hints
2024-07-30 12:29:04 +02:00
Yuri Rubinsky
e41048e16e
Fix texture samplers to not being last in the property list
2024-07-29 09:19:09 +03:00
clayjohn
a2f2699208
Restrict sampler hint validation to only screen texture hints
2024-07-28 22:31:57 -07:00
jsjtxietian
e6c45fbe5d
Fix uniform subgroup in shader will carry out to next group
2024-07-29 11:07:09 +08:00
Bastiaan Olij
1eb0039b6e
Fix regression around OpenGL swapchain optimisation for OpenXR
2024-07-29 12:46:58 +10:00
clayjohn
ba3457dfff
Emit normal_roughness compatibility code in custom functions
2024-07-26 10:45:36 -07:00
jsjtxietian
38fad35356
Fix editor crash when shader has incorrect global array declaration
2024-07-26 11:53:11 +08:00
BlueCube3310
eb3b217777
RenderingDevice: Use the correct amount of layers for Cubemaps for boundary checks
2024-07-24 20:26:46 +02:00
Rémi Verschelde
62c88a4052
Merge pull request #94671 from Chaosus/shader_fix_varying
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Fix shader crash when using a varying in separate func before it defined
2024-07-24 09:59:31 +02:00
Rémi Verschelde
139cf025c9
Merge pull request #94629 from RandomShaper/fix_undef_position
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Fix position from vertex shader partially uninitialized
2024-07-24 09:59:24 +02:00
Feiyue Zhang
6f30df4b6a
Linearize color if HDR 2D is on
2024-07-24 09:49:50 +02:00
Yuri Rubinsky
965b2f6ca4
Fix shader crash when using a varying in separate func before it defined
2024-07-23 21:55:18 +03:00
BlueCube3310
741bb152ae
RenderingDevice: Fix getting cubemap data
2024-07-23 13:44:28 +02:00
Pedro J. Estébanez
0064532c1e
Fix position from vertex shader partially uninitialized
2024-07-23 09:04:54 +02:00
Yuri Rubinsky
574e61a542
Fix crash when assigning more textures than expected to texture array
2024-07-22 20:51:11 +03:00
Rémi Verschelde
587f1d0cb0
Merge pull request #92817 from Alex2782/fix_glsl_Mali-G
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Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx
2024-07-22 17:24:04 +02:00
Alexander Hartmann
78ede4f8b6
Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx
2024-07-20 22:01:35 +02:00
Garteal
2606831d71
SDFGI: fix crash if update_data is nullptr
2024-07-19 18:27:32 +02:00
Rémi Verschelde
47e99d55b3
Merge pull request #94388 from BastiaanOlij/expose_more_methods_scene_buffers_rd
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Expose more state in RenderSceneBuffersRD
2024-07-19 11:10:46 +02:00
Rémi Verschelde
ceb1801db2
Merge pull request #94492 from jsjtxietian/fsr-1
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Add warning when use FSR1 on renderer other than forward plus
2024-07-18 10:45:50 +02:00
Rémi Verschelde
0f1e2c38a8
Merge pull request #94069 from RandomShaper/fix_vk_vali_blocky
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RenderingDevice: Leave handling of compressed block granularity to the driver
2024-07-18 10:45:27 +02:00
Rémi Verschelde
590628feda
Merge pull request #86516 from jsjtxietian/fix-camera-direction
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Fix incorrect `CAMERA_DIRECTION_WORLD` calculation
2024-07-18 10:45:20 +02:00
jsjtxietian
46ed290fef
Add warning when use FSR1 on renderer other than forward plus
2024-07-18 12:10:18 +08:00
RedMser
f9258ff928
Fix typos
2024-07-17 18:53:03 +02:00
Rémi Verschelde
a963f111cb
Merge pull request #94462 from jsjtxietian/more-type
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Make ShaderLanguage's parser recognize sampler passed in from array
2024-07-17 12:24:11 +02:00
Rémi Verschelde
c5e5fa3d9f
Merge pull request #94289 from clayjohn/MOBILE-multimesh-spec-constant
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Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
2024-07-17 12:24:01 +02:00
Rémi Verschelde
c2375d0b12
Merge pull request #94184 from mertkasar/ssr-rotation-fix
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Fix SSR orientation issues when using orthogonal camera
2024-07-17 11:43:25 +02:00
Rémi Verschelde
0268ceaa5c
Merge pull request #94064 from bruvzg/lcd_aa_modulate
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Fix LCD font AA modulation in RendererRD.
2024-07-17 11:43:03 +02:00
jsjtxietian
3859817614
Make shaderLanguage's parser recognize sampler passed in from array
2024-07-17 16:52:44 +08:00
Yuri Rubinsky
eb4bbbb02d
Fix multiple ternary expressions to be used without parenthesis
2024-07-17 10:34:17 +03:00
Alvin Wong
4091abd727
Respect integrated GPU preference in Windows Settings
2024-07-16 23:46:37 +08:00
Bastiaan Olij
9442eb8194
Expose more state in RenderSceneBuffersRD
2024-07-15 22:04:10 +10:00
Robert Borghese
1052985b00
Add hint_enum
for uniform int in gdshader
2024-07-13 14:30:08 -04:00
clayjohn
4cbc967f50
Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
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This works around a bug on the Quest3 and slightly improves performance on all mobile devices at the cost of increased pipeline count.
2024-07-12 15:44:06 -07:00
Mert Kasar
56ed2cb6d1
Fix SSR orientation issues when using orthogonal camera
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- Use negative clip space values to fix reversed rotations in reflections
- Use constant -z view vector when raymarching to fix perspective in reflections
2024-07-12 21:56:31 +03:00
Rémi Verschelde
198e55e402
Merge pull request #94153 from clayjohn/SSAO-linearize
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Properly linearize depth buffer for SSAO when using orthogonal camera
2024-07-11 00:27:43 +02:00
Rémi Verschelde
f5bb5db8ae
Merge pull request #94135 from Calinou/vulkan-swapchain-resize-error-fail-silently
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Silence Vulkan "Unable to acquire framebuffer." swapchain error
2024-07-11 00:27:36 +02:00
Rémi Verschelde
46e8377a5e
Merge pull request #93960 from BastiaanOlij/fix_mobile_compositor
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Pre transparent compositor effects needs to run later
2024-07-11 00:27:06 +02:00
clayjohn
e0f736ec10
Properly linearize depth buffer for SSAO when using orthogonal camera
2024-07-09 15:29:45 -07:00
Hugo Locurcio
cf2d2e2dd8
Silence Vulkan "Unable to acquire framebuffer." swapchain error
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This error is harmless and can be safely ignored.
2024-07-09 17:12:54 +02:00
Rémi Verschelde
40cb283dd7
Merge pull request #93866 from Chaosus/shader_fix_global_func_set
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Improve code for setup of `global_func_set` in `ShaderLanguage`
2024-07-09 16:47:13 +02:00
Rémi Verschelde
6f9c0aa40d
Merge pull request #93630 from BastiaanOlij/scene_data_projection_correction
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Make RenderSceneData take projection correction into account
2024-07-09 00:03:14 +02:00
Pedro J. Estébanez
00e89229bf
RenderingDevice: Leave handling of compressed block granularity to the driver
2024-07-08 11:58:51 +02:00
bruvzg
4790e12f66
Fix LCD font AA modulation in RendererRD.
2024-07-08 11:17:31 +03:00
Ricardo Buring
2f8ab4a654
Fixed Timestep Interpolation (3D)
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Adds 3D fixed timestep interpolation to the rendering server.
This does not yet include support for multimeshes or particles.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-07-07 22:15:23 +02:00
Rémi Verschelde
7197678df2
Merge pull request #91551 from m4rr5/configure_timestamp_query_elements
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Add a project setting to configure the maximum number of timestamps.
2024-07-07 12:38:19 +02:00
Bastiaan Olij
e42870b4d1
Pre transparent compositor effects needs to run later
2024-07-05 12:37:26 +10:00
Yuri Rubinsky
4f657f5c6d
Improve code for setup of global_func_set
in ShaderLanguage
2024-07-02 18:16:04 +03:00
Yuri Rubinsky
dc78ef1722
Fix orphan StringName's in ShaderLanguage
2024-07-02 09:27:40 +03:00
Yuri Rubinsky
4bf9f3eb58
Prevent shader crash when doing invalid operation on boolean vector
2024-06-30 22:24:25 +03:00
Mark DiBarry
6b17d51425
Add alternative pixel rounding
2024-06-29 10:33:39 -04:00
Pedro J. Estébanez
32d9c93af3
Improve handling of rendering startup errors
2024-06-28 19:31:50 +02:00
Rémi Verschelde
a365cf59c8
Merge pull request #93635 from Chaosus/shader_fix_vec4_uniform
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Use `PackedVector4Array` instead of float array for vec4 array uniform
2024-06-28 14:42:57 +02:00
Yuri Rubinsky
72c7e51905
Use PackedVector4Array
instead of float array for vec4 array uniform
2024-06-28 13:34:43 +03:00
clayjohn
27b040dc61
Remove warning when project setting requests a larger global shader uniform buffer than the hardware supports.
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Instead provide a better error message when the limit is exceeded and avoid crash with a small limit.
2024-06-28 10:38:18 +02:00
ze2j
37479cfad5
Remove useless instantiation in RDShaderFile::parse_versions_from_text
2024-06-27 08:57:06 +02:00
Bastiaan Olij
6ed6212949
Make RenderSceneData take projection correction into account
2024-06-27 10:44:30 +10:00