Commit graph

892 commits

Author SHA1 Message Date
Yuri Roubinsky
f4c0e90fd9 Allow passing non-variable constant to const function param in shaders 2021-11-19 12:14:13 +03:00
Rémi Verschelde
fa11b45961
Merge pull request #55084 from JFonS/fix_depth_prepass
Fix Depth-Prepass transparency mode
2021-11-18 17:39:46 +01:00
Rémi Verschelde
3f9c24a8d7
Merge pull request #55085 from JFonS/transparency_fixes
Fix transparency state initialization
2021-11-18 17:17:20 +01:00
jfons
4c4b6620a0 Fix Depth-Prepass transparency mode
Add mising bits of implementation and ensure depth-prepass objects are
only rendered in the transparency pass.
2021-11-18 12:49:46 +01:00
Rémi Verschelde
c30aa372ca
Merge pull request #55029 from clayjohn/VULKAN-SRGB
Add SHADER_IS_SRGB define to Vulkan renderer
2021-11-17 08:46:23 +01:00
clayjohn
358820c4b7 Fix SRGB conversions in Vulkan Renderer 2021-11-16 20:56:13 -08:00
chris.clst
038be68649
Merge branch 'godotengine:master' into bugfix_shader_compile_spirv_from_source 2021-11-14 03:23:22 +01:00
Yuri Roubinsky
df3b42411d Fix broken light_compute in mobile renderer 2021-11-13 17:24:31 +03:00
Brian Semrau
716e15cd26 Fix multimesh still drawing when visible instances is zero 2021-11-12 21:51:14 -05:00
jfons
dbf20f58a0 Fix transparency state initialization 2021-11-12 12:11:57 +01:00
Yuri Roubinsky
826e781bfa Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
Brian Semrau
f123a79170 Make draw/compute lists threadsafe
Lock the rendering device while command buffers are in use
2021-11-11 13:55:09 -05:00
Yuri Roubinsky
a45ae7b1c7 Fix shader crashing when using ALBEDO or ALPHA in light function 2021-11-11 11:59:30 +03:00
Rémi Verschelde
5cc0ad5393
Merge pull request #54783 from ator-dev/fix-override-exposure 2021-11-10 18:45:04 +01:00
ChristopheClaustre
cc39ba5509 rendering_device: if one compiles with at least on stage without sources, it was always returning an unusable bytecode (because errored) 2021-11-09 22:53:30 +01:00
NHodgesVFX
dbe366a830 add more OpenGL attributes 2021-11-08 20:12:11 -05:00
Dominic-ATOR
d7a4187b05 Implement CameraEffects override_exposure 2021-11-08 21:14:56 +00:00
Yuri Roubinsky
bbfa5f29c7 Pushes array of uniforms to first place in the buffer to prevent bug 2021-11-07 23:30:09 +03:00
clayjohn
0eff109a21 Added SSIL post processing effect 2021-11-06 12:43:19 -07:00
Hugo Locurcio
91aa7cf1da
Decrease the default VoxelGI quality to improve performance
On a GeForce GTX 1080 in 2002×1447 resolution, decreasing VoxelGI quality
from High to Low quality saves 1.2 ms of GPU time in a medium-sized
test scene. This only results in a minor drop in quality.
2021-11-06 19:40:52 +01:00
Brian Semrau
ac24070056 Use Callable in RS::request_frame_drawn_callback 2021-11-05 01:59:38 -04:00
Hugo Locurcio
c012fbc8b2
Rename PROPERTY_USAGE_NOEDITOR to PROPERTY_USAGE_NO_EDITOR
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Brian Semrau
4a1c28460e Fix materials not updating when texture replaced/deleted 2021-11-01 15:33:59 -04:00
Rémi Verschelde
02ae47154c
Merge pull request #54356 from Chaosus/shader_fix_matrix_autocompletion 2021-11-01 14:06:04 +01:00
Rémi Verschelde
d86b680e07
Merge pull request #54480 from timothyqiu/texture-replace 2021-11-01 12:56:05 +01:00
Haoyu Qiu
10818cfc10 Fix memory leak when using CurveTexture.set_texture_mode 2021-11-01 18:57:59 +08:00
Rémi Verschelde
210e6cc167
Merge pull request #54459 from rxlecky/fix-multimesh-buffer-overflow-53603 2021-11-01 11:18:11 +01:00
SeleckyErik
6b04f08b28 Fix multimesh buffer overflow in RendererStorageRD 2021-10-31 18:48:51 +01:00
Rémi Verschelde
1aef3a42b2
Merge pull request #54448 from CakHuri/treshold-to-threshold
Repair mistyped of 'threshold' on several files.
2021-10-31 18:32:18 +01:00
Rémi Verschelde
16dc607f8a
Merge pull request #54307 from Calinou/add-opengl-renderer-squash
Add OpenGL renderer (squashed)
2021-10-31 18:30:38 +01:00
M. Huri
4052d85d05 Repaired mistyped of 'threshold' on several files. 2021-10-31 22:11:42 +07:00
Clay John
8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
  - The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
  - The renderer can still be changed in the Project Settings or using
    the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
Rémi Verschelde
d6f972fad4
Merge pull request #54403 from briansemrau/fix-small-fogvolume
FogVolume don't dispatch compute with zero-dimension groups
2021-10-31 09:12:10 +01:00
Brian Semrau
8f75ad4df2 Don't use Texture image caches if they are rendered to 2021-10-30 13:34:39 -04:00
Rémi Verschelde
6b0b1a4c04
Merge pull request #54405 from JFonS/fix_instance_index
Fix instance index in forward clustered shader
2021-10-30 14:22:22 +02:00
Brian Semrau
346e497959 Disallow compute dispatch with zero dimensions. 2021-10-30 02:39:25 -04:00
clayjohn
4d1d2b3900 Weight glow samples to reduce fireflies 2021-10-29 21:41:57 -07:00
jfons
6db13d3231 Fix instance index in forward clustered shader 2021-10-30 02:53:09 +02:00
Hugo Locurcio
ce97ddbcb1
Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver`
  command line argument.
2021-10-30 02:05:49 +02:00
lawnjelly
e3491a3744
Add GLES2 2D renderer + Linux display manager
First implementation with Linux display manager.

- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).

Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-30 02:05:48 +02:00
Yuri Roubinsky
4da0de0085 Fix error spammed to output if FogVolume is setted to scene 2021-10-29 23:24:01 +03:00
Yuri Roubinsky
a6ddfecc9f Fix crash when opening a converted FogMaterial 2021-10-29 14:18:38 +03:00
clayjohn
1b2cd9f251 Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28 22:02:23 -07:00
Yuri Roubinsky
04a2053f9b Removed incorrect autocompletion of matrixes in shader 2021-10-28 20:21:18 +03:00
Rémi Verschelde
f7d852b532
Merge pull request #54350 from akien-mga/clang-format-dont-align-operands 2021-10-28 17:10:52 +02:00
Rémi Verschelde
e2deec67b9
Merge pull request #54222 from JFonS/instance-fade 2021-10-28 16:05:55 +02:00
Rémi Verschelde
3a6be64c12
clang-format: Various fixes to comments alignment from clang-format 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Joan Fons
95bc9c40d9 Fix shadow disabling on mobile renderer 2021-10-26 15:37:22 +02:00
jfons
c46d1ea2b2 Fix shadow disabling settings
Fixes the SHADOW_CASTING_SETTING_OFF setting in
GeometryInstance3D and the "shadows_disabled" render
mode in spatial materials, which were not working
before.
2021-10-25 16:11:32 +02:00
JFonS
c571e4a7f4 Implement distance fade and transparency
The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.

The transparency value of any given GeometryInstance3D is affected by:
   - Its new "transparency" property.
   - Its own visiblity range when the new "visibility_range_fade_mode"
     property is set to "Self".
   - Its parent visibility range when the parent's fade mode is
     set to "Dependencies".

The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.

Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.

Co-authored-by: reduz <reduzio@gmail.com>
2021-10-25 11:39:34 +02:00
jfons
88d9914519 Fix state inconsistencies in visibility dependencies. 2021-10-25 11:37:53 +02:00
Rémi Verschelde
3bebbcacdb
Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-dithering 2021-10-22 19:34:09 +02:00
Yuri Roubinsky
bbcf8ac672
Merge pull request #54082 from Chaosus/fix_shader_crash 2021-10-21 21:19:24 +03:00
Yuri Roubinsky
57fd362fe1 Prevent shader crash when passing constant expression to textureGather 2021-10-21 19:46:05 +03:00
Hugo Locurcio
e87ec8ec17
Add Soft Very Low shadow quality mode for 3D
This can be used to improve 3D shadow rendering quality at little
performance cost. Unlike the existing Hard setting which is limited
to variable shadow blur only, it works with both fixed blur and
variable blur.
2021-10-21 18:34:26 +02:00
Yuri Roubinsky
9142df46b3 Fix built-in texture samplers passing for spatial shader mode 2021-10-21 12:32:32 +03:00
Yuri Roubinsky
5a354aaf6d Prevent a rendering crash and error spam for uniform texture array 2021-10-20 21:30:27 +03:00
Rémi Verschelde
244faf5588
Merge pull request #53972 from zedutch/fix-shader-time-update
Fix shaders using `TIME` not continuously updating
2021-10-19 16:37:55 +02:00
Rémi Verschelde
85a8939fa2
Merge pull request #53790 from briansemrau/remove-distant-shadowy-void 2021-10-19 15:17:09 +02:00
Rémi Verschelde
4387f9645b
Merge pull request #52940 from groud/toast_notification 2021-10-19 09:57:13 +02:00
Rémi Verschelde
723b988fde
Merge pull request #52210 from BastiaanOlij/enhance_xr_trackers 2021-10-19 08:11:32 +02:00
Robin Arys
0e31465a59 Fix shaders that use TIME do not force editor to continuously update 2021-10-18 22:53:20 +02:00
Haoyu Qiu
2200544141 Validate enum range in RendererViewport::viewport_get_render_info 2021-10-18 22:58:38 +08:00
Yuri Roubinsky
26a26d6657 Fix errors on quitting from an empty project 2021-10-18 14:24:03 +03:00
Bastiaan Olij
5d1ea92daf Rework XR positional trackers 2021-10-17 12:12:20 +11:00
mennomax
b4eeeb315a
Swap args of Plane(point, normal) constructor
Now (normal, point)
2021-10-15 20:49:42 -05:00
Brian Semrau
c4513d5add Rename RD::free binding to free_rid 2021-10-15 15:35:05 -04:00
Rémi Verschelde
5a276443bd
Merge pull request #53815 from Chaosus/fix_wireframe_render_mode 2021-10-15 16:19:36 +02:00
Yuri Roubinsky
31ad85881d Fix wireframe render mode 2021-10-15 06:53:52 +03:00
Brian Semrau
e9f1b0a0b2 Remove incorrect fog height density remapping 2021-10-14 16:09:45 -04:00
Brian Semrau
4fefd7cddd Fix several issues with directional shadows
- Internally disable blend splits in orthogonal directional shadow mode
- Fix soft shadows ignoring fade and blend_splits
- Fix soft shadow edge stability
2021-10-14 11:44:32 -04:00
Gilles Roudière
0587e5e018 Implement toast notifications in the editor 2021-10-14 13:30:54 +02:00
Brian Semrau
a62e240260 Fix the height fog effect 2021-10-14 04:08:39 -04:00
Yuri Roubinsky
e9b7ffd1fa Added few more built-ins to shader language 2021-10-13 20:27:36 +03:00
Rémi Verschelde
88463c3eee
Merge pull request #53712 from CakHuri/nullptr
Replace NULL with nullptr
2021-10-12 22:30:43 +02:00
M. Huri
033dc4dbef Replaced NULL with nullptr 2021-10-12 20:20:19 +07:00
Aaron Franke
7e51e4cb84
Fix some LGTM errors of "Multiplication result converted to larger type" 2021-10-12 00:17:27 -05:00
Yuri Roubinsky
db2ee03fff Fix shader crash on using METALLIC and ROUGHNESS built-ins in light func 2021-10-11 13:35:53 +03:00
Rémi Verschelde
09b0293fad
Merge pull request #53066 from Chaosus/shader_funcs 2021-10-10 21:37:07 +02:00
Rémi Verschelde
5ae569560d
Fix missing argument names in bindings
While at it, tweak some boolean setters to use `p_enabled` for the bool.

Also renames `draw_minimap()` to `set_draw_minimap()`.
2021-10-09 00:20:10 +02:00
Hugo Locurcio
73c6e19acc
Allow any floating-point value as a 3D rendering scale option
This allows for finer control over 3D rendering resolution.
Supersampling can also be performed by setting a 3D rendering
resolution above 1.0, which is useful for offline rendering or
for very high-end GPUs.
2021-10-08 18:22:10 +02:00
Rémi Verschelde
96767c18f8
Merge pull request #53527 from Chaosus/shader_array 2021-10-08 12:37:05 +02:00
Yuri Roubinsky
b1ac3e256f Allow declare the shader arrays with a size defined before identifier 2021-10-08 10:28:31 +03:00
Rémi Verschelde
a6c4de49e1
Merge pull request #53523 from Calinou/remove-occlusion-color 2021-10-07 22:26:10 +02:00
Hugo Locurcio
265bae824f
Remove unimplemented Environment.ambient_light_occlusion_color property
This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
2021-10-07 17:47:52 +02:00
Hugo Locurcio
bcf4a56c74
Replace references to VisualServer in code comments with RenderingServer
VisualServer no longer exists in the `master` branch.
2021-10-07 15:49:41 +02:00
Yuri Roubinsky
e707391fb8 Fix shader crash when passing array to index expression 2021-10-07 10:48:32 +03:00
Yuri Roubinsky
410cab4c61
Merge pull request #53491 from Chaosus/shader_fix_texture_array_uniforms 2021-10-07 10:00:12 +03:00
Rémi Verschelde
149e10da1c
Merge pull request #53504 from clayjohn/VULKAN-sky-bug
Remove bogus sky error check
2021-10-07 08:09:01 +02:00
Rémi Verschelde
3f94a5ebe7
Merge pull request #51115 from clayjohn/VULKAN-SSAO-radius
Move assignment of SSAO radius push constant
2021-10-07 08:04:17 +02:00
clayjohn
23dc490f40 Remove bogus sky error check 2021-10-06 22:04:56 -07:00
Yuri Roubinsky
b5028da5c0 Fix regression which prevents using texture array uniforms 2021-10-06 22:31:07 +03:00
Yuri Roubinsky
be6f36a66d Add missing shader built-ins 2021-10-05 20:50:26 +03:00
Yuri Roubinsky
7c07ae4c50 Fix shader crash when passing array.length to functions
and similar cases
2021-10-05 12:49:59 +03:00
Yuri Roubinsky
69ece73653 Fix syntax parsing error of uniform arrays declaration in shader 2021-10-04 23:19:43 +03:00
Yuri Roubinsky
6873ecaaf9 Added support for uniform arrays in shaders 2021-10-04 13:57:44 +03:00
Rémi Verschelde
6ed3e9c182
Merge pull request #53208 from timothyqiu/headless-crash 2021-10-01 11:29:19 +02:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Hugo Locurcio
ba65730cbf
Rename RID's getornull() to get_or_null() 2021-09-29 23:58:02 +02:00
Manuel Dun
485eac3d3f radial fog fix 2021-09-29 15:49:59 -04:00
Haoyu Qiu
82f7f2c46c Fix crash in headless mode 2021-09-29 17:24:53 +08:00
Hendrik Brucker
6a9f3746af Fix editor freeze when asigning Skeleton2D to Polygon2D 2021-09-29 01:50:01 +02:00
Rémi Verschelde
4296539d94
Merge pull request #53072 from CaptainProton42/fix-gpuparticles3d-generate-aabb 2021-09-28 16:20:22 +02:00
Bastiaan Olij
cbdde9dff9 Fix access to render target texture for XR interfaces 2021-09-28 19:46:50 +10:00
CaptainProton42
1731030b3c Fix GPUParticles3D local_coords 2021-09-26 00:30:37 +02:00
CaptainProton42
dd70daafba Fix GPUParticles3D generate AABB 2021-09-26 00:30:37 +02:00
Anilforextra
cdd912c48e Construct values only when necessary. 2021-09-25 14:46:45 +05:45
Anilforextra
cc51b045da Construct values only when necessary. 2021-09-23 22:26:07 +05:45
Yuri Roubinsky
e9e21a592e Prevents editor crash when compare with negative float in shader 2021-09-22 13:26:40 +03:00
Rémi Verschelde
ba57252bd8
Merge pull request #52878 from AnilBK/add-get-center 2021-09-21 21:30:30 +02:00
Anilforextra
90908cd67d Add Get Center Method for Rect2/Rect2i and AABB. 2021-09-21 21:14:17 +05:45
Rémi Verschelde
62aed73d88
Merge pull request #52545 from JFonS/occ_fixes
Occlusion culling fixes
2021-09-20 13:20:03 +02:00
Yuri Roubinsky
f68d3f67b5 Fix shader crash when passing array to built-in function without index 2021-09-18 14:05:14 +03:00
Rémi Verschelde
ec23d1348a
Merge pull request #52409 from GiantBlargg/position-depth-pre-pass 2021-09-17 14:21:29 +02:00
Rémi Verschelde
70ba366743
Merge pull request #50375 from Paulb23/code_edit_unit_tests 2021-09-13 21:51:20 +02:00
Rémi Verschelde
8ecc571158
Merge pull request #49063 from Calinou/remove-16x-msaa
Remove 16× MSAA support due to driver bugs and low performance
2021-09-13 17:34:04 +02:00
Rémi Verschelde
078bdef7e9
Merge pull request #51939 from clayjohn/VULKAN-horizon-so-fix
Compute horizon SO threshold before transformation
2021-09-13 11:44:42 +02:00
JFonS
5f69218edc
Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-material
Vulkan: Fix CanvasItem::use_parent_material
2021-09-12 01:00:30 +02:00
Lyuma
aca4b737f1 8 uvs for glTF2, URI decode and Vertex Custom api.
Add glTF2 uri decode for paths.

Add vertex custom apis.

Add scene importer api.

Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh

Co-authored-by: darth negative hunter
 <thenegativehunter2@users.noreply.github.com>
2021-09-10 09:16:48 -07:00
jfons
d6fb8e1d93 Occlusion culling fixes 2021-09-10 18:15:10 +02:00
Juan Linietsky
7c9cdea836
Merge pull request #52476 from Lauson1ex/master
Replace current ACES tonemapper with a high quality one
2021-09-09 19:13:44 -03:00
Juan Linietsky
3c554f09ea
Merge pull request #52252 from Calinou/sdfgi-use-light-indirect-energy
Use the Light3D Indirect Energy property in SDFGI
2021-09-09 17:17:48 -03:00
Bastiaan Olij
506ae80876 Expose Vulkan internal values for access from extensions 2021-09-09 22:28:32 +10:00
Endri Lauson
065d13eddc Replace ACES tonemapper with a high quality one 2021-09-07 19:46:02 -03:00
Bastiaan Olij
461d31427c
Merge pull request #52205 from BastiaanOlij/blit_source_rect
Add source rectangle to blit
2021-09-07 09:21:13 +10:00
Daniel Doran
3138b94058 Fix depth pass for shaders that set POSITION 2021-09-05 01:05:42 -06:00
Paulb23
24d02d0b4e Fix dummy rendering server memory leaks 2021-09-01 16:46:04 +01:00
Clay John
036b7a0985
Merge pull request #51873 from Chaosus/fix_uniform_error_spam
Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-31 11:28:48 -07:00
Hugo Locurcio
2c507cd426
Use the Light3D Indirect Energy property in SDFGI
The Indirect Energy property was previously ignored in SDFGI
(unlike VoxelGI).
2021-08-30 14:53:03 +02:00
Bastiaan Olij
fbac863bfb Add source rectangle to blit 2021-08-29 14:57:16 +10:00
K. S. Ernest (iFire) Lee
90a35dac48
Merge pull request #51908 from bruvzg/msdf_fonts2
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27 08:51:37 -07:00
Juan Linietsky
712bcf564f
Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftovers
Remove leftovers of anisotropy in the VoxelGI shader code
2021-08-27 12:22:57 -03:00
bruvzg
4c3f7d1290 Makes FontData importable resource.
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00
Bastiaan Olij
c5f62fad90
Merge pull request #52003 from BastiaanOlij/xr_interface_extension
Adding GDExtension support to XRInterface
2021-08-27 11:51:43 +10:00
Bastiaan Olij
86ff7f8550 Adding GDExtension support to XRInterface 2021-08-26 23:24:44 +10:00
Bastiaan Olij
64626cc435 Optionally scale 3D render content 2021-08-26 20:48:40 +10:00
Bastiaan Olij
6e87d62873
Merge pull request #50883 from BastiaanOlij/mobile_hdr
Scale color output in the mobile renderer to provide HDR support
2021-08-26 11:23:22 +10:00
JFonS
c334989e00
Merge pull request #51821 from Calinou/builtin-shaders-add-comments
Add comments at the top of each built-in shader to ease debugging
2021-08-25 11:37:57 +02:00
Hugo Locurcio
6a6c0890c2
Remove leftovers of anisotropy in the VoxelGI shader code
Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
2021-08-25 10:23:28 +02:00
Hugo Locurcio
7192852da3
Remove 16× MSAA support due to driver bugs and low performance
In the `master` branch, 16× MSAA caused the entire system to freeze
on NVIDIA GPUs. This is likely caused by graphics drivers not actually
implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead.

On top of that, modern shader complexity makes 16× MSAA very difficult
to use while keeping a good framerate. 8× MSAA is hard enough to use
as it is.
2021-08-25 07:56:27 +02:00
Max Hilbrunner
583b6a594a
Merge pull request #51971 from aaronfranke/https
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23 15:58:54 +02:00
Michael Alexsander
88db541705
Merge pull request #51947 from AnilBK/redundant-assignments
[cppcheck] Remove some redundant assignments.
2021-08-23 13:23:45 +00:00
Bastiaan Olij
d22163c657 Scale color output in the mobile renderer to provide HDR support 2021-08-23 15:30:36 +10:00
Bastiaan Olij
2d446771d6
Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemap
Fix multiview defines in tonemap shader
2021-08-23 12:02:18 +10:00
Aaron Franke
ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
Duarte David
7e94c583e0 Fixed non-uniform scaling of normals 2021-08-22 19:28:18 +01:00
Bastiaan Olij
74a647bddd Fix multiview defines in tonemap shader 2021-08-22 21:30:58 +10:00
Anilforextra
c86db8b710 Remove redundant assignments.
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
clayjohn
bccc4cd735 Compute horizon so threshold before transformation 2021-08-20 19:27:52 -07:00
jfons
55e7832d7b Improvements to SpotLight3D and OmniLight3D's shadows
OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
  znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
  squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.

SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.

Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
Yuri Roubinsky
b6af457d25 Fix incorrect checking of uniform set to prevent error spam (2) 2021-08-19 09:11:01 +03:00
Rémi Verschelde
f6626a40e5
Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3
More fixes to mobile renderer
2021-08-18 20:43:25 +02:00
Rémi Verschelde
2fcf3057fd
Merge pull request #51792 from Chaosus/removed_restart 2021-08-18 19:59:57 +02:00
reduz
700f9d916d More fixes to mobile renderer
* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
2021-08-18 12:20:19 -03:00
Hugo Locurcio
a139e58f8c
Add comments at the top of each built-in shader to ease debugging
When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
2021-08-18 03:09:22 +02:00
reduz
6027cd0a1d Fixes to mobile renderer
* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
TechnoPorg
b097e7f510 Vulkan: Fix CanvasItem::use_parent_material
The "Use Parent Material" option now does something when enabled on a CanvasItem. As before, it's not just limited to a node's direct parent but can move up the tree until it finds a material.
Also corrected a typo in rendering_device_vulkan.h that didn't merit its own commit.
2021-08-17 09:08:56 -06:00
Yuri Roubinsky
c1cd0fe6d1 Removed RESTART built-in from start particle shader function 2021-08-17 15:13:16 +03:00
Yuri Roubinsky
06add309d7 Fix incorrect uniform buffer size for particles 2021-08-17 13:33:28 +03:00
Juan Linietsky
d5a30431b9
Merge pull request #51635 from reduz/further-mobile-optimizations
More optimizations on the mobile renderer.
2021-08-16 14:50:52 -03:00
Yuri Roubinsky
9de779344c Makes a clear error message if shader compilation failed 2021-08-16 11:25:20 +03:00
Bastiaan Olij
c7847b3f6d Moved disabling bokeh shader variants to before the version_create call 2021-08-16 12:18:27 +10:00
Bastiaan Olij
4002650cb9 Fix read from screen and depth texture 2021-08-15 13:14:19 +10:00
Rémi Verschelde
4e1d91f4d3
Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
Rewrote raster DOF shader to using BOKEH
2021-08-14 14:44:23 +02:00
reduz
cfac8972e1 More optimizations on the mobile renderer.
* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.

This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand.
As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
2021-08-13 14:30:59 -03:00
Rémi Verschelde
e499758a77
Merge pull request #51025 from reduz/fix-directional-shadow-bias
Fix directional shadow bias
2021-08-13 16:45:49 +02:00
Yuri Roubinsky
eadf9d92f9
Merge pull request #51609 from Chaosus/shader_fix_varying_error
Fix shader crash when using local var with the same name as varying
2021-08-13 10:37:53 +03:00
Yuri Roubinsky
fa96c98bdf Fix shader crash when using local var with the same name as varying 2021-08-13 09:20:16 +03:00
Bastiaan Olij
07fd559478 Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
Rémi Verschelde
56ac302dc4
Merge pull request #51580 from aaronfranke/particles-real-double
Use real_t and double where appropriate in Particles
2021-08-12 20:51:21 +02:00
Aaron Franke
03e2544d50
Use real_t and double where appropriate in Particles 2021-08-12 11:35:31 -05:00
Hugo Locurcio
fd29432aab
Use nearest mipmaps for both minification and magnification
This is generally the expected behavior when using a nearest + mipmaps
mode, as it's often used for pixel art games.
2021-08-12 18:24:10 +02:00
Rémi Verschelde
b63af73435
Merge pull request #51391 from Chaosus/shader_param_names
Added parameter names to shader built-in function autocompletion
2021-08-12 14:58:11 +02:00
Yuri Roubinsky
fb37846b00 Added parameter names to shader built-in function autocompletion 2021-08-12 11:19:53 +03:00
Yuri Roubinsky
63c7d5c330 Removes an internal error report if shader fails compile 2021-08-12 10:18:18 +03:00
Rémi Verschelde
e2ca1d413e
Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter
Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12 08:16:46 +02:00
floppyhammer
37230dbb1f Fix CPUParticles2D disappearance after amount change 2021-08-12 10:53:37 +08:00
Hugo Locurcio
635f6cdf2e
Fix the Use Nearest Mipmap Filter project setting not working
The project setting wasn't being used anywhere.

This also tweaks the property hints to denote that these properties
are only effective after a restart.
2021-08-12 01:58:42 +02:00
Rémi Verschelde
62047e4e48
Merge pull request #51486 from reduz/fixes-to-mobile-renderer
Fixes and optimizations to mobile renderer
2021-08-11 15:19:11 +02:00
Yuri Roubinsky
efc6b29601
Merge pull request #51505 from Chaosus/shader_fix_shadetype-errorline 2021-08-11 14:46:04 +03:00
Yuri Roubinsky
2fb5231bbc Break futher shader compilation after missing ; aftershader_type 2021-08-11 12:37:59 +03:00
Yuri Roubinsky
0f42a29864 Allow using more assignment operators on matrixes in shaders 2021-08-11 11:51:39 +03:00
Yuri Roubinsky
fead1595f9 Fix shader crash when using varying array in fragment->light context 2021-08-11 09:44:00 +03:00
clayjohn
a7c3e0dcd6 Use f0 instead of albedo in blinn and phong 2021-08-10 21:54:24 -07:00
reduz
ca117910da Fixes and optimizations to mobile renderer
* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-10 23:17:28 -03:00
Rémi Verschelde
afb40920fe
Merge pull request #51411 from clayjohn/VULKAN-blinn-phong
[4.0] Make Blinn and Phong specular modes take albedo into account
2021-08-10 21:11:48 +02:00
Rémi Verschelde
46beaacec3
Merge pull request #51017 from vnen/extension-fixes 2021-08-10 16:42:31 +02:00
Rémi Verschelde
16d73fefdb
Merge pull request #50682 from aaronfranke/basis-looking-at
Move code for looking_at to Basis
2021-08-10 11:28:12 +02:00
Rémi Verschelde
8b960a2d2b
Merge pull request #51467 from Chaosus/fix_aa
Fix incorrect border width of antialiased lines
2021-08-10 10:52:11 +02:00
Rémi Verschelde
51b4df72a7
Merge pull request #51436 from Calinou/tonemap-clamp-negative-colors
Clamp negative colors regardless of the tonemapper to avoid artifacts
2021-08-10 09:56:11 +02:00
Rémi Verschelde
56f17d925f
Merge pull request #51417 from clayjohn/Vulkan-horizon-so
Add horizon specular occlusion
2021-08-10 09:56:02 +02:00
Yuri Roubinsky
59c137a99b Fix incorrect border width of antialiased lines 2021-08-10 09:08:02 +03:00
clayjohn
fa962ff27d Make Blinn and Phong specular modes PBR 2021-08-09 20:09:00 -07:00
Aaron Franke
430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
Aaron Franke
84f720966c
Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
Hugo Locurcio
57451f132f
Clamp negative colors regardless of the tonemapper to avoid artifacts
Color artifacts could be visible when using negative lights with the
Filmic and ACES tonemapping operators, as these did not clamp negative
colors.
2021-08-09 17:01:07 +02:00
Rémi Verschelde
0a38d5c8f7
Merge pull request #43158 from nathanfranke/fix-gradient-and-draw-tile
Fix Gradient and Color Picker checkerboard, Fix tile parameter for CanvasItem.draw_texture_rect
2021-08-09 16:47:58 +02:00
Rémi Verschelde
85399a9170
Merge pull request #51155 from Chaosus/shader_fix_specular_mode
Fix a default shader specular render mode to `SCHLICK_GGX`
2021-08-09 08:13:47 +02:00
clayjohn
7bdea93497 Add horizon specular occlusion 2021-08-08 19:43:48 -07:00
Nathan Franke
051234e84e
Fix Gradient, Color Picker BG, Fix CanvasItem::draw_texture_rect p_tile 2021-08-07 16:40:50 -05:00
Yuri Roubinsky
5e5cd2495d Added editor dialog for easily creating shaders. 2021-08-07 21:02:13 +03:00
Rémi Verschelde
da339f8ffc
Merge pull request #51309 from Chaosus/fix_uniform_error_spam
Fix incorrect checking of uniform set to prevent error spam
2021-08-06 17:15:03 +02:00
Bastiaan Olij
b920bf05a4 Use subpasses to do 3D rendering and resolve in mobile renderer 2021-08-06 23:43:26 +10:00
Yuri Roubinsky
47a6bb2f28 Fix a default shader specular render mode to (SCHLICK_GGX/BLINN) 2021-08-06 16:01:58 +03:00
Yuri Roubinsky
ac4406cfbe Fix incorrect checking of uniform set to prevent error spam 2021-08-06 12:20:12 +03:00
George Marques
97947bc063
Fix a few default parameters in bindings
They have the wrong type and cause issues with extensions.
2021-08-05 14:57:29 -03:00
Rémi Verschelde
dbd1a90bd4
Merge pull request #50942 from BastiaanOlij/cubemap_raster
Porting cubemap compute shaders to raster for the mobile renderer
2021-08-01 21:52:24 +02:00
Aaron Franke
9f3ae0adcd
Move code for looking_at to Basis 2021-08-01 12:49:02 -05:00
Bastiaan Olij
c76426527b Porting cubemap compute shaders to raster for the mobile renderer 2021-08-01 21:22:38 +10:00
clayjohn
b020ca32b2 Move assignment of SSAO radius push constant 2021-07-31 12:31:14 -07:00
Rafał Mikrut
e8877806ec Fix 'Attempted to remove invalid ID' errors 2021-07-31 15:30:31 +02:00
reduz
55d357b1eb Fix directional shadow bias
* Simplified code a lot, bias based on normalized cascade size.
* Lets scale cascades, max distance, etc. without creating acne.
* Fixed normal biasing in directional shadows.

I removed normal biasing in both omni and spot shadows, since the technique can't be easily implemented there.
Will need to be replaced by something else.
2021-07-29 13:51:32 -03:00
Hugo Locurcio
e6a544c169
Merge pull request #50891 from Vitika9/50852
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
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
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
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
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
* 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
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
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
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
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
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
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
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
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
Prevent error if varying assigned but not used (push warning instead)
2021-07-21 13:05:08 +02:00
Rémi Verschelde
fa56989818
Merge pull request #50537 from Calinou/improve-shader-error-output-2
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
Use C++11 raw literals for shader code to improve readability
2021-07-20 10:05:13 +02:00
reduz
9293bc3935 Implement more rendering options as specialization constants
* 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
855c7c7414
Merge pull request #50566 from reduz/optimize-stringname-usage
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
In files that have lots of branching, `\t` was replaced with a
tab character instead.
2021-07-19 08:19:50 +02:00
reduz
6631f66c2a Optimize StringName usage
* 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
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
* 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
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
Use 32bit instead of 64bit 3D render buffer on mobile renderer
2021-07-15 10:16:39 -03:00