Rémi Verschelde
30b81a4bd9
Merge pull request #84529 from lawnjelly/gles2_gl_fragcolor
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[3.x] GLES2 & GLES3 - Use `gl_FragColor` temporary
2024-01-29 23:28:19 +01:00
Rémi Verschelde
02e4e208ef
Fix various GCC 13 warnings
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Fixes occurrences of `-Wtype-limits`, `-Wmaybe-uninitialized`,
`-Wduplicated-branches`.
2023-12-08 15:32:59 +01:00
lawnjelly
ed3d029f5d
GLES2 / GLES3 - Use gl_FragColor temporary
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On some hardware, modifying gl_FragColor multiple times can cause large performance drops. This PR writes to a standard temporary variable instead, and copies across to gl_FragColor once only at the end of the fragment shader.
This could potentially lead to large gains in performance on affected hardware.
2023-11-07 11:53:25 +00:00
lawnjelly
6ff370030a
Fix glGet overflows by using 64 bit versions
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Certain glGet operations require 64 bit versions according to the GLES spec.
The previous code was susceptible to overflow bugs, especially running under ANGLE.
2023-10-16 13:47:11 +01:00
Rémi Verschelde
5f9cbe514d
Merge pull request #75468 from Ansraer/four_is_overkill
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[3.x] Add support for 3 dir shadow splits
2023-10-01 22:50:57 +02:00
lawnjelly
857d884026
Initialize GLWrapper
earlier in Storage::initialize()
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Make sure `GLWrapper` is initialized before `glActiveTexture` is called by other parts of the storage initialize(), to prevent benign warnings.
2023-08-21 08:51:47 +01:00
Rémi Verschelde
dcb097c7a1
Merge pull request #80481 from lawnjelly/clay_unbind_textures
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[3.x] Unbind texture slots when changing framebuffer
2023-08-16 17:13:56 +02:00
Rémi Verschelde
c685501f51
Merge pull request #80325 from lawnjelly/fti2d_check_skel_attach
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[3.x] Hierarchical culling - Add extra check to `skeleton_attach_canvas_item`
2023-08-15 09:04:09 +02:00
lawnjelly
5e197fd21e
Unbind texture slots when changing framebuffer
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Prevent bugs whereby texture still in use.
2023-08-12 11:07:13 +01:00
lawnjelly
d7cca42ef6
Hierarchical culling - Add extra check to skeleton_attach_canvas_item
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Although this check shouldn't be able to fail currently, it provides a small level of extra logic checking at only small cost in DEV builds.
2023-08-06 10:03:49 +01:00
lawnjelly
ad577e3c7e
Fix 2D MultiMesh hierarchical culling
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Fixes updating local bounds for MultiMeshes used in canvas items by introducing a back link.
2023-08-03 06:49:01 +01:00
lawnjelly
43e181a00a
Single Compilation Unit build.
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Adds support for simple SCU build.
This speeds up compilation by compiling multiple cpp files within a single translation unit.
2023-07-02 20:13:16 +01:00
Rémi Verschelde
29eeb461f2
Merge pull request #68738 from lawnjelly/faster_canvas_item
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[3.x] Canvas item hierarchical culling
2023-06-27 08:40:22 +02:00
Rémi Verschelde
d644de8088
Merge pull request #76226 from paddy-exe/fix-node-position-view-3.x
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[3.x] Fix `NODE_POSITION_VIEW` shader built-in
2023-06-07 14:46:24 +02:00
lawnjelly
b777a9e5f9
Canvas item hierarchical culling
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Adds optional hierarchical culling to the 2D rendering (within VisualServer).
Each canvas item maintains a bound in local space of the item itself and all child / grandchild items. This allows branches to be culled at once when they don't intersect a viewport.
2023-04-25 20:17:33 +01:00
Aaron Franke
141783d90f
[3.x] Expose determinant
in Transform2D, rename internal method
2023-04-22 13:47:47 -05:00
Patrick
67d3fe4075
[3.x] Fix NODE_POSITION_VIEW Shader Built-In
2023-04-18 22:11:41 +02:00
Ansraer
54bc6a300e
add support for 3 dir shadow splits
2023-03-29 13:40:17 +02:00
Ansraer
0227fcc4cc
fix shadows pass viewport calculation
2023-03-07 11:22:05 +01:00
Rémi Verschelde
1426cd3b3a
One Copyright Update to rule them all
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Backported from #70885 .
2023-01-10 15:26:54 +01:00
clayjohn
f1bafe8131
Take FXAA samples from half-pixel coordinates to improve quality
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(cherry picked from commit dbcc0fa2a6
)
2022-11-30 15:39:00 +01:00
dzil123
aa0b91ca52
[3.x] Fix shader compiler asan out of bounds
2022-11-17 19:24:15 -08:00
Hugo Locurcio
6d0d9037cd
Fix debanding strength being affected by environment adjustments
2022-09-26 14:46:09 +02:00
Rémi Verschelde
f9b91d8d24
Style: Ensure consistent formatting with clang-format 15
2022-09-21 13:23:17 +02:00
lawnjelly
a300505066
Prevent drawing MultiMesh with zero instance count
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Issuing a driver drawcall for MultiMesh with zero instances crashes some drivers.
2022-09-15 13:20:12 +01:00
lawnjelly
9b294b298e
Fix GLES directional shadow uninitialized data
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Valgrind shows directional_shadow.fbo accessed when uninitialized in directional_shadow_create.
2022-09-06 09:21:56 +01:00
Jordan Schidlowsky
1ed1a3067b
workaround for angle project issue 7245, safari, iOS
2022-08-24 09:23:05 -06:00
Rémi Verschelde
05f83b3f35
Merge pull request #64096 from RandomShaper/fix_uberflicker_3.x
2022-08-08 16:12:30 +02:00
Rémi Verschelde
36fc99158d
Merge pull request #63971 from paddy-exe/spatial-shader-built-ins
2022-08-08 15:50:25 +02:00
Pedro J. Estébanez
edb140839e
Fix GI probes not working in the ubershader
2022-08-08 10:55:59 +02:00
Pedro J. Estébanez
ea6ed9658d
Fix emission not working in the ubershader
2022-08-07 23:11:44 +02:00
Pedro J. Estébanez
a2ed82d3b2
Fix shadow flickering with async shader compilation
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This mostly reverts the approach in #62628 , which now the problem is better scoped, looks overengineered and instead focuses on the few cases where there's something to take care of.
2022-08-07 22:53:33 +02:00
Rémi Verschelde
144f3ec94e
Merge pull request #51676 from Calinou/shader-add-hint-transparent-texture-3.x
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Add `hint_transparent` to use a transparent black placeholder texture (3.x)
2022-08-05 22:34:05 +02:00
Patrick Exner
be3d331f26
Backport spatial shader built-ins
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Backport of this PR: https://github.com/godotengine/godot/pull/63597
This adds these as new Built-Ins to Spatial Shaders
* Object's Position in World Space
* Camera Position in World Space
* Camera Direction in World Space
* Object's Position in View Space
2022-08-05 21:19:15 +02:00
Rémi Verschelde
ccbe083949
Merge pull request #63071 from lawnjelly/skinning2d_bounds
2022-08-05 19:34:48 +02:00
Hugo Locurcio
ab9a95f266
Add hint_transparent
to use a transparent black placeholder texture
2022-08-02 23:32:07 +02:00
Rémi Verschelde
818f1eed31
Code quality: Fix header guards consistency
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 14:53:37 +02:00
lawnjelly
18bb668a2e
Fix skeleton 2D stale bounding rect
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Adds special logic for handling skeleton bounding rect updates. Previously these were never being updated because the canvas item is never set to "rect_dirty".
2022-07-18 19:47:23 +01:00
Markus
4abe07c811
Apply S3TC Android/iOS fix to GLES3
2022-07-11 12:12:17 +02:00
Pedro J. Estébanez
65a83785fd
Avoid GL undefined behavior in ubershaders
2022-07-02 19:54:02 +02:00
Rémi Verschelde
772d071863
SCons: Properly track codegen script dependency for generated GLES headers
2022-07-02 15:52:42 +02:00
Pedro J. Estébanez
a46da9311e
Fix shadows not casted by async hidden materials
2022-06-26 21:21:07 +02:00
lawnjelly
9482998a03
Synchronous shaders in editor
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The old style synchronous shaders allow the project manager and editor to load faster.
2022-06-22 14:14:32 +01:00
Pedro J. Estébanez
0868122aad
Fix change to singed shader conditional flags
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This change was missing from commit d3d8ccea60
.
2022-06-20 17:02:40 +02:00
Pedro J. Estébanez
d3d8ccea60
Use signed integers for async shader conditionals
2022-06-19 20:16:27 +02:00
Rémi Verschelde
118302d01c
GLES3: Fix async shader compilation after #62021
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Fixes #62047 .
2022-06-15 13:40:58 +02:00
Pedro J. Estébanez
1d01acb486
Fix issues with unsigned types in GL ES 3 shader class
2022-06-14 11:43:58 +02:00
Pedro J. Estébanez
f46d7583ff
Add INFO_SHADER_COMPILES_IN_FRAME to GL ES 3 render info
2022-06-13 18:53:15 +02:00
lawnjelly
f8df04ed50
More low priority redraw request cases
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Some more cases of textures etc causing continuous updates in vital updates only mode are fixed.
2022-06-12 06:44:59 +01:00
clayjohn
f92141be13
Disable Alpha throughout Glow and FXAA code in order to avoid issues with transparent viewports
2022-05-26 11:15:35 -07:00