Commit graph

2564 commits

Author SHA1 Message Date
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
lawnjelly
8348c97a8d Batching - flip normal map polarity for rects
An earlier PR #46898 had flipped the rotation basis polarity. This turns out to also need a corresponding flip for the light angles for the lighting to make sense.
2021-04-03 10:53:20 +01:00
clayjohn
92bf493821 Fix multimesh being colored by other nodes GLES3 2021-04-02 14:01:47 -07:00
volzhs
da4cec620e Make ensure_correct_normals working on GLES2 2021-04-01 16:33:35 +09:00
Morris Tabor
63b7b7773c Fix draw order of transparent materials with multiple directional lights 2021-03-26 12:31:40 +01:00
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
Rémi Verschelde
f31523a99e
Merge pull request #47187 from lawnjelly/ewok_poly_protection
Batching - add protection against invalid polys
2021-03-26 11:20:46 +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
a2dd77867e
Merge pull request #47038 from JFonS/fix_renderer_rid_crash
[3.3] Fix crash in GLES3 renderer on release builds
2021-03-22 17:51:41 +01:00
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
ae1c45329d Batching - add protection against invalid polys
The editor under certain circumstances is passing invalid polys to the renderer. This should be fixed upstream but just in case this PR adds fault tolerance for invalid indices.
2021-03-20 10:36:59 +00:00
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
Alex Hirsch
0b541af8a1
Allow nullptr with zero length in FileAccess get_buffer
fix #47071

(cherry picked from commit c28428fe4d)
2021-03-17 15:17:02 +01:00
lawnjelly
0d80385687 Batching - prevent CPU transform for non-rects using large FVF
Large FVF which encodes the transform in a vertex attribute is triggered by reading from VERTEX in a custom shader. This means that the local vertex position must be available in the shader, so the only way to batch is to also pass the transform as an attribute.

The large FVF path already disabled CPU transform in the case of rects, but not in other primitives, which this PR fixes.

Note that large FVF is incompatible with 2d software skinning. So reading from VERTEX in a custom shader when using skinning will not work.
2021-03-17 12:04:59 +00:00
Rémi Verschelde
76b375e6a3
Thread: Re-add pthread_np.h include for FreeBSD/OpenBSD
Was a regression from #45315.

Fixes #46998.

(cherry picked from commit 7a64819c2f)
2021-03-16 11:33:55 +01:00
JFonS
8eb03064d1 Fix crash in GLES3 renderer on release builds
Make sure the `first_directional_light` RID is properly invalidated when
freed.
2021-03-15 20:48:13 +01:00
Alex Hirsch
5a882a659a
Add parameter checkes to FileAccess get_buffer functions
fix #46540

(cherry picked from commit cdf3099c68)
2021-03-14 12:03:22 +01:00
Ev1lbl0w
a586f9daae
Replace malloc's with Godot's memalloc macro
(cherry picked from commit 838e7d0a8d)
2021-03-13 22:01:27 +01:00
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
a550260404
Merge pull request #46865 from lawnjelly/ninepatch_shader_option
Support ninepatch mode in GLES3 shader
2021-03-12 10:05:44 +01:00
Rémi Verschelde
b3e605ab13
Merge pull request #46901 from lawnjelly/ewok_large_fvf_soft_xform
Batching - large FVF forces non-hardware transform
2021-03-12 10:04:57 +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
Rémi Verschelde
d3dd28ba57
Merge pull request #46896 from lawnjelly/ewok_read_modulate_attribute
Batching - use FINAL_MODULATE_ALIAS in shaders
2021-03-11 21:11:50 +01:00
Rémi Verschelde
8e1c92a365
Merge pull request #46892 from lawnjelly/ewok_scissor_boost
Batching - fix off by one error in light scissoring
2021-03-11 21:11:06 +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
lawnjelly
b590f5ff52 Batching - large FVF forces non-hardware transform
This is something that I missed from the initial implementation of large FVF. In large FVF the transform is sent per vertex in an attribute, and the vertex position is the original vertex position. This is so that the original vertex position can be read and modified in a custom shader.

This whole system is therefore incompatible with the legacy hardware transform method, whereby the transform is sent in a uniform. The shader already correctly ignores the uniform transform, but there are some parts of the CPU side logic that can be confused treating large FVF batches as if they were hardware transform.

This PR completes the logic by making the CPU treat large FVF as though it was software transform.
2021-03-11 15:53:43 +00:00
lawnjelly
f723fa6db9 Batching - fix basis polarity in large fvf
Slight technical hitch, the basis was reversed that was sent to the shader, so rotations were opposite. This PR reverses polarity of the basis to be correct.
2021-03-11 14:26:54 +00:00
lawnjelly
9b6742346b Batching - fix off by one error in light scissoring
There have been a couple of reports of pixel lines when using light scissoring. These seem to be an off by one error caused by either rounding or pixel snapping.

This PR adds a single pixel boost to light scissor rects to protect against this. This should make little difference to performance.
2021-03-11 10:30:21 +00:00
lawnjelly
e70d7294e2 Support ninepatch mode in GLES3 shader
Although batching supported both ninepatch modes (fixed and scaling) when using ninepatch stretch mode, the ninepatch tiling modes (in GLES3) could only run through the shader.

The shader only supported one of the ninepatch modes. This PR uses the hack method of #if defined in the shader to prevent the use of a conditional. The define is set at startup according to the project setting.
2021-03-10 11:05:59 +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
7d5cf60149 Disallow antialiasing for software skinned 2d polys
Antialiasing is not supported for batched polys. Currently due to the fallback mechanism, skinned antialiased polys will be rendered without applying animation.

This PR simply treats such polys as if antialiasing had not been selected. The class reference is updated to reflect this.
2021-03-01 08:26:59 +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
Hein-Pieter van Braam-Stewart
65528a63fb Omit some functions in alsa wrapper
These functions don't yet exist on ubuntu 14.04 so this leads to build
problems there. Omitting these symbols in the generated wrappers fixes
this. If we want to start using these symbols at a later date we should
just regenerate the wrapper.

(cherry picked from commit f42a7f9849)
2021-02-22 21:39:22 +01:00
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
Hein-Pieter van Braam-Stewart
6e9cea9fd2 An update to the dylibloader for older inttypes
This #define's older inttypes to their newer versions and #includes
<stdint.h> in the generated files. This will help with older
glibc/compiler versions using headers generated on newer systems.

cherry picked from 5233d78f49
2021-02-20 01:25:19 +01:00
Rémi Verschelde
e6c1c1b300
Merge pull request #46198 from RandomShaper/volatile_robustness_3.2
Improve robustness of atomics (3.2)
2021-02-19 12:53:26 +01:00
Pedro J. Estébanez
76d5ab8b9a Restore needed null check in OS_Unix::execute() 2021-02-19 11:48:30 +01:00
clayjohn
c29ade28af Multiply vertex lit DirectionalLights by albedo in GLES3 2021-02-18 20:56:45 -08:00
Hein-Pieter van Braam
220f24c191
Merge pull request #45618 from RandomShaper/modernize_mt_3.2
Backport of all the multi-threading modernization (3.2)
2021-02-18 20:47:24 +01:00
Rémi Verschelde
418a08d678
Merge pull request #46175 from lawnjelly/gles_sanitizer_fixes
GLES - fix some sanitizer warnings
2021-02-18 20:36:56 +01:00
lawnjelly
e7d1735bff GLES - fix some sanitizer warnings
These are benign but worth fixing as it clears the log to find more important errors.

A common problem with the sanitizer is that enums are often used to represent bits (e.g. 1, 2, 4, 8 etc) but without specifying the enum type, the compiler is free to use unsigned or signed int. In this case it uses int, and when it performs bitwise operations on the int type, the sanitizer complains.

This is probably because a bitshift with negative signed value can give undefined behaviour - the sanitizer can't know ahead of time that you are using the enum for sensible bitflags.
2021-02-18 15:45:38 +00:00
hoontee
bb36823589 Fix empty RIDs in VisualServer.texture_debug_usage() 2021-02-18 05:46:11 -06:00
Pedro J. Estébanez
6d89f675b1 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
8f6a636ae7 Modernize Semaphore
- Based on C++11's `mutex` and `condition_variable`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
4ddcdc031b Modernize Mutex
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
b450036120 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:41:07 +01:00
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
Hein-Pieter van Braam-Stewart
20896a89c9 Don't clobber original library symbols
It appears that we can get a fun circle dependency on a shared object on
some system configurations causing issues with our 'fake' function
pointer names. This can lead to a crash.

The new wrapper generator renames all the symbols so this can't happen
anymore. See https://github.com/hpvb/dynload-wrapper/commit/704135e

Cherry-pick from 8d36b17343
2021-02-18 00:25:42 +01:00
Rémi Verschelde
2c3272ba79
Merge pull request #46099 from lawnjelly/ewok_fix_valgrind
Batching - fix a couple of minor valgrind bugs.
2021-02-17 11:45:41 +01:00
Hein-Pieter van Braam-Stewart
228803e9db Dynamically load libpulse.so.0 and libasound.so.1 on Linux
By generating stubs using https://github.com/hpvb/dynload-wrapper we
can dynamically load libpulse and libasound on systems where it is available.
Both are still a build-time requirement but no longer a run-time dependency.

For maintenance purposes the wrappers should not need to be re-generated
unless we want to bump pulse or asound to an incompatible version. It is
unlikely we will want to do this any time soon.

cherry-pick from 09f82fa6ea
2021-02-17 10:31:52 +01:00
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
Rémi Verschelde
e71510097d
Merge pull request #45837 from Kayomn/3.2
Accomodate blend shape ranges of -1 to +1 for GLES
2021-02-12 09:28:19 +01:00
lawnjelly
35ed654911 Batching - prevent reordering items over a copybackbuffer
Reordering an item from after a copybackbuffer to before would result in the wrong thing being rendered into the backbuffer.

This PR puts in a check to prevent reordering over such a boundary.
2021-02-09 09:03:50 +00:00
Kayomn
d923df52c5 Accomodate blend shape ranges of -1 to +1 2021-02-07 21:42:02 +00:00
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
Lorenz Junglas
c7f2f9fa1f
Fix nanosleep usage
nanosleep returns 0 or -1 not the error code.
The error code "EINTR" (if encountered) is placed in errno, in which case nanosleep can be safely recalled with the remaining time.

This is required, so that nanosleep continues if the calling thread is interrupted by a signal.

See manpage nanosleep(2) for additional details.

(cherry picked from commit 1107c7f327)
2021-01-13 16:17:09 +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
1e99e893ef Batching - fix proxy textures (e.g. animated) especially ninepatch
Ninepatch code has a check to prevent use of zero sized textures. This didn't deal properly with animated textures, which use a proxy (link to another texture).

This PR uses a generalised method of getting textures, with built in support for proxy textures and protection against infinite loops.
2020-12-29 10:40:17 +00:00
clayjohn
6cefadc233 Properly apply auto exposure with FXAA in GLES3 2020-12-26 15:23:08 -08:00
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
542acc8580
Merge pull request #44340 from lawnjelly/ninepatch_zerosize
Batching - Protection against zero and small sized ninepatches
2020-12-20 19:50:01 +01:00
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
Hugo Locurcio
680312b95a
Fix invalid property hint for max_renderable_elements project setting
This closes #36240.
2020-12-16 19:33:15 +01:00
lawnjelly
2d6cb3e208 Batching - Protection against zero and small sized ninepatches
Although the minimum size of ninepatches is set to the sum of the margins in normal use (through gdscript etc) it turns out that it is possible to programmatically create ninepatches that are small than this minimum - in particular zero size is used in sliders to not draw items.

This PR deals with zero sized ninepatches by not drawing anything, and has some basic protection for ninepatches smaller than the margins. Whether these occur in the wild is not clear but is put in for completeness.
2020-12-13 10:17:50 +00:00
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
Fabio Alessandrelli
f73c9e555f
Remove now unused FileAccessBuffered.
(cherry picked from commit 781efc26e0)
2020-12-09 11:36:58 +01:00
Marcus Brummer
b02900478f Fixed the inverse(mat3) polyfill for GLES2 2020-12-07 22:19:45 +01:00
Cooper Harasyn
4bf141a47e
Prevent ALSA audio corruption
When using the ALSA driver, corruption would occur if `snd_pcm_writei`
was unable to consume the entire sound buffer. This would occur
frequently on the Raspberry Pi 3 which uses the `snd_bcm2835` audio
driver.

This bug resulted from incorrect pointer math on line 187, resulting in
the sample source pointer being advanced by `total * ad->channels` bytes
instead of `total * ad->channels` samples. In my opinion, the best fix
is to change `*src` to type `int16_t`, since that is the sample type in
use.

Fixes #43927.

(cherry picked from commit 25b2f82ccf)
2020-12-01 09:00:53 +01:00
lawnjelly
4c588c21e8 Fix ninepatch batch break logic.
I'd forgotten to add check for need for a new batch. Fixes visual anomalies, particularly tab container.
2020-11-30 10:29:52 +00:00
Firepal
ec7a9ca018 Use correct normal for ReflectionProbe in GLES2 2020-11-26 13:08:30 +01:00
Rémi Verschelde
ac8dedd532
doc: Warn about using Node internal processing
See #43689.

Also 'fixed' some spelling for behavior in publicly visible strings.
(Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling
war.)

(cherry picked from commit a655de89e3)
2020-11-26 09:38:45 +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
Rémi Verschelde
5a66e66448
Merge pull request #43776 from lawnjelly/ewok_asserts3
2d Legacy - close vulnerabilities and more debug checks
2020-11-24 09:14:17 +01:00
lawnjelly
1d65b83cdb Put in check for zero sized textures
To prevent divide by zero.
2020-11-22 18:09:05 +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
4ae797b802 Batching - more error checking options
This adds some more error checking options for development, and simplifies the control flow checks which now become debug asserts.
2020-11-21 15:12:36 +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
f84f1e8b81 Prevent poly color path when translating batches than are non-poly
A previous fix for poly colors had caused a regression in the rect behaviour, this PR re-enables proper translation of rect batches.
2020-11-19 10:10:09 +00:00
lawnjelly
4cadae5713 Batching - blank UVs in polys that contain no UVs
Polys that have no texture assigned contain no UVs in the poly command. These were previously not blanked, leading to random values if read from a custom shader.

This PR just blanks them.
2020-11-18 10:36:47 +00:00
Unknown
5965fbd9fa Make lights_per_object configurable 2020-11-17 10:03:44 -05:00
Rémi Verschelde
b38f7af4fd
Merge pull request #43498 from lawnjelly/ewok_poly_modulate
Poly colors fixes
2020-11-16 09:58:36 +01:00
lawnjelly
7183e3ce43 Fix 2d software skinning with scaled polys
In some situations where polygons were scaled, existing software skinning was producing incorrect results.

The transform inverse needed to use an affine inverse rather than a cheaper inverse to account for this scaling.
2020-11-14 13:24:10 +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
Pedro J. Estébanez
3ec62c82a3 Implement no-window mode for X11 and MacOS
Bonus: Homogeinize and improve OS::alert() for no-window mode
2020-11-09 20:56:12 +01:00
Rémi Verschelde
d3ffff3ad8
Merge pull request #43126 from lawnjelly/buffer_orphan_mode
Add project settings to manually specify API usage
2020-11-05 12:30:38 +01:00
lawnjelly
df4ef8dfac Batching - use legacy path for antialiased polys.
Antialiased polys work by drawing a smoothed line around the poly after the main drawing. Batching draws polys as a series of triangles with no concept of 'edge', and when 2 polys are joined it becomes impractical to back calculate the edges from the triangles.

For this reason batching is disabled for antialiased polys in this PR.
2020-11-05 10:50:50 +00:00
clayjohn
756a37bcae Properly reset texture flags when generating radiance 2020-11-01 09:06:44 -08:00
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
Ev1lbl0w
126d08e33d
Fix wrong exit code being returned
(cherry picked from commit 0d3a168a53)
2020-10-28 14:05:41 +01:00
Rémi Verschelde
efdc5f0f89
Merge pull request #43054 from lawnjelly/ewok_fix_largefvf
Fix transforms in custom shaders using large FVF
2020-10-28 09:49:36 +01:00
lawnjelly
586285639a Fix lines used in item with custom shader
Lines are batched using the simplest fvf 'BatchVertex', however when used in an item with a custom shader material, it may attempt to translate to large_fvf without the required extra channels. To prevent this a special case in flushing is made to deal with lines.
2020-10-26 17:45:44 +00:00
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
clayjohn
505d469e50 Remove extra exposure multiply in FXAA 2020-10-24 13:11:27 -07:00
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
lawnjelly
a63d8aa634 Resync RasterizerDummy to Rasterizer 2020-10-20 11:59:13 +01:00
Rémi Verschelde
f442dc062a
Merge pull request #42056 from Yetizone/negative_lights_behavior
tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positive
2020-10-19 22:40:24 +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
Rémi Verschelde
123942f61f
Merge pull request #42119 from lawnjelly/ewok3
Unified GLES3 / GLES2 Batching
2020-10-19 15:01:10 +02:00
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
Rémi Verschelde
4a92d2111b
Merge pull request #38954 from puchik/ssr-far-clip
Check if screen space reflection has passed far clip
2020-10-18 20:48:44 +02:00
Juan Linietsky
8ca98dd1a0
Merge pull request #41892 from puchik/ssr-edge-fade
Fade screen-space reflection towards inner margin
2020-10-18 14:50:20 -03:00
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
Haoyu Qiu
7840a550b5
Hides special folders in FileDialog for macOS
(cherry picked from commit 1998f78679)
2020-09-29 13:57:58 +02:00
Bartłomiej T. Listwon
858bdbacfd
Add all headers to VS Project
(cherry picked from commit 317c2b194d)
2020-09-29 13:57:56 +02:00
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
Rémi Verschelde
cd05197fb3
Merge pull request #41254 from lawnjelly/gles3_nvidia_normalrotation
GLES3 fix normal map flipping with nvidia workaround
2020-09-28 10:40:22 +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
Rémi Verschelde
b73a9109ab
NetBSD: Implement OS_Unix::get_executable_path()
Same implementation as OpenBSD seems to work fine.

(cherry picked from commit 01185acecb)
2020-09-18 11:55:58 +02:00
Rémi Verschelde
cb78a5d7ae
Linux/BSD: Fix support for NetBSD
Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.

Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.

Fixes #42145.

(cherry picked from commit 5f4d64f4f3)
2020-09-18 10:29:52 +02:00
Yetizone
e6a860deb6 tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positive
Color values can become negative in the case of negative lights which
leads to undesired behaviour.
2020-09-15 15:46:30 +03:00
Arman
cf7bb2c51f Fade screen-space reflection towards inner margin
- Fade reflection towards inner margin and clip it at screen edges instead of external margin.
- Round edges of the fade margin if both are being cut off to prevent sharp corners.
2020-09-08 15:29:36 -07:00
Marcel Admiraal
5f1dd48496
Replace calls to gmtime with gmtime_r and localtime with localtime_r.
(cherry picked from commit 4b3aec50c0)
2020-09-08 08:55:26 +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
Marcel Admiraal
c6cccdf0c6 Ensure header guards enclose entire header.
(cherry picked from commit f6ad1954f7)
2020-09-04 08:48:35 +02:00
Adam Brown
a16bedd2d9 dummy_rasterizer now returns lightmap type
Previously VS::INSTANCE_NONE was returned for Lightmap data, this caused `visual_server_scene.cpp` to assert in `instance_set_use_lightmap()`

Now `dummy_rasterizer.h` returns `VS::INSTANCE_LIGHTMAP_CAPTURE` for lightmap capture data thus satisfying `visual_server_scene`
2020-09-02 11:50:36 -07:00
lawnjelly
674327b78f GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.

For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.

For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
2020-08-23 07:54:58 +01:00
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
bruvzg
b0aabf2c03 [macOS] Fix crash on failed fork.
(cherry picked from commit d6e3a8a137)
2020-08-14 00:32:04 +02:00
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
Nathan Franke
b9e1db7e03
Revert "Fix Directory Open Check"
This reverts commit 3f898f5207.
2020-07-28 13:54:13 -04:00
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
2534e28918 Fix OpenGL error when generating radiance 2020-07-21 10:40:49 -07:00
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
Johan Rastén
4c2d0d38fd Handle 16 bit PNG files in sRGB format
(cherry picked from commit e7e632cbed)
2020-07-10 08:51:21 +02:00
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
Nathan Franke
3f898f5207 Fix Directory Open Check
(cherry picked from commit 09aeb7706b)
2020-07-08 09:01:57 +02:00
azagaya
d539627be2 Fixed white image in margins when using same image in scene 2020-07-06 15:54:45 -03:00
Rémi Verschelde
22863363a7
Merge pull request #37475 from azagaya/3.2
Fixed images in black margins
2020-07-03 13:09:22 +02:00
clayjohn
95f93b5f0f force depth prepass when using alpha prepass 2020-06-26 15:16:20 -07:00
Wavesonics
23d44223e6 Fix memory leaks in RasterizerStorageDummy::free
Lightmap capture data is now freed as well
free() now also properly returns true or false based on if something was actually freed.
2020-06-25 12:22:00 -07:00
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
Rémi Verschelde
e50e834197
Merge pull request #39559 from RandomShaper/fix_half_float_textures_3.2
Fix wrong internal format for half-float textures
2020-06-15 19:36:49 +02:00
Pedro J. Estébanez
c15e5af60e Fix wrong internal format for half-float textures 2020-06-15 13:03:13 +02:00
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
Nathan Franke
219717fc21 fix(Directory): remove erasing print
Fixes #39106

(cherry picked from commit e48fb01d59)
2020-06-04 12:09:39 +02:00
Arman
48ffd3d157 Check if screen space reflection has passed far clip
Before "accepting" the reflection, check if it's within our view (prevent tracing environment and creating artifacts).
2020-06-04 00:52:16 -07:00
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
CJ DiMaggio
ad3d643bc2 Delete DummyMesh when RasterizerStorageDummy is freed
(cherry picked from commit 66a294d459)
2020-05-25 16:32:48 +02:00
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
Andrii Doroshenko (Xrayez)
a3cad44f44 Add Image.save_png_to_buffer method
Backported from da0457fa29.

This commit additionally exposes the method to scripting (4.0).
2020-05-20 15:38:20 +03:00
Rémi Verschelde
e6a3499bef Fix Visual Studio C4334 warning 2020-05-19 10:19:52 +02:00
Fabio Alessandrelli
92031098bf Move mixrate and latency definition to AudioServer
Each driver used to define the (same) project settings value, but the
setting names are not driver specific. Ovverriding is still possible via
platform tags.

(cherry picked from commit 90c7102b51)
2020-05-18 16:40:33 +02:00
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
ef715f37d5
Merge pull request #35091 from Faless/dtls/enet
[3.2] DTLS support + optional ENet encryption
2020-05-05 13:40:59 +02:00
Rémi Verschelde
d20485039c
Merge pull request #38453 from lawnjelly/ios_halffloat_hacky
GLES2 disable half-float project setting
2020-05-04 16:29:27 +02:00
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
Rémi Verschelde
f2150d1766
Merge pull request #37462 from Chaosus/shader_fix_const_order
[3.2] Fix shader constant sorting
2020-04-29 09:41:49 +02:00
Fredia Huya-Kouadio
7c559afe29 Restrict GL_TEXTURE_EXTERNAL_OES to Android platform 2020-04-27 10:18:31 -07:00
Hugo Locurcio
708184c402 Add more extensions to the dummy texture loader
This should make headless exporting work in projects using textures
in any format.

Error messages should no longer appear when running a project
that used image formats that were previously not present in the list.

(cherry picked from commit 3007c7e2a3)
2020-04-27 10:09:17 +02:00
Rémi Verschelde
0233b7e51f
Merge pull request #38251 from clayjohn/GLES2-shader-defines
Avoid duplicating shader defines in GLES2
2020-04-27 08:47:46 +02:00
clayjohn
782fd5fab6 Avoid duplicating shader defines in GLES2 2020-04-26 23:28:24 -07:00
lawnjelly
a75c1ed1df GLES2 Batching fix canvas texscreen (SCREEN_TEXTURE)
When reading SCREEN_TEXTURE in a shader, this previously only worked succesfully for the first read of the screen, because state.canvas_texscreen_used was never getting reset. This PR resets state.canvas_texscreen_used at the beginning of each joined item, so that further screen reads can happen.
2020-04-25 13:40:43 +01:00
lawnjelly
b954a8c099 Fix batching z_indices with z ranged lights
Joining items across z_indices can interfere with light culling for lights which only affect certain z ranges. This PR disables joining across z_indices when lights are present, except specifically for lights with both z_min set to the global minimum (-4096) and z_max set to the global maximum (4096).

In addition, the z_index is now stored on the joined_item for accurate light culling. The z_index is also displayed in frame diagnostics.
2020-04-23 11:58:06 +01:00
Rémi Verschelde
3b44f34166
Merge pull request #38114 from lawnjelly/kessel_rulerfix
Fix batch translate to colored synchronization error
2020-04-22 21:42:00 +02:00
lawnjelly
54cd6d3077 Fix batch translate to colored synchronization error
In rare circumstances default batches were being joined incorrectly, causing visual regressions. This logic has been fixed.

In addition slightly more output information has been added to frame diagnosis mode.
2020-04-22 18:52:42 +01:00
Rémi Verschelde
ade57c4bf0
Merge pull request #38099 from clayjohn/GLES2-skeleton-rebind
Rebind material when skeleton changes in GLES2
2020-04-22 08:23:43 +02:00
clayjohn
6f322af3fb Rebind material when skeleton changes in GLES2 2020-04-21 17:46:40 -07:00
clayjohn
7fc2cba47d Use proper depth buffer format for rgba shadows
(cherry picked from commit 123dd390e4)
2020-04-21 14:15:49 +02:00
lawnjelly
a9ae0fac86 Fixes incorrectly joining batch items from earlier z_index layers
Batching across z_index layers was not preserving the batch_break flag, which determines whether to not join the previous item. This is fixed by storing the flag in RenderItemState and preserving it across canvas_render_items calls.
2020-04-19 19:32:14 +01:00
Rémi Verschelde
008e0748c1
Merge pull request #37349 from lawnjelly/kessel32_1
GLES2 2d Batch rendering (across items)
2020-04-17 12:55:33 +02:00
lawnjelly
72adefa5cf Add frame diagnostics for GLES2 Batch renderer
Added project setting to enable / disable print frame diagnostics every 10 seconds. This prints out a list of batches and info, which is useful to optimize games and identify performance problems.
2020-04-17 08:54:33 +01:00
lawnjelly
b6d652367b Items and draw calls added to IDE Monitor in '2d' section
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.

This makes it far easier to optimize games to minimize drawcalls.
2020-04-16 11:52:22 +01:00
lawnjelly
a4cd274ca7 Batching with Extra Matrix commands
Defers sending 'transform' commands within a RasterizerCanvas::Item until they are needed for default batches. Instead locally caches the extra matrix and applies it using software transform, preventing unnecessary batch breaks.

The logic is relatively complex, and the whole 'extra matrix' of the legacy renderer in addition to the final_transform is not ideal. However this is required to accelerate some user drawing techniques, and later the lines in the IDE.
2020-04-15 12:48:36 +01:00
lawnjelly
93af8e7d1b Batching across z_indices
Extra functions canvas_render_items_begin and canvas_render_items_end are added to RasterizerCanvas, with noop stubs for non-GLES2 renderers. This enables batching to be spready over multiple z_indices, and multiple calls to canvas_render_items.

It does this by only performing item joining within canvas_render_items, and deferring rendering until canvas_render_items_end().
2020-04-12 13:52:25 +01:00
Rémi Verschelde
4dadec331e
Merge pull request #37815 from clayjohn/reset-sky-flags
Reset texture flags after radiance map generation
2020-04-12 11:35:07 +02:00
clayjohn
193b0bf1e3 Reset texture flags after radiance map generation 2020-04-11 16:10:34 -07:00
lawnjelly
1fb6181ba6 Revert to default Rect drawing code for single rects
Determined that a large reason for the decrease in performance in unbatchable scenes was due to the new routine being analogous to the 'nvidia workaround' code, that is about half the speed. So this simply uses the old routine in the case of single unbatchable rects. Hopefully we will be able to remove the old path at a later stage.
2020-04-11 17:40:30 +01:00
clayjohn
4d32652851 Avoid material rebind when using skeleton 2020-04-07 10:35:58 -07:00
lawnjelly
e7bec77ef3 Bake final_modulate uniform into vertex colors
Where the final_modulate color varies between render_items this can prevent batching. This PR solves this by baking final_modulate into the vertex colors, and setting the uniform 'final_modulate' to white, and allowing the joining of items that have different final_modulate values. The previous batching system can then cope with vertex color changes as normal.
2020-04-06 12:49:47 +01:00
lawnjelly
45b0b8bff8 GLES2 2d Batch rendering (across items)
2d rendering is currently bottlenecked by drawing primitives one at a time, limiting OpenGL efficiency. This PR batches primitives and renders in fewer drawcalls, resulting in significant performance improvements. This also speeds up text rendering.

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

The code dynamically chooses between a vertex format with and without color, depending on the input data for a frame, in order to optimize throughput and maximize batch size. It also adds an option to use glScissor to reduce fillrate in light passes.
2020-04-04 17:13:58 +01:00
Pedro J. Estébanez
21703aefee Fix res:// trimmed to s:// on Windows 2020-04-01 10:22:05 +02:00
Yuri Roubinsky
ee93c85ef1 Fix shader constant sorting 2020-03-31 14:32:33 +03:00
Rajat Goswami
19e71f94d8 Adding missing include guards to header files identified by LGTM.
This addresses the issue godotengine/godot#37143

(cherry picked from commit 2ecf928ae3)
2020-03-25 11:38:54 +01:00
Rémi Verschelde
cc70b2fa0a
Merge pull request #36342 from m4gr3d/external_texture_support_for_godot_3_2
Add support for opengl external textures
2020-03-17 16:29:14 +01:00
Rémi Verschelde
c01e840f03
Merge pull request #36639 from RandomShaper/imvu/improve_drives_ux_3.2
Improve UX of drive letters (3.2)
2020-03-17 16:27:33 +01:00
Pedro J. Estébanez
6105dfdac9 Improve UX of drive letters
Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.

This improves the UX on Windows.

In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
2020-03-17 14:48:54 +01:00
fhuya
30d738eda7 Add support for opengl external textures as defined by https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt 2020-03-05 13:09:49 -08:00
Mateo Dev .59
d6c94fd527 os: execute parse the command output from utf8
(cherry picked from commit 8a88637705)
2020-03-04 12:40:15 +01:00
Fabio Alessandrelli
6b9240aa84 Add peek option to NetSocket recv_from. 2020-02-25 11:26:34 +01:00
Twarit
6d78636163 Remove unused driver/dummy/audio_driver_dummy.h
(cherry picked from commit 04882a481b)
2020-02-20 08:00:34 +01:00
Fabio Alessandrelli
ec4abf421a Disable NetSocket reuse address on Windows.
It actually means reuse port -.- ...

(cherry picked from commits cae0d8853d
and 19ef28a614)
2020-02-20 07:57:50 +01:00
Yuri Roubinsky
786b1cc7ff Fix shader crash if using multiple underscores in identifier names
(cherry picked from commit 15358b808b)
2020-02-06 13:02:07 +01:00
clayjohn
eb5cb5d016 Add project setting for max irradiance size 2020-01-25 13:27:13 -08:00
Eric Rybicki
3d4a2a09f6 Fix Softbody always spawns from world center [gles2]
Fixes #35373
2020-01-24 09:25:05 +01:00
clayjohn
3631a3cc9e Fix recently introduced crash in viewport size 2020-01-23 08:11:01 -08:00
Hugo Locurcio
90a1f8d8a7
Make OS.execute() blocking by default if not specified
This makes `OS.execute()` calls quicker to set up when calling programs
in a blocking fashion.
2020-01-23 01:26:32 +01:00
Rémi Verschelde
a8460bffd2
Merge pull request #35414 from Ovnuniarchos/AlsaMidiBadPitchBend
ALSA MIDI: Pitch bend and System Common messages
2020-01-22 22:12:57 +01:00
Rémi Verschelde
37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
Ovnuniarchos
9c48eb1c59 ALSA MIDI driver:
Pith bend message now has correct size (was 2 bytes instead of 3).
	Recognized (but not implemented) 0xF? messages. SysEx messages will be reocognized as such, but their contents will be ignored.
2020-01-22 21:41:48 +01:00
lawnjelly
eaf8e5ce52 Change CameraMatrix::get_viewport_size to get_viewport_half_extents
Fixes #26637.
Fixes #19900.

The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.

Code which called this function has also been modified accordingly.

This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde
00284a75e8 GLES3: Fix invalid value for GL_TEXTURE_MAG_FILTER parameter
`GL_LINEAR_MIPMAP_LINEAR` can be used for `GL_TEXTURE_MIN_FILTER`,
but not for `GL_TEXTURE_MAG_FILTER`.

Cf. https://www.khronos.org/opengl/wiki/GLAPI/glTexParameter

Fixes #35436.
2020-01-22 15:18:56 +01:00
Rémi Verschelde
4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00