Commit graph

4915 commits

Author SHA1 Message Date
Yuri Sizov
f98e57563b Merge pull request #87370 from AThousandShips/null_additional
Null check improvements
2024-01-22 20:39:18 +01:00
Yuri Sizov
bf94131e41 Merge pull request #87225 from kleonc/transposed-texture-fix-2d-normals
Fix 2D normals for transposed texture
2024-01-22 20:39:04 +01:00
Yuri Sizov
e8105adb0e Merge pull request #87155 from griffinkh/build_warning_fix
Fix build warning with memset value being too large
2024-01-22 20:38:56 +01:00
Yuri Sizov
c7210674b8 Merge pull request #86772 from Rindbee/display-functions-in-profiler
Display functions that were previously forgotten in Profiler
2024-01-22 20:38:46 +01:00
Yuri Sizov
e95456b7f3 Merge pull request #86073 from m4rr5/add_reflection_mask
Add a reflection mask to the reflection probes
2024-01-22 20:38:37 +01:00
Marcel Offermans
25f573ca63 Add a reflection mask to the reflection probes.
Co-authored-by: Bastiaan Olij <mux213@gmail.com>
2024-01-20 08:07:31 +01:00
clayjohn
ed2b3d358d Add basic multimesh data needed for headless export to the Dummy rendering server 2024-01-19 17:21:55 -08:00
Rémi Verschelde
0bcc0e92b3
Merge pull request #86730 from reduz/64-bit-cowdata
Promote CowData to 64 bits
2024-01-19 18:46:11 +01:00
Juan Linietsky
24fe0715b5 Promote CowData to 64 bits
Fixes a lot of bugs, please help me fill the list.
2024-01-19 17:41:10 +01:00
A Thousand Ships
2a372186ec
Null check improvements 2024-01-19 12:50:21 +01:00
Dario
5624b8f5c6 Fix memory leak from not clearing the buffer barrier vector properly on the render graph. 2024-01-18 15:23:13 -03:00
bruvzg
476331eef3
[TextServer] Fix precision loss in the string drawing methods. 2024-01-18 15:33:05 +02:00
Adam Scott
bd70b8e1f6
Add THREADS_ENABLED macro in order to compile Godot to run on the main thread 2024-01-17 13:58:29 -05:00
Rémi Verschelde
5b19796a2b
Merge pull request #87207 from jsjtxietian/fix-normal_roughness_compatibility
Add missing check when insert function `normal_roughness_compatibility`
2024-01-16 10:37:37 +01:00
Rémi Verschelde
3df0c5be6a
Merge pull request #86473 from reduz/audio-playback-parameters
Implement audio stream playback parameters.
2024-01-16 10:35:36 +01:00
Juan Linietsky
a40fe16866 Implement audio stream playback parameters.
Implements a way for audio stream playback to be configured via parameters
directly in the edited AudioStreamPlayer[2D/3D].

Currently, configuring the playback stream is not possible (or is sometimes hacky
as the user has to obtain the currently played stream, which is not always immediately available).

This PR only implements this new feature to control looping in stream playback instances (a commonly requested feature, which was lost in the transition from Godot 2 to Godot 3).
But the idea is that it can do a lot more:

* If effects are bundled to the stream, control per playback instance parameters such as cutoff or resoance, or any other exposed effect parameter per playback instance.
* For the upcoming interactive music PR (#64488), this exposes an easy way to change the active clip, which was not possible before.
* For the upcoming parametrizable audio support (https://github.com/godotengine/godot-proposals/issues/3394) this allows editing and animating audio graph parameters.

In any case, this PR is required to complete #64488.

Update modules/vorbis/audio_stream_ogg_vorbis.h

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>

Update modules/minimp3/audio_stream_mp3.h

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>

Update modules/minimp3/audio_stream_mp3.h

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>

Update modules/vorbis/audio_stream_ogg_vorbis.h

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>

Update doc/classes/AudioStream.xml

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-01-16 10:31:52 +01:00
kleonc
0fe7eead02 Fix 2D normals for transposed texture 2024-01-15 17:34:29 +01:00
Rémi Verschelde
bf7e19887e
Merge pull request #87096 from jsjtxietian/save-to-cache
Add `shader_cache_dir_valid` check to `_save_to_cache`
2024-01-15 13:29:03 +01:00
Rémi Verschelde
03767fbf3b
Merge pull request #86446 from reduz/transient-to-focused
Implement a `transient_to_focused` Window mode
2024-01-15 13:25:00 +01:00
jsjtxietian
747ae429de Add missing check when insert function normal_roughness_compatibility 2024-01-15 17:22:19 +08:00
Juan Linietsky
15144c24bd Implement a transient_to_focused mode
This intends to be the correct way to handle non-child windows becoming covered by the current window when becoming focused.
Enabling this property on select windows, they will become transient to the currently focused one when becoming visible.

This deprecates the "unparent_when_invisible" function introduced by #76025.
2024-01-14 18:51:44 +01:00
Griffin Kroah-Hartman
21ae69a1de fix build warning with memset value being too large
same resolution for issue #83342 for texture_storage.cpp
2024-01-13 19:05:38 +01:00
jsjtxietian
a365c070b3 Add shader_cache_dir_valid check to _save_to_cache 2024-01-12 17:34:33 +08:00
Rémi Verschelde
c5025ea157
Merge pull request #87057 from clayjohn/RD-32-bit-depth
Default to 32-bit depth map on Forward+ renderer and 24-bit only on Mobile renderer
2024-01-11 17:42:38 +01:00
Rémi Verschelde
bf4fb987e6
Merge pull request #87035 from Mickeon/deprecate-RenderingServer-has-feature
Deprecate RenderingServer's `has_feature` and Features enum
2024-01-11 17:41:50 +01:00
Rémi Verschelde
087a397477
Merge pull request #86301 from KoBeWi/deferred_cleanup
Update deferred calls to use Callables
2024-01-11 17:36:29 +01:00
clayjohn
7b355a128c Default to 32-bit depth map on Forward+ renderer and 24-bit only on Mobile renderer 2024-01-10 12:23:59 -08:00
Micky
63a08f2493 Deprecate RenderingServer's has_feature and Features enum 2024-01-10 12:26:04 +01:00
Rémi Verschelde
74f3d168c8
Merge pull request #87022 from DarioSamo/clear_region_continue_fix
Fix incorrect mapping of initial action as clear region continue to clear.
2024-01-10 12:03:45 +01:00
Rémi Verschelde
a40a134a1e
Merge pull request #86996 from BastiaanOlij/fix_stereo_ssr
Fix SSR not working properly in stereo
2024-01-10 12:03:37 +01:00
Dario
80eacf1b7a Fix incorrect mapping of initial action as clear region continue to clear. 2024-01-09 22:03:21 -03:00
kobewi
0e8f90f4c8 Update deferred calls to use Callables 2024-01-09 16:11:47 +01:00
Patrick Dawson
a0f9bcc826 Fix usage of index offsets in RenderingDevice 2024-01-09 15:47:52 +01:00
Rémi Verschelde
673102ffd8
Merge pull request #85520 from YuriSizov/rendering-gracefully-leak-canvas-items
Avoid crashes when engine leaks canvas items and friends
2024-01-09 15:30:55 +01:00
Bastiaan Olij
10a8b88165 Fix SSR not working properly in stereo 2024-01-09 23:19:57 +11:00
Rémi Verschelde
a50a6b9400
Merge pull request #86798 from Mickeon/autocompletion-rendering-server
Add autocompletion for RenderingServer's global shader methods & `has_os_feature`
2024-01-09 11:27:31 +01:00
Dario
cc4d39b0c1 Acyclic Command Graph for RenderingDevice.
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
2024-01-08 14:54:56 -03:00
Rémi Verschelde
25011e9144
Merge pull request #84244 from BastiaanOlij/skip_present_if_needed
Skip swapchain logic if there is nothing to present (Android OpenXR)
2024-01-08 14:52:07 +01:00
Micky
472e3b3ad5 Add autocompletion for RenderingServer's global shader & has_os_feature 2024-01-08 12:20:31 +01:00
Rémi Verschelde
5ac5be4744
Merge pull request #86507 from jsjtxietian/fix-msvc-2017
Fix MSVC 14.1 complaining about "attempting to reference a deleted function" in RenderPassClearValue
2024-01-08 11:54:17 +01:00
Rémi Verschelde
798632422d
Merge pull request #86245 from ecmjohnson/fix-skeleton-culling
Check skeleton RID when using cached AABB
2024-01-08 11:52:41 +01:00
Bastiaan Olij
d6caa69e11 Skip swapchain logic if there is nothing to present (Android OpenXR) 2024-01-08 21:51:04 +11:00
Muller-Castro
96a95cb974 Add const lvalue ref to container parameters 2024-01-05 14:49:57 -03:00
Rémi Verschelde
6c390b620d
Merge pull request #84445 from Rubonnek/add-const-references-clang-tidy
Add const references detected by clang-tidy
2024-01-04 14:25:33 +01:00
风青山
3d3c4e87c7 Display functions that were previously forgotten in Profiler
The array data in `add()` contains these data, but some data may
have been forgotten to be converted into `ServerFunctionInfo`.

This results in some information not being displayed in the Profiler.
2024-01-04 17:19:26 +08:00
Rémi Verschelde
ca7fb29203
Merge pull request #84800 from gshadows/fix_options_range
Fix unlimited project option ranges that could cause crashes.
2024-01-03 09:59:31 +01:00
Rémi Verschelde
7abaac631b
Fixup SDFGI shader compilation error after #80390
My mistake, I added this when rebasing and didn't notice that it was a
.glsl file and thus the availability of Math was not confirmed by the
C++ compiler.
2024-01-03 08:51:08 +01:00
Rémi Verschelde
07b88600b7
Merge pull request #86522 from RandomShaper/fix_uset_rebind
RenderingDevice: Fix uniform sets wrongly assumed to be bound
2024-01-02 21:32:25 +01:00
Rémi Verschelde
ad10b0717d
Merge pull request #86584 from MJacred/fix/audio_server_set_playbyck_stream
Fix `AudioServer::start_playback_stream` does not iterate through given `p_bus_volumes`
2024-01-02 18:05:44 +01:00
Rémi Verschelde
14b1bb47a7
Merge pull request #86570 from RandomShaper/remove_traces_of_rid_prealloc
Remove traces of the extinct RID preallocate feature
2024-01-02 18:05:41 +01:00
Rémi Verschelde
e42d615471
Merge pull request #85421 from xiongyaohua/fix_parameter_names
Unify parameter names for 'RendererCanvasCull'
2024-01-02 15:08:53 +01:00
Rémi Verschelde
5f97e40e3e
Merge pull request #85393 from SomeRanDev/master
Fix PhysicsShapeQueryParameters3D.motion type wrongly set to Vector2
2024-01-02 15:08:50 +01:00
EddieBreeg
8747c67d9e
Fix potential integer underflow in rounded up divisions
A new `Math::division_round_up()` function was added, allowing for easy
and correct computation of integer divisions when the result needs to
be rounded up.

Fixes #80358.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-01-02 14:14:47 +01:00
Robert Borghese
7bf88df324
Fix PhysicsShapeQueryParameters3D.motion type wrongly set to Vector2 2024-01-02 12:30:35 +01:00
MJacred
e81887f996 Fix AudioServer::start_playback_stream does not iterate through given p_bus_volumes 2023-12-28 18:00:37 +01:00
Pedro J. Estébanez
c217041afd Remove traces of the extinct RID preallocate feature 2023-12-28 10:18:05 +01:00
Pedro J. Estébanez
1c5c8cf6ff RenderingDevice: Fix uniform sets wrongly assumed to be bound 2023-12-26 13:12:32 +01:00
jsjtxietian
5d361a9e39 Fix msvc 14.1 complains about "atempting to reference a deleted function"
in RenderPassClearValue
2023-12-25 18:52:06 +08:00
Yaohua Xiong
795fe74143 unify parameter names for 'RendererCanvasCull' 2023-12-24 10:18:34 +08:00
Yuri Sizov
44ded3eaa4 Merge pull request #86316 from clayjohn/RD-BFN-normals
Use best fit normals for storing screen space normals
2023-12-22 17:19:58 +01:00
Yuri Sizov
6b403712f1 Merge pull request #83655 from golfinq/small-capsule-shape-fix
Replace confusing code in GodotCapsuleShape2D::get_supports
2023-12-22 17:19:48 +01:00
G-Shadow
cbc8ae660c Fix unlimited project option ranges that could cause crashes. 2023-12-22 09:14:45 +03:00
clayjohn
43cf21cb71 Use best fit normals for storing screen space normals 2023-12-21 14:41:29 -07:00
Occalepsus
492f1c2406 Fix body leaving area gravity influence 2023-12-21 16:10:02 +01:00
Yuri Sizov
3a8524dd92
Merge pull request #83452 from RandomShaper/rd_common
Split `RenderingDevice` into API-agnostic and `RenderingDeviceDriver` parts
2023-12-20 20:09:18 +01:00
Pedro J. Estébanez
12a519bae2 Split RenderingDevice into API-agnostic and RenderingDeviceDriver parts
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2023-12-20 19:18:08 +01:00
Yuri Sizov
34ecfff672 Avoid crashes when engine leaks canvas items and friends 2023-12-20 13:19:46 +01:00
Yuri Sizov
dee2604d99 Merge pull request #84729 from nickyfoo/add-navigationserver-getters
Add missing getters to navigation servers
2023-12-19 20:32:46 +01:00
Nicholas Foo
e7ee672120 Add getters to navigation servers
Add virtual functions and bind to navigation servers
Implement getters
Add documentation
2023-12-19 19:51:49 +01:00
msreis
f1cc14d525 Fix missing time for some script functions in profiler
Fixes the issue by adding a mechanism by which the functions that were
previously disappearing can be profiled too. This is optional with
an editor setting, since collecting more information naturally slows the engine
further while profiling.

Fixes #23715, #40251, #29049
2023-12-19 19:42:21 +01:00
Yuri Sizov
644e236e5c Merge pull request #83987 from bruvzg/macos_window_and_help
[macOS] Add default Window and Help menus, allow special menu customization.
2023-12-18 18:17:41 +01:00
Yuri Sizov
c1d8b53ca0 Merge pull request #82668 from mrjustaguy/master
Improve split blending logic for Vulkan
2023-12-18 18:17:36 +01:00
Erik Johnson
d874ead58d Check skeleton RID when using cached AABB 2023-12-17 11:43:49 -05:00
Wilson E. Alvarez
a3cb1b096f
Add const references detected by clang-tidy 2023-12-16 13:36:44 -05:00
Yuri Sizov
2d0ee20ff3 Merge pull request #86219 from clayjohn/RD-samplers-hotfix
Reduce the number of samplers used by the scene shaders
2023-12-16 17:50:10 +01:00
Yuri Sizov
ef94545658 Merge pull request #84169 from BastiaanOlij/vulkan_mobile_merge_passes
Merge passes in Vulkan mobile renderer
2023-12-16 17:49:27 +01:00
clayjohn
a5399ab5af Reduce the number of samplers used by the scene shaders
The hard limit for Apple devices is 16 samplers per stage. So we need to ensure we use less than that
2023-12-15 17:13:44 -07:00
Bastiaan Olij
22cd145177 Merge passes in Vulkan mobile renderer 2023-12-16 09:51:35 +11:00
风青山
ea30aabfb1 Clear monitoring in Area* when its space changes to invalid
So that it can work properly when the space changes to valid again.

Change `space` in advance to prevent disabled areas from being queried again.
2023-12-15 20:54:54 +01:00
Yuri Sizov
4269a57b0c Merge pull request #85387 from jsjtxietian/fix-forward-plus-crash
Use render method from OS instead of project settings in compositor RD
2023-12-14 17:38:43 +01:00
jsjtxietian
453c2246b6 Use render method from OS in compositor RD; Update related UI 2023-12-14 11:38:46 +08:00
bruvzg
0d44b50520
[macOS] Add default Window and Help menus, allow special menu customization. 2023-12-13 23:20:05 +02:00
Wilson E. Alvarez
80fb8db31f
Remove unnecessary assignments
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2023-12-13 11:06:26 -05:00
Rémi Verschelde
342531597b
Merge pull request #85811 from clayjohn/2D-render-info
Implement render info counters for the 2D renderer
2023-12-12 10:41:06 +01:00
Rémi Verschelde
4943b6e6b3
Merge pull request #84451 from ShirenY/FixSkeletonMeshCulling
Transform mesh's AABB to skeleton's space when calculating mesh's bounds
2023-12-12 00:16:51 +01:00
Rémi Verschelde
4e2350b1af
Merge pull request #82661 from bruvzg/custom_ellipsis
[Text Overrun] Add option to set custom ellipsis character, add support for system font fallback.
2023-12-12 00:15:34 +01:00
Rémi Verschelde
9eb47ce361
Merge pull request #75098 from smix8/map_random_point_queries_4.x
Add NavigationServer random point queries
2023-12-12 00:15:05 +01:00
ShirenY
27f71c4e78 Transform mesh's AABB to skeleton's space when calculate mesh's bounds. 2023-12-09 11:41:15 +08:00
Yuri Sizov
5c95fd5905 Merge pull request #85793 from Lasuch69/expose-compute
Expose `copy_effects` compute shader in Mobile backend
2023-12-08 18:46:03 +01:00
Yuri Sizov
07677f0f51 Merge pull request #85885 from YuriSizov/bench-pressing
Improve engine startup/shutdown benchmarks
2023-12-08 17:12:26 +01:00
Yuri Sizov
74b6fad3c8 Merge pull request #85822 from bruvzg/maco_dbl
Fix CanvasOcclusionShaderRD format error with double precision build.
2023-12-08 16:58:59 +01:00
Yuri Sizov
ee1bf15924 Merge pull request #84637 from clayjohn/RD-sampler-bias
Use render pass uniform set to store viewport samplers.
2023-12-08 15:23:18 +01:00
Yuri Sizov
dfe0f584b4 Merge pull request #82953 from jsjtxietian/document-forcedraw-can-only-be-called-from-main-thread
Add thread guard for `force_draw` and update related documentation
2023-12-08 15:22:53 +01:00
Yuri Sizov
fc3f40f37d Improve engine startup/shutdown benchmarks
- Add contexts to give a better sense of benchmarked areas.
- Add missing benchmarks and adjust some begin/end points.
- Clean up names.
- Improve Android's internal benchmarks in a similar manner.

Co-authored-by: Fredia Huya-Kouadio <fhuya@meta.com>
2023-12-08 12:53:04 +01:00
smix8
64a56245d8 Add NavigationServer random point queries
Adds query functions to get random points on navigation mesh to the NavigationServer.
2023-12-08 00:18:05 +01:00
clayjohn
528b4a3283 Implement render info counters for the 2D renderer
This provides information for the debug monitors
2023-12-06 14:39:33 -07:00
bruvzg
c0a1c5ae61
Fix CanvasOcclusionShaderRD format error with double precision build. 2023-12-06 23:03:12 +02:00
Lasuch
608d41a969 Expose copy_effects copy compute shader in Mobile backend 2023-12-05 21:22:46 +01:00
Rémi Verschelde
7b2b408410
Merge pull request #85646 from aaronfranke/mesh-surf-arr-msg
Add a descriptive error message when creating a mesh surface from the wrong array type
2023-12-04 23:21:11 +01:00
Rémi Verschelde
4c3d95e02c
Merge pull request #85635 from clayjohn/RD-ReflectionProbes-mobile
Set ReflectionProbe frame before mapping id in mobile renderer
2023-12-04 23:20:47 +01:00
Rémi Verschelde
7113050e0b
Merge pull request #84241 from jsjtxietian/fix-render-method-crash-on-bad-input
Fix bad parameter for `rendering_method` crashes Godot
2023-12-04 23:02:21 +01:00
Rémi Verschelde
6f4da7a976
Merge pull request #83736 from darksylinc/matias-broken_buffer_update
Fix buffer updates going to the wrong cmd buffer if barriers were 0
2023-12-04 22:58:24 +01:00
bruvzg
56579f397d
[Text Overrun] Add option to set custom ellipsis character, add support for system font fallback. 2023-12-04 08:21:42 +02:00
Aaron Franke
7d5b902838
Add a descriptive error message when creating a mesh surface from arrays 2023-12-02 00:44:59 -06:00
clayjohn
394edf8288 Set ReflectionProbe frame before mapping id in mobile renderer 2023-12-01 16:52:50 -07:00
Rémi Verschelde
bd74d92ef7
Merge pull request #84957 from BastiaanOlij/fix_msaa2d_when_no_2d
Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene
2023-11-22 21:56:23 +01:00
clayjohn
e2a5d2bf46 Enable non-multiview advanced shader group whenever advanced shaders are requested
This is needed because xr_enabled does not guarantee that we won't use the non-multiview variants
2023-11-21 15:16:25 -07:00
Rémi Verschelde
c2f8fb3015
Merge pull request #85039 from RandomShaper/mingwthreads
Use mingw-std-threads in MinGW builds
2023-11-21 15:44:18 +01:00
Rémi Verschelde
fa1fb2a53e
Merge pull request #85147 from RandomShaper/fix_gfx_dbg_labels
Fix potential double-close of draw command label
2023-11-20 21:20:54 +01:00
Pedro J. Estébanez
5c25fa4c78 Fix potential double-close of draw command label 2023-11-20 18:59:06 +01:00
Rémi Verschelde
dfd61cdac6
Merge pull request #85138 from YuriSizov/rendering-borked-meshes-dont-bork-the-editor
Avoid division by zero in the fix surface compatibility routine
2023-11-20 18:36:26 +01:00
Yuri Sizov
98011e032d Avoid division by zero in the fix surface compatibility routine 2023-11-20 16:22:58 +01:00
Rémi Verschelde
ac29e8e3fe
Merge pull request #85086 from clayjohn/shaders-amount-ratio
Make `AMOUNT_RATIO` constant in the shader language specification.
2023-11-20 14:14:46 +01:00
clayjohn
8a95b2956f Make AMOUNT_RATIO constant in the shader language specification.
Writing to it doesn't do anything and will crash the compatibility backend.
2023-11-19 14:36:26 +01:00
Pedro J. Estébanez
fe4850c0d0 Use mingw-std-threads in MinGW builds 2023-11-18 11:56:05 +01:00
Bastiaan Olij
47983e30c5 Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene 2023-11-16 13:34:34 +11:00
Alistair Leslie-Hughes
367079ffee Renderer Viewport correct sizeof usage.
The current usage.

In viewport_find_from_screen_attachment
- Allocates a list of pointers, eg sizeof(RID*) * ridcount.

We need fill that buffer
viewport_owner.fill_owned_buffer(rids);
...
 p_rid_buffer[idx] = _make_from_id((validator << 32) | i);

_make_from_id returns an RID object, not a pointer.

Since there isn't a copy constructor, a bitwise copy of the object occurs.

This issue will only present itself under 32bit builds.
sizeof(RID)  : 8
sizeof(RID*) : 4

whereas 64bit builds they are both 8.
2023-11-16 11:02:12 +11:00
Bastiaan Olij
b1c4d4e55b Ensure optional variants are loaded last. 2023-11-15 14:31:25 +11:00
clayjohn
ead36fdcc4 Store ArrayMesh path in RenderingServer for use in error messages 2023-11-14 16:27:10 +01:00
Anutrix
3c82f4a371 Added docs for DRAW_ORDER_REVERSE_LIFETIME constant and minor XR log improvement 2023-11-11 21:17:19 +05:30
Rémi Verschelde
34e34f0945
Merge pull request #82478 from jsjtxietian/fix-AudioStreamRandomizer-random_volume_offset_db-not-working
Fix `AudioStreamRandomizer.random_volume_offset_db` not working
2023-11-10 21:53:45 +01:00
jsjtxietian
b88b84ce18 Add thread guard for force_draw and update relared doc
force_draw must be called from main thread
2023-11-10 18:57:31 +08:00
jsjtxietian
b6bee1c21e Fix bad parameter of rendering_method crashes Godot
Print error and default to forward plus
2023-11-10 10:38:12 +08:00
clayjohn
2b9e6d2972 Use render pass uniform set to store viewport samplers.
This fixes a bugs where per-viewport samplers were being used for internal texture fetches (probes, sky, etc.).

This also fixes a bug when using multiple viewports in the same scene.

This also fixes a bug where the texture bias would override the bias from 3D scale.
2023-11-08 23:26:08 +01:00
Rémi Verschelde
f0c52c0e35
Merge pull request #84576 from clayjohn/mesh-tangents-always
Create tangent array if mesh created without tangents
2023-11-08 19:09:36 +01:00
clayjohn
a74cfc2629 Use default samplers in base uniform set when rendering to reflection probes 2023-11-07 17:46:05 +01:00
clayjohn
031f221b9d Create tangent array if mesh created without tangents
This extends our previous change to ensure that compressed meshes have tangents

Now we ensure tangents are always used. This greatly simplifies our compression code at the cost of a small amount of bandwidth
2023-11-07 14:24:23 +01:00
Rémi Verschelde
44a54f4500
Merge pull request #84252 from clayjohn/ensure_tangents
Enhance checks and user experience around tangent arrays in meshes.
2023-11-02 09:11:32 +01:00
clayjohn
d1043a5f93 Enhance checks and user experience around tangents.
Ensure `ensure_tangents` option actually creates tangent array. Even if it is just a dummy array.

Allow mesh to generate its own tangents when using compression. This allows users to compress meshes without tangents.

Warn users if they are trying to read from tangents without providing tangents.
2023-11-01 22:40:42 +01:00
clayjohn
be386e1876 Overhaul the SurfaceUpgradeTool
This defers the update to a fresh restart of the editor (to ensure we aren't mid way through loading scenes anymore.

It also ensures that the popup can't be used by multiple threads at once

Co-authored-by: Yuri Sizov <yuris@humnom.net>
2023-11-01 15:32:54 +01:00
Rémi Verschelde
2bc35308fc
Merge pull request #81494 from jsjtxietian/Fix-int-to-uint-implicit-cast-error-when-use-uniform-mat3-in-gles3
Fix int to uint implicit cast error when use mat3 uniform in compatibility renderer
2023-10-31 20:14:14 +01:00
Bastiaan Olij
e3b8af723e Fix cubemap downsampler logic 2023-10-31 10:36:42 +11:00
Rémi Verschelde
93cdacbb0a
Merge pull request #84211 from clayjohn/a2c
Fix bug with alpha to coverage by enabling depth discard when using alpha to coverage
2023-10-30 23:24:12 +01:00
clayjohn
3f5c16dd9e Fix multiple issues with UV compression 2023-10-30 23:11:34 +01:00
clayjohn
57ba7ded87 Fix bug with alpha to coverage by enabling depth discard when using alpha to coverage 2023-10-30 23:07:30 +01:00
jsjtxietian
967e0e6485 Fix int to uint implicit cast error when use uniform mat in gles3 2023-10-27 10:46:52 +08:00
Rémi Verschelde
2dafd06114
Merge pull request #83906 from clayjohn/GL-vertex-padding
Add padding to normal attribute in Compatibility renderer to match the RD renderers
2023-10-26 16:00:56 +02:00
Rémi Verschelde
bb54190253
Merge pull request #83840 from clayjohn/mesh-flat-bug
Ensure `r_aabb` is always used when creating surfaces through the RenderingServer
2023-10-26 16:00:32 +02:00
Rémi Verschelde
815b24d280
Merge pull request #83491 from jsjtxietian/pass-screen-size-when-render-shadow
Pass viewport size to shadow pass instead of using Vector2i(1,1)
2023-10-26 12:09:21 +02:00
jsjtxietian
26d32554bd Pass viewport size to shadow pass instead of using vector2i(1,1) 2023-10-26 15:25:22 +08:00
Rémi Verschelde
9f49da24da
Merge pull request #83830 from jsjtxietian/fix-varying-assign-swizzle-check
Fix assign with swizzle in shader not doing varying validation check
2023-10-25 10:30:22 +02:00
Rémi Verschelde
4cc8f0f36d
Merge pull request #83649 from BastiaanOlij/no_2d_stereo
Skip 2D rendering if stereo enabled and fix couple of MSAA issues
2023-10-25 10:29:09 +02:00
Rémi Verschelde
9798ae3d6a
Merge pull request #82974 from mrjustaguy/Split-fix
Directional 2 Split Shadow Stabilization Fix
2023-10-25 10:28:21 +02:00
Rémi Verschelde
f021d33940
Merge pull request #81167 from bitsawer/fix_sdfgi_editor_change
Reset SDFGI when changing editor scene tabs
2023-10-25 10:27:03 +02:00
clayjohn
a88e519f18 Add padding to normal attribute in Compatibility renderer to match the RD renderers 2023-10-24 22:32:34 +02:00
Rémi Verschelde
261fe7ce6a
Merge pull request #83704 from clayjohn/misc-mesh-fixes
Some more fixes for compressed meshes
2023-10-24 10:54:23 +02:00
Rémi Verschelde
64f80295e5
Merge pull request #83199 from Repiteo/texture-storage-default-scale
Fix `TextureStorage` not assigning default scale
2023-10-24 10:53:56 +02:00
clayjohn
8f9cd4e1e3 Some more fixes for compressed meshes
This cleans up a few more cases of uint32_t->uint64_t

Importantly this fixes an edge case in the axis-angle compression by
using the pre-existing Basis methods instead
2023-10-24 09:38:12 +02:00
Rémi Verschelde
50d17f6b8c
Merge pull request #83613 from clayjohn/surface_upgrade_tool
Add an editor tool to automatically upgrade and re-save meshes
2023-10-24 00:10:37 +02:00
clayjohn
318ef8461f Implementation of tool to automatically upgrade and re-save meshes 2023-10-23 22:39:48 +02:00
clayjohn
3c17f556ad Ensure r_aabb is always used when creating surfaces through the RenderingServer 2023-10-23 20:36:20 +02:00
Rémi Verschelde
17aa5c5170
Merge pull request #83780 from jsjtxietian/prevent-null-variant-crash
Prevent `_allocate_placeholders` crash if `p_version->variants` is null
2023-10-23 12:42:04 +02:00
Rémi Verschelde
814de86494
Merge pull request #83493 from clayjohn/light-pair-bug
Ensure that only visible paired lights are used
2023-10-23 12:40:07 +02:00
jsjtxietian
089e7f473d Fix assign with swizzle in shader not doing varying validation check 2023-10-23 17:52:50 +08:00
jsjtxietian
5f85a042b6 Prevent _allocate_placeholders crash if p_version->variants is null 2023-10-22 23:19:00 +08:00
Hugo Locurcio
0012478ecb
Add property hint for 2D shadow size project setting
Previously, it was possible to use zero or negative values, which are
invalid.

This also prevents crashing the engine by setting a shadow size of
0 or lower from a script.
2023-10-22 00:28:19 +02:00
Matias N. Goldberg
c9ec1f7727 Fix buffer updates going to the wrong cmd buffer if barriers were 0
From what I could see only SSAO & SSIL were affected when they both
call:

int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0,
sizeof(uint32_t), &zero, 0);

int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0,
sizeof(uint32_t), &zero, 0);

Also documented what setup_command_buffer & draw_command_buffer are for.
2023-10-21 13:14:38 -03:00
golfinq
e03a65fdea replace confusing code in CapsuleShape2D 2023-10-20 18:08:27 -04:00
Rémi Verschelde
2a995c09ac
Merge pull request #83639 from stoofin/frustum-buffer-size
Fix shadow map debug visualization camera frustum index buffer size
2023-10-20 15:12:34 +02:00
Bastiaan Olij
425e943576 Skip 2D rendering if stereo enabled and fix MSAA2D with 3D issue. 2023-10-20 14:02:55 +11:00
stoofin
1a2b66d4fc Fix shadow debug frustum index buffer size 2023-10-19 13:48:11 -07:00
Dario
4890e96556 Add an extra backbuffer color texture that can be used when an upscaler is in use.
Fixes issue #83152. Due to how BLUR_0 is reused for multiple purposes and requires being at native resolution for some post-processing effects to work, FSR2 will use an alternate texture at internal size to use as the screen texture read by shaders instead. The rendering pipeline will prefer using this texture if it exists.
2023-10-17 13:36:27 -03:00
Clay
623a050269 Ensure that only visible paired lights are used
This is a longstanding issue in both the Mobile and GL Compatibility renderer.

Meshes pair with all lights that touch them, and then at draw time, we send all paired lights indices to the shader (even if that light isn't visible). The problem is that non-visible lights aren't uploaded to the GPU and don't have an index. So we end up using a bogus index
2023-10-17 13:02:46 +02:00
Rémi Verschelde
842c1cafc0
Merge pull request #83400 from bitsawer/fix_mobile_instance_uniforms
Fix Mobile renderer shader instance uniform access
2023-10-16 10:42:38 +02:00
bitsawer
f0a178cbdb Fix Mobile renderer shader instance uniform access 2023-10-15 18:09:54 +03:00
Lunarisnia
28f7a62ae4 Fix disabling depth prepass breaks opaque material 2023-10-15 12:18:13 +07:00
jsjtxietian
34eba41aea Fix AudioStreamRandomizer.random_volume_offset_db not working 2023-10-14 10:52:27 +08:00
Rémi Verschelde
135fa1ef5d
Merge pull request #83179 from clayjohn/tangents-sanitize
Sanitize tangents when creating mesh surfaces to avoid triggering the compressed mesh path in the shader
2023-10-13 22:17:02 +02:00
clayjohn
e3d31837eb Sanitize tangents when creating mesh surfaces to avoid triggering the compressed mesh path in the shader 2023-10-13 08:54:49 -06:00
bruvzg
9a1e0e4aef
[Bitmap fonts] Add support for scaling. 2023-10-13 12:57:45 +03:00
Clay
acb65377cd Cleanup instances of using uint32_t for mesh formats
And tidy up some leftovers from the attribute compression PR
2023-10-12 22:01:41 +02:00
Thaddeus Crews
9ee41c707e
Fix texture storage not assigning default scale
• Print errors if an invalid value is passed
2023-10-12 12:02:24 -05:00
Rémi Verschelde
b1371806ad
Merge pull request #82431 from bitsawer/fix_gpuparticles_free
Fix errors when freeing GPUParticles
2023-10-12 00:22:33 +02:00
Rémi Verschelde
09b92a144d
Merge pull request #79921 from mandryskowski/ssr_transparency
Make Fresnel darken SSR instead of blending with specular
2023-10-11 22:37:02 +02:00
mandryskowski
5b2e54c17b Fresnel should darken the SSR reflections instead of blending them with specular light. 2023-10-11 18:58:22 +01:00
kobewi
41fa6c32b4 Disable update spinner when debug redraw is active 2023-10-11 13:21:29 +02:00
Rémi Verschelde
4b7cc99bc1
Merge pull request #79169 from reduz/debug-canvas-item-redraw
Debug CanvasItem redraw
2023-10-11 08:40:05 +02:00
Rémi Verschelde
55282ddc10
Merge pull request #79527 from QbieShay/qbe/particles-rework
Particle internal refactor and additions for more artistic control
2023-10-10 22:48:50 +02:00
QbieShay
c228fe1a0d Particle internal refactor and additions for more artistic control
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-10-10 20:03:35 +02:00
Rémi Verschelde
3d4724b381
Merge pull request #83056 from AThousandShips/surface_fix
Fix incorrect check in `_dict_to_surf`
2023-10-09 23:25:16 +02:00
Rémi Verschelde
b4214b1686
Merge pull request #83004 from Chaosus/shader_language_fix_typo
Fix typo in `shader_language.cpp`
2023-10-09 23:23:35 +02:00
A Thousand Ships
7b6621297b Fix incorrect check in _dict_to_surf 2023-10-09 18:28:59 +02:00
Rémi Verschelde
a1d7c62df7
Merge pull request #83003 from AThousandShips/null_check_extra
Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-10-09 15:37:14 +02:00
Rémi Verschelde
336260b7b3
Merge pull request #83002 from AThousandShips/safety_check
Replace `sanity` with `safety` for checks
2023-10-09 15:36:49 +02:00
Rémi Verschelde
35ede42d1d
Merge pull request #82695 from maiself/object-less-callables-fixes
Fixes to allow object-less callables throughout Godot
2023-10-09 15:32:38 +02:00
Yuri Rubinsky
f4bc779c4e Fix typo in shader_language.cpp 2023-10-08 18:55:40 +03:00
A Thousand Ships
f18aa00e85 Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-10-08 17:23:33 +02:00
A Thousand Ships
034c0f1624 Replace sanity with safety for checks 2023-10-08 16:22:24 +02:00
mrjustaguy
45948dc2c9 Directional 2 Split Shadow Stabilization Fix 2023-10-07 17:55:26 +02:00
Mai Lavelle
5e15586ec2 Fixes to allow object-less callables throughout Godot
This fixes #81887
2023-10-06 16:31:35 -04:00
Rémi Verschelde
c05f521e16
Merge pull request #82892 from clayjohn/tangent-binormal-transform
Only perform modelview transform on tangent and binormal when vertex shader is in local space
2023-10-06 12:53:05 +02:00
clayjohn
af1d81d95a Only perform modelview transform on tangent and binormal when vertex shader is in local space 2023-10-05 22:08:36 -06:00
clayjohn
04846c1d6d Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00
Rémi Verschelde
f2ba8ec6ca
Merge pull request #81124 from bitsawer/fix_voxelgi_static_lights
Fix VoxelGI static light pairing
2023-10-06 00:24:29 +02:00
Rémi Verschelde
d351d40e29
Merge pull request #82877 from tomissj2/master
Fog shader: Fix undeclared identifier `global_variables`
2023-10-05 22:51:48 +02:00
Rémi Verschelde
950139e489
Merge pull request #82546 from viksl/volumetric-fog-spot-light-artifacts
Fix cluster artifacts and negative light
2023-10-05 22:50:12 +02:00
Rémi Verschelde
f02695cc04
Merge pull request #81138 from clayjohn/attribute-compression
Vertex and attribute compression
2023-10-05 22:48:55 +02:00
Rémi Verschelde
7ee2eb5c92
Merge pull request #80992 from viksl/volumetric-fog-NaN-issues
Fix volumetric fog NaN values in textures from starting at a zero Vector2.
2023-10-05 22:48:31 +02:00
tomissj2
e906eb8433
Fog Shader bugfix: 'global_variables' : undeclared identifier
If user try to use a global shader variable in a fog type shader we are getting shader error. The reason of this there is a typo in the fog.cpp. I other well working shaders types like sky the "action.global_buffer_array_variable" is "global_shader_uniforms.data". 
The investigation tracked here:
https://discord.com/channels/212250894228652034/1158918161337434172
2023-10-05 22:12:50 +02:00
clayjohn
51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
kobewi
09b30be86d Add vararg call() method to C++ Callable 2023-10-05 11:35:29 +02:00
Rémi Verschelde
829d9bb6ba
Merge pull request #82451 from DarioSamo/mesh-storage-vertex-array-taa-fix
Fix mismatch between surface vertex array generation inside the function and the caller.
2023-10-05 10:08:34 +02:00
Rémi Verschelde
c255acebe8
Merge pull request #81607 from Rindbee/fix-UPDATE_WHEN_VISIBLE-not-work-in-exported-project
Fix `SubViewport` with `UPDATE_WHEN_VISIBLE` not working properly in exported project
2023-10-05 10:07:16 +02:00
Rémi Verschelde
ccbb91137f
Merge pull request #82766 from BastiaanOlij/fix_debanding_issue
Forgot to add debanding to config object
2023-10-04 15:45:39 +02:00
Rémi Verschelde
03ff9fedb6
Merge pull request #82101 from bruvzg/x11_gles
[X11] Add support for using EGL/GLES instead of GLX.
2023-10-04 15:35:05 +02:00
Rémi Verschelde
d5db0e5032
Merge pull request #81218 from bruvzg/_temp_fs
[Native File Dialogs] Improve filter list handling, add selected filter to the callback.
2023-10-04 15:34:16 +02:00
Rémi Verschelde
5680d729f2
Merge pull request #80939 from RandomShaper/fix_onion
Revive onion skinning
2023-10-04 15:33:25 +02:00
bruvzg
af00c4a54a
[X11] Add support for using EGL/GLES instead of GLX. 2023-10-04 14:15:36 +03:00
bruvzg
d1aaa914f3
[macOS] Add about_to_open and popup_hide callback for the global menus, move part of logic to the PopupMenu to allow live menu modification. 2023-10-04 09:49:51 +03:00
Bastiaan Olij
480fe5767e Forgot to add debanding to config object 2023-10-04 16:24:09 +11:00
bruvzg
43e4708dff
[Native File Dialogs] Improve filter list handling, add selected filter to the callback. 2023-10-03 19:26:16 +03:00
Rémi Verschelde
9af1983af2
Merge pull request #82475 from bruvzg/ts_spacing_var
[TextServer] Store font extra spacing variations without making a full copy of font.
2023-10-03 17:23:43 +02:00
Rémi Verschelde
24c166dfe2
Merge pull request #81619 from Chaosus/fix_shader_const
Re-allows constants in global space to be initialized with function call
2023-10-03 17:20:23 +02:00
bruvzg
72e2e47059
[DisplayServer] Add method to estimate window title bar size. 2023-10-03 16:13:52 +03:00
Pedro J. Estébanez
77d8372285 Fix drawing of viewports without swapping buffers 2023-10-03 13:51:47 +02:00
mrjustaguy
dd3d380a01 Improve Split Blending
Improve Split Blending Logic
2023-10-02 13:22:51 +02:00
viksl
8a2d345a85 Fixes spotlight's cluster artifacts and negative light. 2023-10-01 09:13:30 +02:00
Rémi Verschelde
44e399ed5f
Merge pull request #82534 from DarioSamo/fsr2-exposure-fix
Use internal texture at internal resolution for calculating luminance (FSR2).
2023-09-29 19:47:53 +02:00
Dario
1e2c28b7fe Use internal texture at internal resolution for calculating luminance.
Fixes an error where the exposure was calculated incorrectly if a lower resolution scale was used while using FSR2. Now the behavior is consistent regardless of the resolution scale.
2023-09-29 13:41:40 -03:00
Hugo Locurcio
d6d640f158
Disable lightmapper_rd module in non-editor builds (and in Android editor)
This is consistent with `xatlas_unwrap`, which isn't enabled in non-editor
builds and the Android editor either. There is currently no way to
use the lightmapper in a non-editor build anyway, as it doesn't expose
any methods (and even if there was, there would be no way to perform
UV2 unwrapping in the exported project).

This reduces binary size of a stripped Linux x86_64 export template
build by ~164 KB.

This also moves the PrimitiveMesh texel size project setting
so that it's defined when the module is disabled,
and adds a property hint to it.
2023-09-29 11:30:15 +02:00
Yuri Sizov
7ae0fa1083 Merge pull request #77496 from clayjohn/GLES3-shadows
Implement 3D shadows in the GL Compatibility renderer
2023-09-28 20:03:53 +02:00
bruvzg
4a167fc740
[TextServer] Store font extra spacing variations without making a full copy of font. 2023-09-28 10:45:09 +03:00
clayjohn
cb7200b028 Implement 3D shadows in the GL Compatibility renderer 2023-09-28 09:39:26 +02:00
Yuri Sizov
3c8465c240 Merge pull request #82445 from RandomShaper/fix_fsr2_little_thing
Avoid trying to free null RIDs in FSR2 teardown
2023-09-27 19:08:08 +02:00
Yuri Sizov
54c7a26a3b Merge pull request #81356 from pkdawson/rd-compat
Add compatibility methods for RenderingDevice BarrierMask
2023-09-27 19:07:55 +02:00
Dario
c3d1b52254 Fix mismatch between surface vertex array generation inside the function and the caller.
Fixes #82446.
2023-09-27 14:02:48 -03:00
Patrick Dawson
d80dc0ff58 Add compatibility methods for RenderingDevice BarrierMask 2023-09-27 10:22:03 -04:00
Pedro J. Estébanez
f84c3d4477 Avoid trying to free null RIDs in FSR2 teardown 2023-09-27 16:07:41 +02:00
bitsawer
898d1a2d5f Fix errors when freeing GPUParticles 2023-09-27 11:46:31 +03:00
Rémi Verschelde
3228f73127
Merge pull request #82413 from Calinou/3d-editor-gizmos-ignore-fog
Make 3D editor gizmos and debug shapes ignore fog
2023-09-27 09:21:35 +02:00
Rémi Verschelde
7da8f08ff1
Merge pull request #82411 from Calinou/editor-audiostreamrandomizer-tweak-property-order
Tweak property order in the inspector for AudioStreamRandomizer
2023-09-27 09:21:11 +02:00
Hugo Locurcio
fcbf7011cc
Make 3D editor gizmos and debug shapes ignore fog
This makes them easier to see in their intended colors in scenes with fog.
2023-09-27 00:54:57 +02:00
Hugo Locurcio
50f6c578c6
Tweak property order in the inspector for AudioStreamRandomizer
This puts non-foldable properties above foldable properties, which
matches the usual expectation in the editor inspector.
2023-09-27 00:19:29 +02:00
Mikael Hermansson
f1a9d8b5a5 Moved face_index field in 3D RayResult to end of struct 2023-09-26 23:18:16 +02:00
Rémi Verschelde
92ac0e54fe
Merge pull request #82353 from RPicster/optimizing-glow
Optimizing glow behaviour
2023-09-26 16:36:53 +02:00
Rémi Verschelde
da91cf9367
Merge pull request #82347 from SaracenOne/dir_access_checks
Add error checks for DirAccess creation
2023-09-26 16:36:47 +02:00
Rémi Verschelde
2c8c7b95aa
Merge pull request #82313 from AThousandShips/null_check_servers
[Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-09-26 13:45:31 +02:00
Rémi Verschelde
eefe161549
Merge pull request #81610 from Ughuuu/add-angle-limits-and-motor-to-pin-joint-2d
Update PinJoint2D API with angle limits and motor speed
2023-09-26 13:45:07 +02:00
Rémi Verschelde
1e4165ac60
Merge pull request #78757 from Crimzoth/RigidBody3D-mass-issue-fix
Correctly set mass for a rigid body with custom inertia and center of mass
2023-09-26 13:44:36 +02:00
Raffaele Picca
de42258154 Optimizing glow behaviour 2023-09-26 11:56:28 +02:00
Dragos Daian
0fcfb07246 Update PinJoint2D API with angle limits and motor speed
add enabled methods for motor and angular limits
use correct name to get joint
update copyright
2023-09-26 10:29:23 +02:00
Rémi Verschelde
e25408df4b
Merge pull request #81381 from bitsawer/fix_shader_include_markers
Fix shader language preprocessor include marker handling
2023-09-26 08:19:40 +02:00
Saracen
3f4513d4de Add error checks for DirAccess creation. 2023-09-26 03:07:43 +01:00
smix8
0ee7e3102b Add 2D navigation mesh baking
Adds 2D navigation mesh baking.
2023-09-25 19:48:14 +02:00
A Thousand Ships
fdd3d36c6d [Servers] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-25 18:45:30 +02:00
Dario
057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00
Rémi Verschelde
64cde8ae8b
Merge pull request #82168 from Supreeeme/ext-fix
Expose `texture_create_from_extension` to GDExtension
2023-09-24 23:34:06 +02:00
Rémi Verschelde
8788b20ea0
Merge pull request #81775 from darksylinc/matias-taa-msaa
Fix massive validation errors when enabling TAA + MSAA
2023-09-24 23:32:31 +02:00
Shawn Wallace
b12ed82c04 Expose texture_create_from_extension to GDExtension 2023-09-23 16:57:12 -04:00
Rémi Verschelde
525c72ec6d
Merge pull request #81350 from DarioSamo/mipmap-bias
Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
2023-09-22 22:04:22 +02:00