Rémi Verschelde
e1e30f9fc7
Merge pull request #71520 from conradhappeliv/fix-71480
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Fix GPUParticles2D not recomputing transforms each frame
2023-01-17 10:14:32 +01:00
Conrad H. Appel, IV
ad6dd38795
Fix GPUParticles2D not recomputing transforms each frame
2023-01-16 14:10:58 -08:00
clayjohn
71ed83d301
Warn when trying to enable TAA from mobile or gl_compatibility backend
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TAA should only be enabled from the forward_plus renderer for now
2023-01-16 13:32:40 -08:00
Rémi Verschelde
0ddd9c3e8f
Merge pull request #71526 from clayjohn/RD-sun-scatter
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Properly initialize directional_light_count in RD sky shaders
2023-01-16 22:30:54 +01:00
Rémi Verschelde
2156250471
Merge pull request #62236 from MinusKube/master
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Fix polyline not supporting closed polygons and not having a uniform width
2023-01-16 22:13:07 +01:00
clayjohn
8b3db6e9ce
Properly initialize directional_light_count in RD sky shaders
2023-01-16 13:05:52 -08:00
MinusKube
01af885e69
Fix draw_polyline not supporting closed polygons and not having a uniform offset
2023-01-16 20:27:30 +01:00
Danil Alexeev
a8cbb6245b
Fix scaling issue in draw_line
and similar methods
2023-01-16 12:49:58 +03:00
Raul Santos
7560340ef6
Rename center
method to get_center
in Plane.
2023-01-15 17:18:50 +01:00
Rémi Verschelde
ac104a69b8
Merge pull request #71309 from BastiaanOlij/improve_renderscaling_options
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Improving communication of scaling settings to renderer implementation
2023-01-14 14:45:02 +01:00
jainl28patel
390f83bf5a
fix normal map not flipping in sprite2D
2023-01-14 11:51:56 +05:30
Rémi Verschelde
a51ca2beaf
Merge pull request #71346 from Chaosus/material_fix_freezing
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Clear material arrays to prevent freeing of invalid texture RID
2023-01-14 00:44:18 +01:00
clayjohn
ccaebcd5e0
Avoid crashing when custom GLSL shaders are imported when using the gl_compatibility renderer
2023-01-13 12:53:19 -08:00
Yuri Rubinsky
01cddbb12a
Clear material arrays to prevent freeing of invalid texture RID
2023-01-13 23:25:09 +03:00
Bastiaan Olij
478c37deb8
Improving communication of scaling settings to renderer implementation
2023-01-13 12:54:15 +11:00
clayjohn
131036a5ef
Only setup depth framebuffer properties when not rendering ReflectionProbes
2023-01-12 16:19:12 -08:00
Pedro J. Estébanez
d0e37cd04c
Add framework for avoidance of color flash in new windows
2023-01-12 21:42:51 +01:00
Rémi Verschelde
1f171ff18b
Merge pull request #71261 from clayjohn/RD-alpha-aa
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Take alpha antialising options into account when setting up materials
2023-01-12 08:19:16 +01:00
clayjohn
0ae567b00a
Take alpha antialising options into account when setting up materials
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This restores the functionality of the alpha antialising options
2023-01-11 21:29:36 -08:00
Rémi Verschelde
0abd60b953
Merge pull request #71130 from clayjohn/RD-normal-roughness
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Fix multiple issues that make the normal roughness texture unusable
2023-01-12 01:01:24 +01:00
Rémi Verschelde
201673ecd8
Merge pull request #71124 from clayjohn/forward-prepass
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Only disable depth writing in opaque pipelines
2023-01-12 00:55:10 +01:00
Rémi Verschelde
8cb63cdd55
Merge pull request #70475 from BastiaanOlij/cleanup_luminance
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Move luminance effect into its own class and use new buffers system
2023-01-11 01:10:37 +01:00
clayjohn
89766848de
Fix multiple issues that make the normal roughness texture unusable
2023-01-09 11:56:36 -08:00
clayjohn
e5abca4990
Only disable depth writing in opaque pipelines
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This restores the behaviour of the visibility fade
2023-01-09 09:45:43 -08:00
Pedro J. Estébanez
5ca2ba45f1
Make inclusion of Godot version in shader hash universal
2023-01-09 17:47:02 +01:00
Bastiaan Olij
9b549231e4
Move luminance effect into its own class and use new buffers system
2023-01-07 14:40:42 +11:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Rémi Verschelde
a5e43daca1
Merge pull request #70929 from clayjohn/RD-mobile
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Use proper indices for lights, decals, and reflection probes in mobile scene shader
2023-01-05 12:57:46 +01:00
Rémi Verschelde
0668b64c32
Merge pull request #70924 from clayjohn/canvas-bg-bugs
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Always try to clear render target before drawing 3D with Canvas BG mode
2023-01-05 12:57:39 +01:00
clayjohn
aaa9d626f3
Use proper indices for lights, decals, and reflection probes in mobile scene shader
2023-01-04 14:03:48 -08:00
clayjohn
72bc7e5a9d
Always try to clear render target before drawing 3D with Canvas BG mode
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This is necessary to ensure that we aren't copying garbage data to the 3D renderbuffer
2023-01-03 15:46:03 -08:00
Rémi Verschelde
0160fea1ce
Merge pull request #70884 from clayjohn/Depth-prepass
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Ignore depth draw optimization when using depth draw alpha prepass
2023-01-03 23:23:29 +01:00
Rémi Verschelde
698ee56e54
Merge pull request #70638 from markusneg/cull-masked-shadows-gd4
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Visual instance layers are regarded during shadow culling
2023-01-03 23:22:31 +01:00
clayjohn
062fb8b0dc
Ignore depth draw optimization when using depth draw alpha prepass
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This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2023-01-03 12:33:07 -08:00
Adam Scott
ea33001b95
Add safety-checks before some servers free()
2022-12-29 16:23:38 -05:00
Markus Grafen
041b64ea7e
visual instance layers are regarded during shadow culling
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Partially cherry-picked from 16517ecb
. Todos:
- setting Camera cull_mask should mark affected shadows dirty somehow
2022-12-27 18:43:53 +01:00
Bastiaan Olij
8bf16b0ce5
Fix errors related to reflection probe now using a render buffers object
2022-12-26 22:23:22 +11:00
Rémi Verschelde
f064898956
Merge pull request #70253 from BastiaanOlij/cleanup_sky_render
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Cleanup and improve sky render
2022-12-23 23:44:02 +01:00
Rémi Verschelde
d8a0382e3f
Merge pull request #70476 from BastiaanOlij/move_sdfgi_init
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Move SDFGI update logic into clustered renderer
2022-12-23 23:43:56 +01:00
Rémi Verschelde
2e07477751
Merge pull request #70214 from Ansraer/speed-maybe
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[4.x] Use depth prepass to increase opaque render performance
2022-12-23 23:43:50 +01:00
Ansraer
d44a91c2f7
use depth prepass to increase performance
2022-12-23 17:15:46 +01:00
Bastiaan Olij
65ca9e6924
Move SDFGI update logic into clustered renderer
2022-12-24 00:00:11 +11:00
Rémi Verschelde
1cab6c91e9
Merge pull request #69998 from BastiaanOlij/sorting-pivot-4
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Added options for sorting transparent objects (port of PR #63040 )
2022-12-23 09:47:24 +01:00
Bastiaan Olij
e886a7af81
Cleanup and improve sky render
2022-12-23 19:45:19 +11:00
Bastiaan Olij
6f4f38db07
Added options for sorting transparent objects (port of PR 63040)
2022-12-23 19:30:33 +11:00
Rémi Verschelde
56b828eb82
Merge pull request #70457 from clayjohn/RD-particles-update
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Avoid updating particles during 2D rendering
2022-12-23 09:11:58 +01:00
Rémi Verschelde
13850d7812
Merge pull request #70455 from clayjohn/RD-particle-trail
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Check for disabled particle trail particle before initializing particle trail
2022-12-23 09:11:48 +01:00
Yuri Rubinsky
f28348fc5c
Fix shader crash when using boolean type for vertex->fragment varyings
2022-12-23 07:47:49 +03:00
clayjohn
41021b07be
Avoid updating particles during 2D rendering
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In 2D the particle uniform set isn't obtained until the render pass. So in 2D just avoid rendering if not updated yet.
2022-12-22 12:04:34 -07:00
clayjohn
4d301ee21e
Check for disabled particle trail particle before initializing particle trail
2022-12-22 11:30:59 -07:00
Rémi Verschelde
291add339f
Merge pull request #70422 from clayjohn/RD-trails
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Disable particle trails particles when parent parent is not active.
2022-12-21 23:38:04 +01:00
clayjohn
eb10c71d6c
Disable particle trails particles when parent parent is not active.
2022-12-21 15:19:57 -07:00
Rémi Verschelde
29464cb9dc
Merge pull request #70418 from clayjohn/RD-particles
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Ensure that particles are processed at least once before being used
2022-12-21 22:46:30 +01:00
clayjohn
886cae515c
Ensure that particles are processed at least once before being used
2022-12-21 14:06:05 -07:00
Rémi Verschelde
63f95c0e58
Merge pull request #70366 from quentinguidee/refactoring/fix-double-get-singleton
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Fix double get_singleton()
2022-12-21 09:27:02 +01:00
Quentin Guidée
d9c05f7fbd
Fix double get_singleton()
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Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
2022-12-20 14:26:15 -05:00
Yuri Rubinsky
522d4243bf
Add missing != operator to StringName
2022-12-20 17:25:54 +03:00
Rémi Verschelde
f318d60e06
Merge pull request #65376 from reduz/astc-support
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Implement basic ASTC support
2022-12-20 12:44:30 +01:00
Juan Linietsky
71d21c7ccb
Implement basic ASTC support
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Implements basic ASTC support:
* Only 4x4 and 8x8 block sizes.
* Other block sizes are too complex to handle for Godot image compression handling. May be implemented sometime in the future.
The need for ASTC is mostly for the following use cases:
* Implement a high quality compression option for textures on mobile and M1 Apple hardware.
* For this, the 4x4 is sufficient, since it uses the same size as BPTC.
ASTC supports a lot of block sizes, but the benefit of supporting most of them is slim, while the implementation complexity in Godot is very high.
Supporting only 4x4 (and 8x8) solves the real problem, which is lack of a BPTC alternative on hardware where it's missing.
Note: This does not yet support encoding on import, an ASTC encoder will need to be added.
2022-12-20 11:26:30 +01:00
Rémi Verschelde
1dad415131
Merge pull request #70300 from RandomShaper/depth_format
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Ensure depth buffer format picked actually supports full intended usage
2022-12-19 17:11:24 +01:00
Rémi Verschelde
adc1096b19
Merge pull request #70219 from bruvzg/msdf_outline_scaling
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Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior.
2022-12-19 16:26:56 +01:00
Pedro J. Estébanez
d8283550e6
Ensure depth buffer format picked actually supports full intended usage
2022-12-19 16:23:33 +01:00
Quentin Guidée
e0f1e02cc7
Fix use of comma instead of semicolon
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Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
2022-12-17 20:17:04 -05:00
bruvzg
20d9457f9d
Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior.
2022-12-17 22:47:54 +02:00
Rémi Verschelde
2b056115ef
Merge pull request #70091 from clayjohn/bone-aabbs
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Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain
2022-12-17 12:32:32 +01:00
Rémi Verschelde
676f60b0cc
Merge pull request #70132 from clayjohn/RT-update
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Implement render_target_was_used API so that Viewports can properly check if they have been used.
2022-12-17 12:26:51 +01:00
Rémi Verschelde
376290ea86
Merge pull request #70163 from clayjohn/particles-sdf
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Transform sdf xfrom by particle emission transform when particles are in global space
2022-12-17 12:24:51 +01:00
Rémi Verschelde
740e5a6404
Merge pull request #70172 from clayjohn/RD-boot-filter
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Enable using filtering on boot image in RD renderer
2022-12-17 12:24:24 +01:00
Rémi Verschelde
3b6d697676
Merge pull request #70133 from lyuma/negative_scale_backface
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Flip culling when rendering a camera with negative scale
2022-12-17 12:22:18 +01:00
Rémi Verschelde
2b2c372dbc
Merge pull request #70122 from clayjohn/VRS-r8uint
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Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported
2022-12-17 12:22:03 +01:00
Rémi Verschelde
13593d8644
Merge pull request #70087 from clayjohn/mesh-aabb
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Cache mesh AABB when modified by skeleton and update instance AABB when skeleton changes
2022-12-17 12:21:01 +01:00
clayjohn
669a87bd89
Enable using filtering on boot image in RD renderer
2022-12-16 13:42:03 -08:00
clayjohn
99a159cd9b
Transform sdf xfrom by particle emission transform when particles are in global space
2022-12-16 11:55:11 -08:00
clayjohn
5e90b90a97
Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported
2022-12-16 09:53:12 -08:00
clayjohn
1b330820bf
Implement render_target_was_used API so that Viewports can properly check if they have been used.
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For the RD renderer, this does not work for Viewports used in scene shaders yet
2022-12-16 09:50:45 -08:00
Lyuma
80dea918c4
Flip culling when rendering a camera with negative scale
2022-12-15 16:12:10 -08:00
Yuri Rubinsky
5c83e95103
Merge pull request #70016 from Chaosus/refactor_rd_shader_data
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fixed https://github.com/godotengine/godot/issues/69949
2022-12-15 20:28:26 +03:00
Yuri Rubinsky
807632a90c
Changed STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT
type to enum flags
2022-12-15 14:10:37 +03:00
Rémi Verschelde
762c6d4b36
Merge pull request #69709 from RandomShaper/refactor_spirv_reflection
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Refactor SPIR-V reflection into a generic RenderingDevice feature
2022-12-15 09:21:35 +01:00
Rémi Verschelde
a194984e96
Merge pull request #70068 from clayjohn/mobile-lights
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Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFF
2022-12-15 09:20:44 +01:00
Rémi Verschelde
e1bcadd12d
Merge pull request #56804 from Calinou/ssr-add-max-roughness-cutoff
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Add maximum roughness cutoff to SSR to improve performance
2022-12-15 09:20:29 +01:00
Yuri Rubinsky
56954485ed
Refactor ShaderData
& fix the sorting of shader uniforms
2022-12-15 10:02:59 +03:00
clayjohn
ef246d9156
Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain
2022-12-14 19:32:19 -08:00
clayjohn
b7088bbf52
Cache mesh AABB when modified by skeleton and update instance AABB when
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skeleton changes
2022-12-14 18:07:07 -08:00
clayjohn
7b0dd7a3e6
Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFF
2022-12-14 15:20:54 -08:00
Rémi Verschelde
465d4c1d95
Merge pull request #70009 from clayjohn/glow-hq
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Remove high quality glow as it is not any higher quality than regular glow
2022-12-13 23:32:15 +01:00
Rémi Verschelde
fc517e6c89
Merge pull request #70003 from clayjohn/GLES3-cc
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Various fixes and documentation for CanvasGroup
2022-12-13 23:31:43 +01:00
clayjohn
bdd4001ef0
Various fixes and documentation for CanvasGroup
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Properly apply custom materials with CanvasGroups in the GLES3 backend
Properly blur backbuffer when using a partial rect in forward_plus and
gl_compatibility renderers
Properly set fit_margin when clear_margin is set
Fix shader error during backbuffer clear in mobile renderer
2022-12-13 10:22:18 -08:00
clayjohn
5b5cd2b98b
Remove high quality glow as it is not any higher quality than regular glow
2022-12-13 10:15:45 -08:00
Rémi Verschelde
83281e7a42
Merge pull request #69985 from clayjohn/mobile-rim
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Ensure that rim lighting uses an exponent base greater than zero
2022-12-13 10:12:00 +01:00
Rémi Verschelde
4bfd21b515
Merge pull request #69828 from clayjohn/SSR-roughness
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Fade out SSR with roughness so that it doesn't show at high roughness amounts
2022-12-13 10:10:56 +01:00
clayjohn
a062798b76
Ensure that rim lighting uses a exponent base greater than zero
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This avoids the undefined behavior that happens if the base is zero and the exponent is zero
2022-12-12 13:41:28 -08:00
Fabio Iotti
c53c687962
Fix screen texture slightly darker
2022-12-12 21:17:36 +01:00
Pedro J. Estébanez
14e301467e
Refactor SPIR-V reflection into a generic RenderingDevice feature
2022-12-12 14:14:53 +01:00
Yuri Rubinsky
6e48db69a3
Changed RD::PipelineDynamicStateFlags
type to enum flags
2022-12-11 15:37:35 +03:00
Hugo Locurcio
7745bd42a6
Add maximum roughness cutoff to SSR to improve performance
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In a test scene with mixed rough and non-rough materials, this saves
upwards of 0.15 ms of GPU time with very little visual artifacting
(GTX 1080, 2560×1440).
2022-12-10 17:35:18 +01:00
clayjohn
e6f8c8517c
Fade out SSR with roughness so that it doesn't show at high roughness amounts
2022-12-09 12:59:51 -08:00
Rémi Verschelde
60d7525d84
Merge pull request #69735 from clayjohn/Particles2D-sdf
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Detect and report if 2D particles use the screen SDF
2022-12-08 09:52:01 +01:00
clayjohn
0a88c68d0a
Detect and report if 2D particles use the screen SDF
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This ensures that the SDF is updated even if not used in a canvas_item shader
2022-12-07 10:03:08 -08:00
Lily Garcia
e328a0bcf8
Check if VRS is supported on creating VRS object
2022-12-07 13:00:13 +01:00