Commit graph

220 commits

Author SHA1 Message Date
clayjohn
04a9933f2e Mark fma function as high end so it isn't used with the gl_compatibility renderer 2023-02-08 12:56:15 -08:00
Rémi Verschelde
9caf691c89
Merge pull request #72494 from Chaosus/shader_fix_const_init
Fix shader failure when using non-const initializer on a constant
2023-02-02 21:05:27 +01:00
Rémi Verschelde
e52213e2fa
More codespell fixes, do more changes from previous ignore list 2023-02-01 12:11:36 +01:00
Yuri Rubinsky
e034d5f764 Fix shader failure when using non-const initializer on a constant 2023-02-01 13:03:11 +03:00
clayjohn
97ed3dcf71 Add a shader error when trying to using hint_normal_roughness_texture in the gl_compatibility renderer 2023-01-30 09:04:34 -08:00
Rémi Verschelde
3cacc83526
Merge pull request #72138 from clayjohn/GL-globals
Properly append global uniform buffer name in gl_compatibility shaders
2023-01-26 22:52:42 +01:00
Rémi Verschelde
b2164ee75b
Merge pull request #72109 from Chaosus/shader_derivative
Add derivative functions with precision to shaders
2023-01-26 22:51:54 +01:00
clayjohn
eefddb07bc Properly append global uniform buffer name in gl_compatibility shaders
Also error when using instance uniforms
2023-01-26 12:14:45 -08:00
Yuri Rubinsky
8c8c333bf2 Add derivative functions with precision to shaders 2023-01-26 20:53:46 +03:00
bitsawer
6f5598979f Several shader preprocessor parser fixes and improvements 2023-01-26 14:57:23 +02:00
Yuri Rubinsky
a6eb6b6b55 Fix array of token names in the shader parser 2023-01-25 18:18:07 +03:00
PrecisionRender
d9698f0e6f Fix type in hint when using removed built-in textures 2023-01-20 22:06:51 -06:00
clayjohn
921f99f9e3 Decrement texture_binding count when using screen textures 2023-01-20 12:48:13 -08:00
clayjohn
faea9f5c10 Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
in favour of texture hints
2023-01-18 19:52:47 -08:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
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
Yuri Rubinsky
f28348fc5c Fix shader crash when using boolean type for vertex->fragment varyings 2022-12-23 07:47:49 +03:00
Yuri Rubinsky
522d4243bf Add missing != operator to StringName 2022-12-20 17:25:54 +03:00
Rémi Verschelde
5d20dccade
Add MAKE_RESOURCE_TYPE_HINT macro to simplify binding arrays of resources 2022-11-24 14:06:00 +01:00
Rémi Verschelde
cb1826deae
Shader: Set proper resource type hints for sampler uniforms
Supersedes #64383.
2022-11-22 15:38:52 +01:00
Markus Sauermann
28af870750 Code simplifications found by cppcheck
They are based on:
- Boolean arithmetic simplifications
- setting variables that are not accessed
- constant variables
2022-11-21 08:43:36 +01:00
Lily Garcia
0683bc3783 Fix global uniforms parsed as instance uniform 2022-11-17 17:18:20 -05:00
Rémi Verschelde
a6a6af32e2
Merge pull request #68718 from dzil123/fix_fog_shader_buffer_overflow
Fix shader compiler asan out of bounds
2022-11-16 09:23:16 +01:00
Yuri Rubinsky
5693286e90 Mark shader built-ins as used when passed to functions as out parameter 2022-11-15 22:06:16 +03:00
dzil123
6f0cd8072f Fix Fog shader buffer overflow 2022-11-15 06:51:48 -08:00
Markus Sauermann
3b14f0334c Remove redundant Variant-types initializations 2022-11-14 19:35:19 +01:00
Yuri Rubinsky
c07d13182c Some fixes for instance shader parameters 2022-11-09 21:20:11 +03:00
Yuri Rubinsky
0a85d3b0cc Fix predefined constants to be accessible in the shader includes 2022-11-01 19:53:05 +03:00
Yuri Rubinsky
926d4ebb28 Fix editor crash when assigning some uniform hints to the textures 2022-10-16 19:55:08 +03:00
Rémi Verschelde
e5857bd6c7 Merge pull request #66548 from akien-mga/msvc-warnings-c4701-c4703
Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used
2022-09-28 20:47:50 +02:00
Rémi Verschelde
85fe6ecc32 Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used 2022-09-28 17:05:34 +02:00
Rémi Verschelde
7ab01450cf Fix MSVC warning C4702: unreachable code
Part of #66537.
2022-09-28 16:46:48 +02:00
Yuri Rubinsky
e4a8646c19 Prevent duplicated hints in shader uniform completion 2022-09-11 15:21:43 +03:00
Yuri Rubinsky
47145800a6 Remove shader_type from completion (when it does not need any more) 2022-09-07 16:19:36 +03:00
Yuri Rubinsky
d4a10e7e04 Allow using integer varyings with flat interpolation modifier 2022-08-25 13:21:02 +03:00
Max Hilbrunner
019d6584ee
Merge pull request #64167 from clayjohn/screen-texture-hint
Add shader uniform hints for screen textures
2022-08-19 21:51:39 +02:00
Yuri Rubinsky
f2a6168414
Merge pull request #64310 from Chaosus/shader_texture_funcs 2022-08-12 21:28:22 +03:00
Yuri Rubinsky
e21aad968d Add textureQueryLod/Levels functions to the shader language 2022-08-12 20:44:57 +03:00
Yuri Rubinsky
7822fbc9e2 Add textureProjGrad function to the shader language 2022-08-12 12:01:37 +03:00
clayjohn
028ef2edc8 Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.

In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
2022-08-09 12:29:49 -04:00
Rémi Verschelde
f754dd20be
Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4
Allow for vec2/vec4 to be used in reflect and refract
2022-08-07 19:16:05 +02:00
Hendrik Brucker
b8d5f4bdd5 Allow vec2 and vec4 for reflect and refract 2022-08-07 18:03:16 +02:00
Yuri Rubinsky
988041b74c
Merge pull request #63847 from Zylann/shader_switch_uint 2022-08-03 08:05:19 +03:00
Marc Gilleron
779a5cd34a Allow shading language to use switch statement with uints 2022-08-02 23:08:41 +01:00
Hugo Locurcio
813f6a5d57
Add hint_transparent to use a transparent black placeholder texture
This can be used in shaders to avoid the need to supply a transparent
placeholder texture manually.
2022-08-01 23:38:06 +02:00
Hugo Locurcio
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Yuri Rubinsky
2dc59a3eea Fix incorrect conversion of default value for mat4 uniform in shaders 2022-07-27 09:06:18 +03:00
Yuri Rubinsky
886c2d9681 Implement shader uniform groups/subgroups 2022-07-26 11:26:09 +03:00
Rémi Verschelde
49b0aa93e3
Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fix 2022-07-25 14:56:06 +02:00
Yuri Rubinsky
be3fb7a216 Fix errors when using built-ins in shaderinc 2022-07-25 12:33:04 +03:00
reduz
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00