Bastiaan Olij
9042ddf19f
Improvements to VRS/Foveated rendering
2024-05-03 17:20:30 +10:00
clayjohn
8eae822b54
Ensure that environment is available before checking for BCS
2024-05-02 11:34:48 -07:00
Rémi Verschelde
0b6c29f2d2
Merge pull request #89114 from AThousandShips/vec_elem_scalar
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[Core] Add scalar versions of `Vector*` `min/max/clamp/snap(ped)`
2024-05-02 12:46:22 +02:00
A Thousand Ships
308dbb8c63
[Core] Add scalar versions of Vector*
min/max/clamp/snap(ped)
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Convenience for a number of cases operating on single values
2024-05-02 10:31:13 +02:00
semensanyok
e378083fa5
fix typo in e41064388e
breaking gles3
2024-05-02 00:32:39 +02:00
Rémi Verschelde
f91db3dc58
Merge pull request #91399 from QbieShay/qbe/fix-pmul-name
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Revert premul alpha to spell without the T
2024-05-01 23:47:46 +02:00
QbieShay
e41064388e
reverted naming to premul alpha (no T)
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Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
2024-05-01 22:24:49 +02:00
Chris Clyne
44364faee5
Ensure global shader sampler parameters are initialized when loading the editor
2024-05-01 18:12:46 +01:00
QbieShay
41a2b0e83e
Added premult alpha blending to 3D (spatial) shaders.
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Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +02:00
bruvzg
986d297ed3
Fix arm64/Windows build.
2024-04-30 16:26:42 +03:00
Rémi Verschelde
32070144af
Merge pull request #91100 from bruvzg/x_finks
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Add symlink API support for Windows, expose symlink methods.
2024-04-29 13:00:37 +02:00
Rémi Verschelde
947f5a8741
Merge pull request #91247 from AThousandShips/callable_fix
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Fix unsafe uses of `Callable.is_null()`
2024-04-29 10:10:32 +02:00
Rémi Verschelde
c7a73e684d
Merge pull request #71975 from AThousandShips/file_case_warning
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[Windows] Improve warning for path casing.
2024-04-29 10:09:25 +02:00
Rémi Verschelde
45c6f18128
Merge pull request #61006 from bruvzg/libbacktrce
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[Windows] Enable crash reporter on MinGW builds.
2024-04-29 10:09:22 +02:00
bruvzg
fc948e87f6
Add symlink API support for Windows, expose symlink methods.
2024-04-28 19:59:34 +03:00
A Thousand Ships
3679ea5d26
[Windows] Improve warning for path casing.
2024-04-27 16:49:47 +02:00
A Thousand Ships
31e7ee63f2
Fix unsafe uses of Callable.is_null()
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`Callable.is_null()` is not equivalent to `!Callable.is_valid()` and
doesn't guarantee the call is valid.
2024-04-27 16:22:57 +02:00
Bastiaan Olij
d2d22748b4
Fix issue in shadow to opacity
2024-04-26 21:54:26 +10:00
Rémi Verschelde
a07f89bfb2
Merge pull request #91176 from clayjohn/GL-adjustments
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Add adjustments and color correction to Compatibility renderer
2024-04-26 11:08:56 +02:00
Rémi Verschelde
490e636289
Merge pull request #91169 from DarioSamo/render_pass_2_fallback_fix
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Fix crash on compatibility fallback when vkCreateRenderPass2KHR is unavailable.
2024-04-26 11:08:53 +02:00
Rémi Verschelde
22c8a2785d
Merge pull request #90920 from clayjohn/2D-light-cull
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Exit light calculation early when pixel outside of light bounding rectangle
2024-04-26 11:08:29 +02:00
clayjohn
e8bb0a5719
Add adjustments and color correction to Compatibility renderer
2024-04-25 12:24:51 -07:00
Dario
b95e18f557
Fix crash on compatibility fallback when vkCreateRenderPass2KHR is unavailable.
2024-04-25 14:03:02 -03:00
Rob Blanckaert
ffe0b869f5
Add LIGHT_VERTEX to fragment shader
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Adds a new variable to the fragment shader to specify
the vertex position used when calculating lighting.
2024-04-25 06:56:02 -07:00
cosparks
6d0dca76c0
Fixes SDF Collision Enable/Disable
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- sets LightOccluderInstance field when sdf collision is updated
- adds check for light occluder sdf_collision field in 2d renderers
2024-04-22 20:27:56 -07:00
bruvzg
c1b34672f9
[Windows] Enable crash reporter on MinGW builds, use libbacktrace to generate stack trace from DWARF symbols.
2024-04-22 16:19:37 +03:00
Rémi Verschelde
504d01b61e
Merge pull request #90403 from bruvzg/file_resize
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[FileAccess] Implement `resize` method.
2024-04-22 12:51:55 +02:00
clayjohn
506e93a207
Exit light calculation early when pixel outside of light bounding rectangle
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This hugely improves the performance of rendering PointLight2Ds
2024-04-19 16:10:11 -07:00
Fredia Huya-Kouadio
764de7fe31
Collapse the gdextension arguments into the GDExtensionData
struct
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This is used to reduce the number of arguments to `OS::open_dynamic_library(...)`.
2024-04-19 07:56:02 -07:00
Fredia Huya-Kouadio
ede88cf59d
Fix loading GDExtension dependencies on Android
2024-04-19 07:55:08 -07:00
Oxi
1815871b90
Fixed unshaded mode lightmaps
2024-04-17 10:38:54 +01:00
Rémi Verschelde
7210d6cb43
Merge pull request #90358 from KoBeWi/finding_errors_in_other_apps
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Add `OS.get_process_exit_code()` method
2024-04-16 13:30:41 +02:00
kobewi
dce4a3e4c2
Add get_process_exit_code() method
2024-04-16 12:46:15 +02:00
Rémi Verschelde
c951421c99
Merge pull request #90268 from RandomShaper/wtp_servers
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Use WorkerThreadPool for Server threads (enhanced)
2024-04-15 10:12:00 +02:00
bruvzg
88b3e68f93
[FileAccess] Implement resize
method.
2024-04-12 19:20:49 +03:00
bruvzg
57fde36f31
[Unix / DirAccess] Fix removing directory symlinks with remove
, ensure erase_contents_recursive
is not following directory symlinks.
2024-04-12 10:06:49 +03:00
Rémi Verschelde
e73f40e260
Merge pull request #87117 from DmitriySalnikov/rename_pdb
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Add renaming of PDB files to avoid blocking them
2024-04-11 11:02:31 +02:00
Juan Linietsky
65686dedf9
Use WorkerThreadPool for Server threads
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* Servers now use WorkerThreadPool for background computation.
* This helps keep the number of threads used fixed at all times.
* It also ensures everything works on HTML5 with threads.
* And makes it easier to support disabling threads for also HTML5.
CommandQueueMT now syncs with the servers via the WorkerThreadPool
yielding mechanism, which makes its classic main sync semaphore
superfluous.
Also, some warnings about calls that kill performance when using
threaded rendering are removed because there's a mechanism that
warns about that in a more general fashion.
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2024-04-10 18:47:42 +02:00
Pedro J. Estébanez
c28f5901c7
Polish interaction between windowing, input and rendering
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- Adapt GL make/release API to the current architecture.
- Fix DisplayServer being locked while dispatching input (prevent deadlocks).
2024-04-10 18:47:42 +02:00
Rémi Verschelde
c59f493620
Merge pull request #89729 from jitspoe/master.shadow_distance_fade_optimization
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Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance.
2024-04-10 14:21:56 +02:00
Bastiaan Olij
509d8dba2a
Add reflection probe support to compatibility renderer using 2 probe approach.
2024-04-09 16:53:28 +10:00
ArthasMenethil
17e489b93d
Fix OpenGL: _shadow_atlas_find_shadow: Condition "!sli" is true.
2024-04-05 09:24:15 +07:00
DmitriySalnikov
b73e740786
Add renaming of PDB files to avoid blocking them
2024-04-05 00:14:23 +03:00
Rémi Verschelde
a28be933ee
Merge pull request #89398 from clayjohn/visual-debugger-coverage
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Increase coverage of timestamps for visual profiler
2024-04-04 14:31:19 +02:00
Rémi Verschelde
b4b4919736
Merge pull request #88816 from joined72/gles3_gpuparticles2d_fixes
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Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX devices.
2024-04-04 14:31:07 +02:00
Khasehemwy
d950f5f838
Use Reverse Z for the depth buffer
2024-04-04 13:54:15 +02:00
clayjohn
ac6c648645
Increase coverage of timestamps for visual profiler
2024-04-03 19:29:02 -07:00
joined72
4df39dc140
Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX devices.
2024-04-02 11:24:13 +02:00
bruvzg
082b420c0a
Implement OS.execute_with_pipe
method to run process with redirected stdio.
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Implement `pipe://*` path handling for creation of named pipes.
2024-03-27 11:41:16 +02:00
jitspoe
a0969a0931
Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance.
2024-03-25 21:25:56 -04:00