Rémi Verschelde
be83968b6b
Merge pull request #55970 from Chaosus/shader_fix_struct_warning
2021-12-16 13:35:44 +01:00
Yuri Roubinsky
1414a7be91
Fix struct usage passing to shader warning system
2021-12-15 22:54:46 +03:00
Yuri Roubinsky
f0a58af12f
Rename shader hint filter_anisotropy
to filter_anisotropic
2021-12-15 22:12:38 +03:00
Yuri Roubinsky
25a2241e7d
Fix shader array parsing in variable declaration
2021-12-15 17:54:15 +03:00
Rémi Verschelde
de8348a9b3
Merge pull request #55903 from Chaosus/shader_struct
2021-12-15 13:07:48 +01:00
Rémi Verschelde
864ccb5776
Merge pull request #55913 from Chaosus/fix_shader_crash
2021-12-15 13:07:34 +01:00
Yuri Roubinsky
09185d76ac
Rename shader hint filter_aniso
to filter_anisotropy
2021-12-15 13:18:32 +03:00
Hugo Locurcio
e962900f23
Rename and reorder bake mode properties for consistency
...
The order now goes from least to most computationally expensive:
- Disabled
- Static
- Dynamic
2021-12-14 12:01:12 +01:00
Yuri Roubinsky
3cbd8ef098
Fix shader crash when assigned array from struct to a variable by index
2021-12-13 21:19:13 +03:00
Yuri Roubinsky
31cc6ba622
Allow declaring multiple members in one expression in shader structs
2021-12-13 19:10:08 +03:00
Yuri Roubinsky
8862d1426d
Restore shader parsing errors with lack of semicolon in a block
2021-12-11 17:30:40 +03:00
Hugo Locurcio
92e9cca5be
Rename hint_aniso
to hint_anisotropy
in the shader language
...
The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
Hugo Locurcio
b3174e7af9
Add RenderingServer.get_video_adapter_type()
method
...
This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
Yuri Roubinsky
bcbcf14469
Refactor constant suffix parsing in a shader
2021-12-10 15:38:27 +03:00
Rémi Verschelde
f455660e93
Merge pull request #55572 from aaronfranke/ci-double
2021-12-10 10:02:38 +01:00
Yuri Roubinsky
dcf3594500
Merge pull request #55763 from Chaosus/shader_hint_completion
2021-12-10 11:44:01 +03:00
Rémi Verschelde
bdf8340e59
Merge pull request #43181 from nathanfranke/string-empty
...
Replace String comparisons with "", String() to is_empty()
2021-12-10 08:56:31 +01:00
Yuri Roubinsky
b66510d509
Added completion for uniform hints in a shader
2021-12-10 10:12:25 +03:00
Rémi Verschelde
f0b5cd51b6
Merge pull request #55714 from Geometror/fix-fog-spotlight
2021-12-09 18:05:17 +01:00
Aaron Franke
e9808e3d9a
Add a double-precision editor build to CI
2021-12-09 09:52:48 -06:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
...
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Hendrik Brucker
1da732af35
Fix volumetric fog in combination with spotlights
2021-12-08 22:17:09 +01:00
Yuri Roubinsky
76f6c0849c
Make compile
shader function to use struct instead long parameter list
2021-12-08 11:34:40 +03:00
Hugo Locurcio
c5550108c8
Decrease the default dynamic range in VoxelGIData to 2.0
...
This reduces visible banding in indirect lighting and reflections.
Sharp reflections now match more closely the original scene.
The downside of this change is that clipping may appear in reflections
in extremely bright scenes, but this should not be a concern in most
scenes.
2021-12-08 00:28:17 +01:00
Rémi Verschelde
46d384060e
Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive
2021-12-07 14:00:59 +01:00
Hugo Locurcio
89ec3d3bc7
Remove or make verbose some debugging prints
...
The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
2021-12-05 23:22:23 +01:00
Yuri Roubinsky
10b10ae1fa
Fix ^=
operator in shaders
2021-12-03 10:20:44 +03:00
Rémi Verschelde
1398436ab8
Merge pull request #53904 from ChristopheClaustre/bugfix_shader_compile_spirv_from_source
2021-12-02 10:07:35 +01:00
Yuri Roubinsky
5ee73dc5a6
Fix shader crash when using existed constant name for struct
2021-12-01 18:11:45 +03:00
Yuri Roubinsky
a48c205191
Fix declaring array size twice in global shader constant
2021-12-01 16:44:25 +03:00
Yuri Roubinsky
5ba93619fa
Allow using empty statements in the shader, added formatting warning
2021-12-01 11:52:25 +03:00
Rémi Verschelde
5643f5e616
Merge pull request #55490 from Chaosus/fix_shader_crash
2021-11-30 20:13:12 +01:00
Rémi Verschelde
bdd118e765
Merge pull request #55431 from Chaosus/shader_fix_constants
2021-11-30 19:40:52 +01:00
Yuri Roubinsky
be7c03779a
Fix shader crash when assigning array to non-array in global constant
2021-11-30 21:28:55 +03:00
Yuri Roubinsky
5b4d8545ed
Fix INDEX
built-in in a process function of particle shader
2021-11-29 12:54:24 +03:00
Yuri Roubinsky
6e80e97b0f
Fix built-in(PI, TAU, E) assignment to a global constant in a shader
2021-11-29 10:32:36 +03:00
Hugo Locurcio
36106dba3b
Remove unused struct fields in VoxelGIData
...
This reduces the struct size from 112 bytes to 96 bytes.
2021-11-28 23:09:51 +01:00
Hugo Locurcio
0beacf2ce8
Remove unused code in GI shaders
2021-11-28 22:58:54 +01:00
Hugo Locurcio
565f9c0448
Use 16-bit depth to improve dynamic VoxelGI performance
...
In a complex scene with several dynamic emissive objects, this
saves over 1 ms of GPU time on a GTX 1080 in 2560×1440.
2021-11-28 18:51:36 +01:00
Hugo Locurcio
989a7d9270
Allow disabling the depth prepass in the Vulkan Clustered backend
...
In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
2021-11-27 17:54:45 +01:00
Nathan Franke
dd30253cdc
PackedByteArray, Array slice end exclusive, rename subarray to slice
2021-11-26 22:13:12 -06:00
Yuri Roubinsky
0f1f002e74
Fix TIME
using in custom functions of particle shader
2021-11-26 19:03:01 +03:00
Rémi Verschelde
4813abc6e7
Merge pull request #55311 from Chaosus/fix_uniform_array
...
Fix uniform array alignment to fix a bug
2021-11-26 08:25:14 +01:00
Hugo Locurcio
079ae6a03f
Use WARN_PRINT_ONCE()
for FSR-related warning messages
...
`print_error()` should generally not be used directly. Also,
falling back is best done by printing a warning message instead
of an error message.
2021-11-25 22:47:11 +01:00
Yuri Roubinsky
43d999e346
Fix uniform array alignment to fix a bug
2021-11-25 23:38:08 +03:00
Hugo Locurcio
c73a51fd55
Remove disabled debug code in ClusterBuilderRD
2021-11-25 20:28:50 +01:00
Yuri Roubinsky
9b1f8f7a96
Revert "Pushes array of uniforms to first place in the buffer"
2021-11-25 16:13:19 +03:00
bruvzg
b7e6e50dd2
[macOS / iOS] Use non atomic operation to store facing bits on MoltenVK.
2021-11-25 12:43:45 +02:00
Rémi Verschelde
547c270777
Merge pull request #51679 from Je06jm/fsr
...
AMD FidelityFX Super Resolution
2021-11-24 22:34:48 +01:00
Rémi Verschelde
3e3300637e
Merge pull request #55281 from bruvzg/mvk_fog_volumes
2021-11-24 16:59:20 +01:00