Commit Graph

5451 Commits

Author SHA1 Message Date
Chaosus
155cf6a5b6 Add #error preprocessor directive to shading language 2024-10-18 10:56:58 +03:00
Clay John
0ce4d8fcd3
Merge pull request #98086 from DarioSamo/transfer-queues-semaphores
Rewrite semaphore handling for transfer workers.
2024-10-17 16:54:43 -07:00
Clay John
a2117f5796
Merge pull request #98187 from EnlightenedOne/98102
Fix Mobile Renderer - Shadow Disabled and User Vertex Lighting flags
2024-10-17 16:37:09 -07:00
Dario
7a936e8bac Rewrite semaphore handling for transfer workers. 2024-10-17 14:07:08 -03:00
yesfish
274076c5be Lightmap Dynamic Bugfix 2024-10-17 16:27:30 +01:00
Yuri Rubinsky
ad7e7a51b2 Allow usage of discard inside custom shader functions 2024-10-17 16:06:33 +03:00
Yuri Rubinsky
74c000db17 Allow using stage functions inside custom shader functions 2024-10-17 15:47:01 +03:00
Lain
4e6d9813b2 Add support for BGRA textures with Texture*RD
This adds the ability to use BGRA textures created with RenderingDevice
with classes such as Texture2DRD.
2024-10-16 22:31:43 -07:00
Rudolph Bester
ed3f990952 Alternative fix to occlusion culling where all math is based on Euclidean distance. 2024-10-17 05:59:37 +02:00
m-pranav-r
c12001a9dc Fix incorrect depth comparison used to calculate volumetric fog shadowing 2024-10-16 14:55:41 +05:30
kleonc
8d3e9aa7ae Revert incorrect rounding when 2D transform snapping 2024-10-15 10:43:42 +02:00
EnlightenedOne
cef515506b Move preprocessor to end of line for iterator, remove redeclaration incompatible with ubershader method definitions 2024-10-14 22:19:16 +01:00
Thaddeus Crews
af77100e39
Merge pull request #92441 from Chaosus/shader_custom_func_overloads
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Implement custom function overloading in shading language
2024-10-14 14:09:59 -05:00
Thaddeus Crews
32cc2feba2
Merge pull request #93025 from kleonc/y-sort-physics-interpolation
Account for physics interpolation and transform snapping when Y-sorting
2024-10-14 14:09:30 -05:00
Thaddeus Crews
bb20444998
Merge pull request #97744 from Nazarwadim/use_local_vector_for_skeleton
Use `LocalVector` for skeleton
2024-10-10 18:13:19 -05:00
Yuri Rubinsky
1c86feee0a Implement custom function overloading in shading language 2024-10-08 15:54:00 +03:00
Clay John
842f982397
Merge pull request #96819 from clayjohn/GLES3-instance-uniforms
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Implement instance uniforms in Compatibility renderer
2024-10-07 13:41:47 -06:00
David Snopek
256699ee31 OpenXR: Add support for Wayland on Linux 2024-10-04 11:44:05 -05:00
DarioSamo
fa1aacb455 Configure MSAA properly in canvas renderer's pipelines. 2024-10-04 10:45:59 -03:00
Rémi Verschelde
5ac62a6863
Merge pull request #97743 from bruvzg/has_kbd
[DisplayServer] Implement `has_hardware_keyboard` method for Android and iOS.
2024-10-04 11:22:02 +02:00
clayjohn
65f3df5923 Properly utilize surface information when creating pipelines and vertex arrays in canvas renderer 2024-10-03 16:27:14 -07:00
Dario
e2c6daf7ef Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
- Implements asynchronous transfer queues from PR #87590.
- Adds ubershaders that can run with specialization constants specified as push constants.
- Pipelines with specialization constants can compile in the background.
- Added monitoring for pipeline compilations.
- Materials and shaders can now be created asynchronously on background threads.
- Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
2024-10-02 15:11:58 -03:00
Nazarii
1ba168fcbc Use local vector for skeleton 2024-10-02 20:38:40 +03:00
bruvzg
25f439c573
[DisplayServer] Implement has_hardware_keyboard method for Android and iOS. 2024-10-02 20:09:48 +03:00
Rémi Verschelde
34913f2781
Merge pull request #97698 from Calinou/displayserver-can-create-rendering-device-add-caching
Add caching to `DisplayServer::can_create_rendering_device()`
2024-10-02 15:01:30 +02:00
BigPotatoAss
623dc97064 Fixed _stop() not being called when stop() is called 2024-10-02 10:00:10 +03:30
Hugo Locurcio
62753701fd
Add caching to DisplayServer::can_create_rendering_device()
This greatly speeds up the method when using the Compatibility rendering
method, where this method is not guaranteed to return `true` in that case.
2024-10-01 19:43:46 +02:00
Patrick Owen
d720eb80e1 Clamp UV-coordinates to centers of outermost texels when configured to do so
In addition, fix region_filter_clip_enabled documentation to be consistent with AtlasTexture.xml, since that is the option whose behavior was fixed
2024-09-29 05:57:19 -04:00
Rémi Verschelde
99aec99421
Merge pull request #97534 from j20001970/camerafeed-setter
Expose CameraFeed setters
2024-09-29 00:47:09 +02:00
Rémi Verschelde
285ebed828
Merge pull request #83360 from ywmaa/vertex_shading
Implement vertex shading
2024-09-29 00:46:48 +02:00
Rémi Verschelde
e7a9104f37
Merge pull request #97554 from clayjohn/batching-uniform-sets
Combine texture and instance data into one uniform set in the 2D renderer
2024-09-29 00:46:44 +02:00
ywmaa
0a9ad8f9de
Implement vertex shading
This adds support in all backends, but the Compatibility renderer works the best.
Mobile and Forward+ can only support one directional light shader (the first in the tree)
While the Compatibility renderer supports any number of shadows.

Co-authored-by: Clay John <claynjohn@gmail.com>
2024-09-29 00:36:09 +02:00
clayjohn
4d635b7a3a Combine texture and instance data into one uniform set in the 2D renderer
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
2024-09-27 11:05:46 -07:00
Jason Kuo
38d7ec1640 Expose CameraFeed setters 2024-09-27 20:07:36 +08:00
Rémi Verschelde
8a9a26ef19
Merge pull request #93311 from dsnopek/gdextension-required-virtuals
GDExtension: Mark virtual function as `is_required` in `extension_api.json`
2024-09-27 13:53:16 +02:00
Rémi Verschelde
a4c1804cab
Merge pull request #97483 from akien-mga/clang-format-19.1.0
CI: Update `clang-format` pre-commit hook to 19.1.0
2024-09-26 12:46:04 +02:00
Rémi Verschelde
b64b464ba7
Merge pull request #97481 from Chaosus/shader_fix_void_return
Fix shader crash when return a void function call
2024-09-26 12:46:01 +02:00
Rémi Verschelde
bfe74eca3b
Merge pull request #97428 from clayjohn/shadow-filter-jitter-rebase
Jitter shadow map dithering pattern across frames when TAA is enabled
2024-09-26 12:45:50 +02:00
Rémi Verschelde
991e6c92ab
Merge pull request #96923 from Repiteo/style/warning-admonition
Style: Add `WARNING:` as new comment admonition
2024-09-26 12:45:38 +02:00
Rémi Verschelde
c92a6c7e27
CI: Update clang-format pre-commit hook to 19.1.0 2024-09-26 11:46:12 +02:00
Chaosus
3828d45e31 Fix shader crash when return a void function call 2024-09-26 11:20:39 +03:00
Thaddeus Crews
32c83a228d
Style: Add WARNING: as new comment admonition 2024-09-25 09:44:42 -05:00
Thaddeus Crews
9f9ee0c813
SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
Rémi Verschelde
73bf121ceb
Merge pull request #93786 from alvinhochun/viewport-pixel-snap-fix
Apply "snap 2D transforms to pixel" to viewport
2024-09-25 12:39:10 +02:00
Rémi Verschelde
70fede82c5
Merge pull request #93324 from tracefree/reinhard-fix
Fix incorrect Reinhard tonemap operator
2024-09-25 12:39:06 +02:00
Rie
5efa6ba489
Fix incorrect Reinhard tonemap operator 2024-09-25 12:34:23 +02:00
Paweł
b88585abfc Add linux camera support 2024-09-25 12:08:06 +02:00
Hugo Locurcio
0eb06da057 Jitter shadow map dithering pattern across frames when TAA is enabled
This improves shadow quality by reducing the visibility of the noisy
pattern caused by dithering.

This jittering also applies when FSR2 is enabled, as it provides its own
form of temporal antialiasing.

Co-authored-by: Clay John <claynjohn@gmail.com>
2024-09-24 15:52:07 -07:00
Ricardo Buring
7c4c4b9987 Move Godot Physics 2D into a module; add dummy 2D physics server
If the module is enabled (default), 2D physics works as it did before.

If the module is disabled and no other 2D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 2D physics functionality (and
a warning is printed).

The dummy 2D physics server can also be selected explicitly, in which
case no warning is printed.
2024-09-23 17:33:45 +02:00
Alvin Wong
1bd66af54c Apply snap 2D transforms to pixel to viewport
We shall not leave the viewport transform to be rounded by the code for
rounding canvas items. Since the viewport transform is inverse to the
camera transform, we get incorrect rounding at the halfway point that
misaligns the viewport and the canvas item which the camera is
following.

Instead, reintroduce viewport rounding, but do it in a way that matches
the rounding of canvas items. Also take into account the half-pixel
offset of the centre point when viewport dimension is not divisible by
two.  For `CanvasLayer`s that follows viewport, take into account the
scale when rounding. Overall this should work better compared to the
rounding in Godot 4.2 (and earlier).
2024-09-23 20:34:11 +08:00
Rémi Verschelde
dd71bc2d3b
Merge pull request #95252 from rburing/3d_physics_module
Move Godot Physics 3D into a module; add dummy 3D physics server
2024-09-23 12:27:55 +02:00
Jiang Yiheng
864d4fb32a Fix hash calculation for NTSliceKey
A bug was introduced from 057367bf by adding FSR 2.2.1 support.
Which increases hash collision and hurts performance.
2024-09-22 21:08:18 +08:00
Ricardo Buring
0333648cea Move Godot Physics 3D into a module; add dummy 3D physics server
If the module is enabled (default), 3D physics works as it did before.

If the module is disabled and no other 3D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 3D physics functionality (and
a warning is printed).

The dummy 3D physics server can also be selected explicitly, in which
case no warning is printed.
2024-09-21 21:19:45 +02:00
Rémi Verschelde
5f5c690481
Merge pull request #97260 from clayjohn/pixel_snap
Calculate pixel snap in canvas space instead of world space
2024-09-21 11:50:52 +02:00
clayjohn
e75900e1ad Calculate pixel snap in canvas space instead of world space
This ensures that you are actually snapping to pixels in the viewport and not an arbitrary amount
2024-09-20 17:43:33 -07:00
David Snopek
1a6f8512bc Add external texture support (GLES3)
Co-authored-by: Fredia Huya-Kouadio <fhuyakou@gmail.com>
Co-authored-by: Mauricio Narvaez <nvz@meta.com>
2024-09-20 10:48:32 -05:00
Rémi Verschelde
34dd5e0c37
Merge pull request #97217 from stuartcarnie/97185_subpixel_rendering
Metal: Fix subpixel blending; fix inconsistent blend state
2024-09-20 16:07:03 +02:00
Thaddeus Crews
b37fc1014a
Style: Apply new clang-format changes 2024-09-20 08:09:48 -05:00
Stuart Carnie
e826ab9ba9
[2D,Metal]: Fix subpixel blending; fix inconsistent blend state in Metal 2024-09-20 15:16:31 +10:00
Rémi Verschelde
b1b4c5da4b
Merge pull request #96928 from dsnopek/rename-and-expose-texture-create-external
Expose a function to create textures from a native handle in the compatibility renderer
2024-09-19 17:13:27 +02:00
David Snopek
7d56b09f23 Expose a function to create textures from a native handle in the compatibility renderer 2024-09-19 09:05:32 -05:00
Rémi Verschelde
3abff94a24
Merge pull request #97130 from Rindbee/check-space-in-remove_soft_body_from_query
Add forgotten `get_space()` check in `GodotArea3D::remove_soft_body_from_query()`
2024-09-18 11:15:47 +02:00
Rémi Verschelde
b10338132e
Merge pull request #97006 from Gaktan/project_dialog_vulkan_crash
Fix Vulkan Instance initialized twice in ProjectDialog
2024-09-18 11:15:35 +02:00
风青山
2f515d6a27
Add forgotten get_space() check in GodotArea3D::remove_soft_body_from_query()
My fault, I added a `get_space()` check for the other `GodotArea3D::remove_*_from_query()`
but forgot about `soft_body`.
2024-09-18 07:59:50 +08:00
Rémi Verschelde
27dacd59e0
Merge pull request #97109 from pattlebass/pitch-shift-fix
AudioEffectPitchShift: Fix distortion when pitch is 1.0
2024-09-17 21:02:25 +02:00
Gaktan
a45dd84724 Fix Vulkan Instance initialized twice in ProjectDialog 2024-09-17 20:35:10 +02:00
Fabian S.
8ebabf68f8 AudioEffectPitchShift: Fix distortion when pitch is 1.0 2024-09-17 15:16:08 +03:00
Stuart Carnie
5b5dc00c52
2D: Remove redundant assignment 2024-09-17 06:32:49 +10:00
Rémi Verschelde
67c9708eb8
Merge pull request #95915 from BlueCube3310/betsy-bc1
Betsy: Add caching and BC1 compression support
2024-09-16 13:34:26 +02:00
Rémi Verschelde
8c6210a3eb
Merge pull request #92290 from clayjohn/LOD-fixes
Use distance to AABB surface to calculate Mesh LOD instead of using supports
2024-09-16 13:34:04 +02:00
Stuart Carnie
c113e5b143
2D: Fix use-after-free in batch rendering
Closes #96960
Fixes regression of #95574 using fix from #95666
2024-09-14 07:50:39 +10:00
Chaosus
4a16a0d60c Fix broken sky shader 2024-09-13 08:53:26 +03:00
Rémi Verschelde
573badf150
Merge pull request #96875 from stuartcarnie/sgc/small_optimisations
[Editor, Servers] Minor optimizations
2024-09-12 09:25:53 +02:00
Rémi Verschelde
8d9a446397
Merge pull request #95473 from Chaosus/shader_fix_switch_bugs
Fix shader incorrectly expects `int` on `uint` and vice-versa in cases
2024-09-12 09:17:43 +02:00
BlueCube3310
606eedb0c9 Betsy: Add caching and BC1 compression support 2024-09-11 23:48:29 +02:00
David Snopek
c2af6bcb59 GDExtension: Mark virtual function as is_required in extension_api.json
Co-authored-by: Jovan Gerodetti <jovan.gerodetti@titannano.de>
2024-09-11 16:48:14 -05:00
clayjohn
7ff106f828 Use distance to AABB surface to calculate Mesh LOD instead of using supports 2024-09-11 14:17:09 -07:00
Stuart Carnie
5cfacc8767
[Editor,Servers]: Minor optimizations 2024-09-12 06:22:04 +10:00
Stuart Carnie
a657ea42f1
2D: Add batching to RendererCanvasRenderRD 2024-09-12 05:26:06 +10:00
Rémi Verschelde
db977eaf13
Merge pull request #96858 from Chaosus/shader_fix_conditional_op
Fix shader crash when using unary minus in expression
2024-09-11 18:28:50 +02:00
TypeChecked
a8fc5e30a2
Fix typo in XRInterface comment 2024-09-11 18:18:26 +02:00
Chaosus
7d9ced5311 Fix shader crash when using unary minus in expression 2024-09-11 16:46:09 +03:00
Chaosus
b2611c198e Fix shader incorrectly expects int on uint and vice-versa in cases 2024-09-11 09:22:27 +03:00
clayjohn
29df589632 Implement instance uniforms in Compatibility renderer 2024-09-10 12:20:47 -07:00
Rémi Verschelde
5303688c01
Merge pull request #96092 from smix8/region_point_query
Add navigation region point  and segment queries
2024-09-10 09:51:27 +02:00
Rémi Verschelde
bc4c60c933
Merge pull request #94893 from rune-scape/no-const-cast-mesh-storage
Avoid `const_cast` in `mesh_storage.h`
2024-09-10 09:51:22 +02:00
smix8
287fdb16d5 Add navigation region point and segment queries
Adds point and segment queries for regions, e.g. closet point, point normal, or segment intersection.
2024-09-10 01:38:46 +02:00
Rémi Verschelde
27552a2f26
Merge pull request #96758 from RandomShaper/fix_the_shift_must_go_on
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RenderingDevice: Fix uncapped mipmap sizes causing div-by-zero
2024-09-09 17:52:03 +02:00
Rémi Verschelde
493f3edce7
Merge pull request #96572 from adamscott/fix-samples-leak
Fix leak when using audio samples instead of streams
2024-09-09 17:51:42 +02:00
Pedro J. Estébanez
7f1989bac1 RenderingDevice: Fix uncapped mipmap sizes causing div-by-zero 2024-09-09 17:10:47 +02:00
Yuri Rubinsky
af92fdb0ac Add basic support to evaluate operator value in shader language 2024-09-09 15:12:11 +03:00
Rémi Verschelde
73a0f6e90f
Merge pull request #83536 from wareya/new_cubic
Optimize cubic hermite algorithm in AudioStreamPlaybackResampled
2024-09-08 23:21:02 +02:00
Rémi Verschelde
aa07333abe
Merge pull request #96114 from BlueCube3310/sh-lightmap-packing
LightmapGI: Pack L1 SH coefficients for directional lightmaps
2024-09-06 22:38:29 +02:00
BlueCube3310
a89f4fa5a9 LightmapGI: Pack L1 SH coefficients for directional lightmaps 2024-09-05 22:46:58 +02:00
kleonc
c170f1afd2 Don't recalculate final render transforms for Y-sorted canvas items 2024-09-05 17:45:38 +02:00
kleonc
029045bcb6 Account for physics interpolation and transform snapping when Y-sorting 2024-09-05 17:45:37 +02:00
Adam Scott
d3ddce6b88
Fix leak when using audio samples instead of streams 2024-09-04 12:56:03 -04:00
Rémi Verschelde
82d7531a2e
Merge pull request #95990 from Breush/76166-sky-auto-radiance
Sky: Adapt radiance size if `AUTOMATIC_MODE` resolves to `REALTIME`
2024-09-04 17:12:02 +02:00
Alexis Breust
44e526d3d5 Sky: No more auto-selecting REALTIME mode if radiance is not 256 2024-09-04 10:54:08 +02:00
Rémi Verschelde
13a90e938f
Merge pull request #70096 from rune-scape/stringname-dict
StringName Dictionary keys
2024-09-03 17:38:06 +02:00