0f6403f719
Fix missing instance type in dummy renderer
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(cherry picked from commit 406d7e6d37 )
2024-04-16 09:08:55 +02:00
a7099ce880
Free dummy renderer objects
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These leaked during tests etc.
(cherry picked from commit 666daf47c3 )
2024-04-16 09:08:39 +02:00
a7c4d3bc08
Add basic multimesh data needed for headless export to the Dummy rendering server
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(cherry picked from commit ed2b3d358d )
2024-04-16 09:07:56 +02:00
7eb90a35d4
Fail early if shader mode is invalid in dummy renderer
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(cherry picked from commit a382e9539b )
2024-04-16 09:03:04 +02:00
79b7dc7f94
Change shader compiler default setting to avoid doctool error
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(cherry picked from commit 0ed341cd1e )
2024-04-16 08:57:14 +02:00
c1547d1337
Fully initialize all members of structs IdentifierActions, GeneratedCode and DefaultIdentifierActions
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(cherry picked from commit b38ac30fe0 )
2024-04-16 08:57:05 +02:00
4cffca7fbc
Clear RIDs of weight buffers when freeing to avoid double free
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(cherry picked from commit bafbde9f4b )
2024-04-14 18:05:31 +02:00
68bfb779d1
Fix missed light clusters when inside clipped lights
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(cherry picked from commit 605fdb655c )
2024-04-08 15:48:29 +02:00
b4ba90e432
Add fix for TAA passes rendering black meshes on XR
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(cherry picked from commit b44f1c5176 )
2024-04-08 15:48:29 +02:00
94ddc44a12
Fix: Address mobile resource leaks in render
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Update render_forward_mobile destructor to include instance buffers.
Update render_scene_buffers_rd cleanup to include weight buffers / blur
textures.
(cherry picked from commit dfa326ef55 )
2024-04-08 15:48:28 +02:00
562613ac37
Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
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This also makes the Overdraw and Shadow Splits debug draw modes ignore fog.
The Lighting debug draw mode still displays fog as that debug draw mode
is intended to preview scene lighting, and fog has an impact on how
lighting is perceived.
(cherry picked from commit 26a220bd31 )
2024-03-12 00:38:27 +01:00
4495fbd758
Fix Volumetric Fog VoxelGI updates
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(cherry picked from commit 89d772a799 )
2024-03-12 00:38:27 +01:00
7204d66b28
Initialize particle trail history frame numbers
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Fixes #88712
All particle trail sections were activated at once on the first cycle, instead
of being spread out over the trail's lifetime.
(cherry picked from commit 9b2d77a238 )
2024-03-11 23:24:06 +01:00
f4ac543b99
Make RID_Owner<Texture> threadsafe in TextureStorage for gles3
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(cherry picked from commit 09d2c09434 )
2024-03-11 15:00:44 +01:00
63b1d100fb
Make dummy rendering server appear as a high end platform
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to fix vulkan shader compile error when exporting
(cherry picked from commit f6aabd2b72 )
2024-03-11 15:00:44 +01:00
5f92e6e7e3
Add DummyShader handling to Dummy RenderingServer to ensure shader parameters are saved in headless export
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(cherry picked from commit 21ade7f0f7 )
2024-03-11 15:00:44 +01:00
9926e7e8fa
Add shader_cache_dir_valid check to _save_to_cache
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(cherry picked from commit a365c070b3 )
2024-03-11 15:00:44 +01:00
2ec1d8043c
Store ArrayMesh path in RenderingServer for use in error messages
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(cherry picked from commit ead36fdcc4 )
2024-03-11 15:00:43 +01:00
8e3740d425
Expose copy_effects copy compute shader in Mobile backend
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(cherry picked from commit 608d41a969 )
2024-01-25 18:32:35 +01:00
663ba67016
Fix 2D normals for transposed texture
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(cherry picked from commit 0fe7eead02 )
2024-01-25 18:08:45 +01:00
2ba4a7dd3d
Add thread guard for force_draw and update relared doc
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force_draw must be called from main thread
(cherry picked from commit b88b84ce18 )
2024-01-25 17:38:15 +01:00
41dcabb0cf
Fix SSR not working properly in stereo
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(cherry picked from commit 10a8b88165 )
2024-01-25 17:19:41 +01:00
36f34c8f86
Avoid crashes when engine leaks canvas items and friends
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(cherry picked from commit 34ecfff672 )
2024-01-25 17:03:57 +01:00
d41639a4cb
Use render method from OS in compositor RD; Update related UI
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(cherry picked from commit 453c2246b6 )
2024-01-25 17:03:57 +01:00
ee3a87caf1
Fix CanvasOcclusionShaderRD format error with double precision build.
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(cherry picked from commit c0a1c5ae61 )
2024-01-25 17:03:56 +01:00
045b1d5990
Transform mesh's AABB to skeleton's space when calculate mesh's bounds.
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(cherry picked from commit 27f71c4e78 )
2024-01-24 15:56:50 +01:00
d2d7261c1e
Set ReflectionProbe frame before mapping id in mobile renderer
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(cherry picked from commit 394edf8288 )
2023-12-07 10:27:05 +01:00
b768561154
Fix bad parameter of rendering_method crashes Godot
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Print error and default to forward plus
(cherry picked from commit b6bee1c21e )
2023-12-07 10:27:03 +01:00
a813176bb3
Fix buffer updates going to the wrong cmd buffer if barriers were 0
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From what I could see only SSAO & SSIL were affected when they both
call:
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0,
sizeof(uint32_t), &zero, 0);
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0,
sizeof(uint32_t), &zero, 0);
Also documented what setup_command_buffer & draw_command_buffer are for.
(cherry picked from commit c9ec1f7727 )
2023-12-07 10:27:02 +01:00
bd74d92ef7
Merge pull request #84957 from BastiaanOlij/fix_msaa2d_when_no_2d
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Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene
2023-11-22 21:56:23 +01:00
e2a5d2bf46
Enable non-multiview advanced shader group whenever advanced shaders are requested
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This is needed because xr_enabled does not guarantee that we won't use the non-multiview variants
2023-11-21 15:16:25 -07:00
c2f8fb3015
Merge pull request #85039 from RandomShaper/mingwthreads
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Use mingw-std-threads in MinGW builds
2023-11-21 15:44:18 +01:00
5c25fa4c78
Fix potential double-close of draw command label
2023-11-20 18:59:06 +01:00
ac29e8e3fe
Merge pull request #85086 from clayjohn/shaders-amount-ratio
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Make `AMOUNT_RATIO` constant in the shader language specification.
2023-11-20 14:14:46 +01:00
8a95b2956f
Make AMOUNT_RATIO constant in the shader language specification.
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Writing to it doesn't do anything and will crash the compatibility backend.
2023-11-19 14:36:26 +01:00
fe4850c0d0
Use mingw-std-threads in MinGW builds
2023-11-18 11:56:05 +01:00
47983e30c5
Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene
2023-11-16 13:34:34 +11:00
367079ffee
Renderer Viewport correct sizeof usage.
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The current usage.
In viewport_find_from_screen_attachment
- Allocates a list of pointers, eg sizeof(RID*) * ridcount.
We need fill that buffer
viewport_owner.fill_owned_buffer(rids);
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p_rid_buffer[idx] = _make_from_id((validator << 32) | i);
_make_from_id returns an RID object, not a pointer.
Since there isn't a copy constructor, a bitwise copy of the object occurs.
This issue will only present itself under 32bit builds.
sizeof(RID) : 8
sizeof(RID*) : 4
whereas 64bit builds they are both 8.
2023-11-16 11:02:12 +11:00
b1c4d4e55b
Ensure optional variants are loaded last.
2023-11-15 14:31:25 +11:00
a74cfc2629
Use default samplers in base uniform set when rendering to reflection probes
2023-11-07 17:46:05 +01:00
d1043a5f93
Enhance checks and user experience around tangents.
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Ensure `ensure_tangents` option actually creates tangent array. Even if it is just a dummy array.
Allow mesh to generate its own tangents when using compression. This allows users to compress meshes without tangents.
Warn users if they are trying to read from tangents without providing tangents.
2023-11-01 22:40:42 +01:00
2bc35308fc
Merge pull request #81494 from jsjtxietian/Fix-int-to-uint-implicit-cast-error-when-use-uniform-mat3-in-gles3
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Fix int to uint implicit cast error when use mat3 uniform in compatibility renderer
2023-10-31 20:14:14 +01:00
e3b8af723e
Fix cubemap downsampler logic
2023-10-31 10:36:42 +11:00
57ba7ded87
Fix bug with alpha to coverage by enabling depth discard when using alpha to coverage
2023-10-30 23:07:30 +01:00
967e0e6485
Fix int to uint implicit cast error when use uniform mat in gles3
2023-10-27 10:46:52 +08:00
2dafd06114
Merge pull request #83906 from clayjohn/GL-vertex-padding
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Add padding to normal attribute in Compatibility renderer to match the RD renderers
2023-10-26 16:00:56 +02:00
815b24d280
Merge pull request #83491 from jsjtxietian/pass-screen-size-when-render-shadow
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Pass viewport size to shadow pass instead of using Vector2i(1,1)
2023-10-26 12:09:21 +02:00
26d32554bd
Pass viewport size to shadow pass instead of using vector2i(1,1)
2023-10-26 15:25:22 +08:00
9f49da24da
Merge pull request #83830 from jsjtxietian/fix-varying-assign-swizzle-check
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Fix assign with swizzle in shader not doing varying validation check
2023-10-25 10:30:22 +02:00
4cc8f0f36d
Merge pull request #83649 from BastiaanOlij/no_2d_stereo
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Skip 2D rendering if stereo enabled and fix couple of MSAA issues
2023-10-25 10:29:09 +02:00