Commit Graph

5158 Commits

Author SHA1 Message Date
a559a1c6d8 Bind PhysicsServer*D::body_set_state_sync_callback 2024-07-23 13:30:44 +02:00
587f1d0cb0 Merge pull request #92817 from Alex2782/fix_glsl_Mali-G
Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx
2024-07-22 17:24:04 +02:00
78ede4f8b6 Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx 2024-07-20 22:01:35 +02:00
2606831d71 SDFGI: fix crash if update_data is nullptr 2024-07-19 18:27:32 +02:00
47e99d55b3 Merge pull request #94388 from BastiaanOlij/expose_more_methods_scene_buffers_rd
Expose more state in RenderSceneBuffersRD
2024-07-19 11:10:46 +02:00
1e81a946cc Merge pull request #94412 from dsnopek/xr-always-render
Always render when XR is enabled, even if no OS windows can draw
2024-07-18 15:38:14 +02:00
ceb1801db2 Merge pull request #94492 from jsjtxietian/fsr-1
Add warning when use FSR1 on renderer other than forward plus
2024-07-18 10:45:50 +02:00
0f1e2c38a8 Merge pull request #94069 from RandomShaper/fix_vk_vali_blocky
RenderingDevice: Leave handling of compressed block granularity to the driver
2024-07-18 10:45:27 +02:00
590628feda Merge pull request #86516 from jsjtxietian/fix-camera-direction
Fix incorrect `CAMERA_DIRECTION_WORLD` calculation
2024-07-18 10:45:20 +02:00
46ed290fef Add warning when use FSR1 on renderer other than forward plus 2024-07-18 12:10:18 +08:00
2f5f84b470 Fix audio samples not being able to be "finished" 2024-07-17 10:45:38 -04:00
7a5a8597eb Always render when XR is enabled, even if no OS windows can draw 2024-07-17 08:19:21 -05:00
a963f111cb Merge pull request #94462 from jsjtxietian/more-type
Make ShaderLanguage's parser recognize sampler passed in from array
2024-07-17 12:24:11 +02:00
c5e5fa3d9f Merge pull request #94289 from clayjohn/MOBILE-multimesh-spec-constant
Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
2024-07-17 12:24:01 +02:00
82b57201b3 Merge pull request #94279 from clayjohn/physics-sync-warn
Only print physics sync warning on dev builds to avoid warning spam from using `move_and_slide`
2024-07-17 11:43:47 +02:00
c2375d0b12 Merge pull request #94184 from mertkasar/ssr-rotation-fix
Fix SSR orientation issues when using orthogonal camera
2024-07-17 11:43:25 +02:00
0268ceaa5c Merge pull request #94064 from bruvzg/lcd_aa_modulate
Fix LCD font AA modulation in RendererRD.
2024-07-17 11:43:03 +02:00
3859817614 Make shaderLanguage's parser recognize sampler passed in from array 2024-07-17 16:52:44 +08:00
9442eb8194 Expose more state in RenderSceneBuffersRD 2024-07-15 22:04:10 +10:00
4cbc967f50 Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
This works around a bug on the Quest3 and slightly improves performance on all mobile devices at the cost of increased pipeline count.
2024-07-12 15:44:06 -07:00
56ed2cb6d1 Fix SSR orientation issues when using orthogonal camera
- Use negative clip space values to fix reversed rotations in reflections
- Use constant -z view vector when raymarching to fix perspective in reflections
2024-07-12 21:56:31 +03:00
8ce4f655f4 Only print physics sync warning on dev builds to avoid warning spam from using move_and_slide
The check should be restored once we implement move_and_slide in a way that doesn't sync the physics thread
2024-07-12 10:52:30 -07:00
198e55e402 Merge pull request #94153 from clayjohn/SSAO-linearize
Properly linearize depth buffer for SSAO when using orthogonal camera
2024-07-11 00:27:43 +02:00
f5bb5db8ae Merge pull request #94135 from Calinou/vulkan-swapchain-resize-error-fail-silently
Silence Vulkan "Unable to acquire framebuffer." swapchain error
2024-07-11 00:27:36 +02:00
c5ca288771 Merge pull request #94121 from BastiaanOlij/remove_render_thread_guard
Remove our `ERR_ON_RENDER_THREAD` guard, it is not reliable
2024-07-11 00:27:21 +02:00
46e8377a5e Merge pull request #93960 from BastiaanOlij/fix_mobile_compositor
Pre transparent compositor effects needs to run later
2024-07-11 00:27:06 +02:00
e0f736ec10 Properly linearize depth buffer for SSAO when using orthogonal camera 2024-07-09 15:29:45 -07:00
af5fc8354b Fix a bunch of orphan StringName errors at ProjectSettings/Editor exit 2024-07-09 19:38:52 +03:00
cf2d2e2dd8 Silence Vulkan "Unable to acquire framebuffer." swapchain error
This error is harmless and can be safely ignored.
2024-07-09 17:12:54 +02:00
40cb283dd7 Merge pull request #93866 from Chaosus/shader_fix_global_func_set
Improve code for setup of `global_func_set` in `ShaderLanguage`
2024-07-09 16:47:13 +02:00
bf8c85e13b Remove our ERR_ON_RENDER_THREAD guard, it is not reliable 2024-07-09 18:48:00 +10:00
6f9c0aa40d Merge pull request #93630 from BastiaanOlij/scene_data_projection_correction
Make RenderSceneData take projection correction into account
2024-07-09 00:03:14 +02:00
00e89229bf RenderingDevice: Leave handling of compressed block granularity to the driver 2024-07-08 11:58:51 +02:00
4790e12f66 Fix LCD font AA modulation in RendererRD. 2024-07-08 11:17:31 +03:00
a38f30fbd5 Fix Web samples finished missing signal 2024-07-07 14:47:54 -04:00
7197678df2 Merge pull request #91551 from m4rr5/configure_timestamp_query_elements
Add a project setting to configure the maximum number of timestamps.
2024-07-07 12:38:19 +02:00
e42870b4d1 Pre transparent compositor effects needs to run later 2024-07-05 12:37:26 +10:00
099b9b2e85 Merge pull request #93916 from zeux/aabb-zfight
Fix AABB computation for position compression to not depend on vertex order
2024-07-04 23:27:13 +02:00
4e9e35b58a Fix AABB computation for position compression to not depend on vertex order
The previous computation was dependent on the vertex order in two ways:

- If the first vertex was on the AABB boundary, the AABB would be
  increased by the epsilon due to size clamping
- Every time the AABB would get expanded, we would recompute end from
  size and reconstruct size again, which resulted in slow floating point
  drift.

In isolation this may not seem like it matters, but it means that the
same mesh with a different vertex order may result in a slightly different
AABB. This can be a significant issue due to shadow meshes and their use in
depth prepass: shadow meshes reorder vertex data as part of the
deduplication process, as they append one unique position at a time and
as such remove the duplicate positions; this can result in a different
AABB which would result in a different reconstructed vertex position
during a depth pre-pass, causing mesh self-occlusion.
2024-07-03 23:53:24 -07:00
4f657f5c6d Improve code for setup of global_func_set in ShaderLanguage 2024-07-02 18:16:04 +03:00
dc78ef1722 Fix orphan StringName's in ShaderLanguage 2024-07-02 09:27:40 +03:00
d4fdf16353 Merge pull request #92806 from mihe/headless-input
Add input event callback to `DisplayServerHeadless`
2024-07-01 18:28:41 +02:00
4bf9f3eb58 Prevent shader crash when doing invalid operation on boolean vector 2024-06-30 22:24:25 +03:00
6b17d51425 Add alternative pixel rounding 2024-06-29 10:33:39 -04:00
32d9c93af3 Improve handling of rendering startup errors 2024-06-28 19:31:50 +02:00
a365cf59c8 Merge pull request #93635 from Chaosus/shader_fix_vec4_uniform
Use `PackedVector4Array` instead of float array for vec4 array uniform
2024-06-28 14:42:57 +02:00
72c7e51905 Use PackedVector4Array instead of float array for vec4 array uniform 2024-06-28 13:34:43 +03:00
27b040dc61 Remove warning when project setting requests a larger global shader uniform buffer than the hardware supports.
Instead provide a better error message when the limit is exceeded and avoid crash with a small limit.
2024-06-28 10:38:18 +02:00
37479cfad5 Remove useless instantiation in RDShaderFile::parse_versions_from_text 2024-06-27 08:57:06 +02:00
6ed6212949 Make RenderSceneData take projection correction into account 2024-06-27 10:44:30 +10:00