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path: root/servers/rendering/renderer_rd/effects_rd.cpp
AgeCommit message (Collapse)Author
2022-06-07Initial TAA implementationjfons
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-05-11Split out bokeh_dof and copy effectsBastiaan Olij
2022-04-28Splitting tonemapper into its own classBastiaan Olij
2022-03-06Add a UniformSet cachereduz
* Changed syntax usage for RD::Uniform to create faster with a single RID * Converted render pass setup to use this in clustered renderer to test. This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
2022-02-28Fix typo in SSR roughness quality enum value namesHugo Locurcio
2022-02-23Implementing OpenXR driverBastiaan Olij
2022-02-21Use properly use non-perceptual roughness when filtering radianceclayjohn
2022-02-16Use prefiltered radianceclayjohn
2022-02-07Merge pull request #57682 from clayjohn/VULKAN-canvas-blurRémi Verschelde
2022-02-05Optimize and fix backbuffer gaussian blurclayjohn
2022-02-05Fix copy paste bug in renderer_rd/effects_rd.cpptheoniko
2022-01-20add support for glow mapsAnsraer
2022-01-12Fix cannot use gaussian blur errorclayjohn
2022-01-04Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
2021-11-06Added SSIL post processing effectclayjohn
2021-10-31Repaired mistyped of 'threshold' on several files.M. Huri
2021-10-07Merge pull request #51115 from clayjohn/VULKAN-SSAO-radiusRémi Verschelde
Move assignment of SSAO radius push constant
2021-08-26Merge pull request #50883 from BastiaanOlij/mobile_hdrBastiaan Olij
Scale color output in the mobile renderer to provide HDR support
2021-08-23Scale color output in the mobile renderer to provide HDR supportBastiaan Olij
2021-08-21Remove redundant assignments.Anilforextra
Use used_in_transfer instead of used_in_compute twice.
2021-08-19Improvements to SpotLight3D and OmniLight3D's shadowsjfons
OmniLight3D: * Fixed lack of precision in cube map mode by scaling the projection's znear. * Fixed aliasing issues by making the paraboloids use two square regions instead of two half squares. * Fixed shadowmap atlas bleeding by adding padding. * Fixed sihadow blur's inconsistent radius and unclamped sampling. SpotLight3D: * Fixed lack of precision by scaling the projection's znear. * Fixed normal biasing. Both: * Tweaked biasing to make sure it works out of the box in most situations.
2021-08-17Fixes to mobile rendererreduz
* Make sure shaders are named, to aid in debug in case of failure * SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized). * Fixed some bugs resulting on the above being corrected.
2021-08-16Moved disabling bokeh shader variants to before the version_create callBastiaan Olij
2021-08-15Fix read from screen and depth textureBastiaan Olij
2021-08-13Implemented raster versions of bokeh shaders to replace broken gaussian ↵Bastiaan Olij
implementation
2021-08-06Use subpasses to do 3D rendering and resolve in mobile rendererBastiaan Olij
2021-08-01Porting cubemap compute shaders to raster for the mobile rendererBastiaan Olij
2021-07-31Move assignment of SSAO radius push constantclayjohn
2021-07-26Fixed coding stylevitika9
2021-07-25Use fragment shader instead of compute shader for effects for mobile rendererBastiaan Olij
2021-07-05Fix Subsurface Scatteringreduz
* Works again * Transmittance also works again * Removed the curve patamter, exp() function is good enough.
2021-07-03Fix SSRreduz
* Was broken at some point long time ago, this restores it.
2021-06-26Move render_sky logic from effects into our sky object, and some minor cleanupBastiaan Olij
2021-06-14Merge pull request #49576 from clayjohn/VULKAN-SSAO-uniform-setsRémi Verschelde
Store SSAO uniform sets per viewport
2021-06-14Fixed error spam when XR mode is not enabled and a missed setting renameBastiaan Olij
2021-06-13Store SSAO uniform sets per viewportclayjohn
2021-06-13Add stereoscopic rendering through multiviewBastiaan Olij
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-04-27Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
2021-02-06Simplify Volumetric Fogreduz
-Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-04Rewrote how barriers work for faster renderingreduz
-Added more finegrained control in RenderingDevice API -Optimized barriers (use less ones for thee same) -General optimizations -Shadows render all together unbarriered -GI can render together with shadows. -SDFGI can render together with depth-preoass. -General fixes -Added GPU detection
2021-01-26Reorganize RenderingDevice barriersreduz
-Removed sync to draw, now everything syncs to draw by default. -Fixed many validation layer errors. -Added support for VkImageViewUsageCreateInfo to fix validation layer warnings. -Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-25Add named resources and debug labels in RenderDocclayjohn
2021-01-24Shadow map rendering optimizationreduz
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
2021-01-04Merge pull request #44842 from clayjohn/VULKAN-SSAO-2Rémi Verschelde
SSAO renames and move push constant binding
2021-01-03SSAO cleanup and fixesclayjohn
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆