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2023-05-12Fix Rotation Issue with NODE_POSITION_VIEW Visual Shader NodePatrick
(cherry picked from commit e35bbd76a314aeabf9aae79cd20bca4d9c4241a9)
2023-04-24Don't store instance transform in RD 3D renderer unless requestedclayjohn
Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice (cherry picked from commit 29edd277e4a45c9f84a9f5291087e671b2169191)
2023-03-13Use MSAA 2D texture in multipass tonemapperBastiaan Olij
(cherry picked from commit 903aa0e385ac79ca747029c0e12823b2671304a8)
2023-02-26Add warnings for unsupported features in mobile and gl_compatibility backendsclayjohn
2023-02-22Fix issue with default textures requiring arrays when using multiviewBastiaan Olij
2023-02-21Forbid passing multiview sampler to the custom function in shadersYuri Rubinsky
2023-02-13Move some worker_thread_pool.h includes out of header filesmyaaaaaaaaa
2023-02-07Some code simplificationsMarkus Sauermann
1. `number_width` isn't used later 2. `return_type` is used only once 3. AudioServer::get_singleton()->get_channel_count() always returns a channel_count of 1 or larger 4. negative `aa->backward` conditional 5. `current_canvas` == `find_world_2d()->get_canvas()` 6. identical if `render_shadows`
2023-02-01Expose EYE_OFFSET to gdshader codeBastiaan Olij
2023-01-30Fix SSAO/SSIl being applied to reflection probesBastiaan Olij
2023-01-26Merge pull request #71581 from clayjohn/dependency-changedRémi Verschelde
Flag dirty dependencies when GeometryInstance dependencies change in renderer
2023-01-26Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depthRémi Verschelde
Make screen texture and depth texture work in Multiview
2023-01-25RenderForwardMobile - add dependency tracker info on geometry createHenrique Coura
2023-01-25Make screen texture and depth texture work in MultiviewBastiaan Olij
2023-01-21Use range iterators in LocalVector loopskobewi
2023-01-20Sort decals and lights based on camera originclayjohn
Also implement sort_offset for decals Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-01-18Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTUREclayjohn
in favour of texture hints
2023-01-17Flag dirty dependencies when GeometryInstance dependencies change in rendererclayjohn
Normally dependencies are only set dirty when changed during culling, but that misses changes that happen in the renderer (like a new shader being set in a material)
2023-01-13Improving communication of scaling settings to renderer implementationBastiaan Olij
2023-01-12Merge pull request #71261 from clayjohn/RD-alpha-aaRémi Verschelde
Take alpha antialising options into account when setting up materials
2023-01-11Take alpha antialising options into account when setting up materialsclayjohn
This restores the functionality of the alpha antialising options
2023-01-09Fix multiple issues that make the normal roughness texture unusableclayjohn
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-03Ignore depth draw optimization when using depth draw alpha prepassclayjohn
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2022-12-26Fix errors related to reflection probe now using a render buffers objectBastiaan Olij
2022-12-23Merge pull request #70253 from BastiaanOlij/cleanup_sky_renderRémi Verschelde
Cleanup and improve sky render
2022-12-23Merge pull request #70476 from BastiaanOlij/move_sdfgi_initRémi Verschelde
Move SDFGI update logic into clustered renderer
2022-12-24Move SDFGI update logic into clustered rendererBastiaan Olij
2022-12-23Merge pull request #69998 from BastiaanOlij/sorting-pivot-4Rémi Verschelde
Added options for sorting transparent objects (port of PR #63040)
2022-12-23Cleanup and improve sky renderBastiaan Olij
2022-12-23Added options for sorting transparent objects (port of PR 63040)Bastiaan Olij
2022-12-22Avoid updating particles during 2D renderingclayjohn
In 2D the particle uniform set isn't obtained until the render pass. So in 2D just avoid rendering if not updated yet.
2022-12-19Merge pull request #70300 from RandomShaper/depth_formatRémi Verschelde
Ensure depth buffer format picked actually supports full intended usage
2022-12-19Ensure depth buffer format picked actually supports full intended usagePedro J. Estébanez
2022-12-17Merge pull request #70132 from clayjohn/RT-updateRémi Verschelde
Implement render_target_was_used API so that Viewports can properly check if they have been used.
2022-12-16Implement render_target_was_used API so that Viewports can properly check if ↵clayjohn
they have been used. For the RD renderer, this does not work for Viewports used in scene shaders yet
2022-12-15Flip culling when rendering a camera with negative scaleLyuma
2022-12-15Merge pull request #70016 from Chaosus/refactor_rd_shader_dataYuri Rubinsky
fixed https://github.com/godotengine/godot/issues/69949
2022-12-15Refactor `ShaderData` & fix the sorting of shader uniformsYuri Rubinsky
2022-12-14Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFFclayjohn
2022-12-03Implement CAMERA_VISIBLE_LAYERS as built-in shader variableNumbuhFour
2022-11-22Expose `BarrierMask` as flags enum in `RenderingDevice`Yuri Rubinsky
2022-11-17Finish implementing Canvas Background modeclayjohn
2022-11-15Merge pull request #68628 from clayjohn/shadowsRémi Verschelde
Implement is_animated and casts_shadows
2022-11-14Merge pull request #61884 from Calinou/alpha-hash-use-opaque-pipelineRémi Verschelde
Use opaque rendering pipeline for alpha hash materials
2022-11-13Implement is_animated and casts_shadowsclayjohn
This allows the renderer to correctly decide when to update shadow maps This PR also adds TIME to a few missing places
2022-11-12Properly set TIME shader uniform when rendering shadowsclayjohn
2022-11-08Request redraw in OpenGL3 and mobile renderers when TIME used in shaderclayjohn
2022-10-31Merge pull request #67907 from clayjohn/RD-model-matrixRémi Verschelde
Correctly rename to read_model_matrix when using shader builtins that rely on model matrix
2022-10-26Fix EXE_BAD_ACCESS caused by optional argumentGordon MacPherson
This argument is now non optional, but this never hits the same bad access. I voted to simplify the code here since the argument is never used optionally in our codebase.