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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 #70091 from clayjohn/bone-aabbsRémi Verschelde
Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain
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.
2022-12-17Merge pull request #70163 from clayjohn/particles-sdfRémi Verschelde
Transform sdf xfrom by particle emission transform when particles are in global space
2022-12-17Merge pull request #70172 from clayjohn/RD-boot-filterRémi Verschelde
Enable using filtering on boot image in RD renderer
2022-12-17Merge pull request #70133 from lyuma/negative_scale_backfaceRémi Verschelde
Flip culling when rendering a camera with negative scale
2022-12-17Merge pull request #70122 from clayjohn/VRS-r8uintRémi Verschelde
Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported
2022-12-17Merge pull request #70087 from clayjohn/mesh-aabbRémi Verschelde
Cache mesh AABB when modified by skeleton and update instance AABB when skeleton changes
2022-12-16Enable using filtering on boot image in RD rendererclayjohn
2022-12-16Transform sdf xfrom by particle emission transform when particles are in ↵clayjohn
global space
2022-12-16Don't attempt to create or use an R8_UINT texture as storage if VRS is not ↵clayjohn
supported
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
2022-12-15Merge pull request #69709 from RandomShaper/refactor_spirv_reflectionRémi Verschelde
Refactor SPIR-V reflection into a generic RenderingDevice feature
2022-12-15Merge pull request #70068 from clayjohn/mobile-lightsRémi Verschelde
Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFF
2022-12-15Merge pull request #56804 from Calinou/ssr-add-max-roughness-cutoffRémi Verschelde
Add maximum roughness cutoff to SSR to improve performance
2022-12-15Refactor `ShaderData` & fix the sorting of shader uniformsYuri Rubinsky
2022-12-14Remove mesh bone_aabbs as they are not used anywhere and calculating them is ↵clayjohn
a pain
2022-12-14Cache mesh AABB when modified by skeleton and update instance AABB whenclayjohn
skeleton changes
2022-12-14Initialize light index push constants to 0xFFFFFFFF instead of 0xFFFFclayjohn
2022-12-13Merge pull request #70009 from clayjohn/glow-hqRémi Verschelde
Remove high quality glow as it is not any higher quality than regular glow
2022-12-13Merge pull request #70003 from clayjohn/GLES3-ccRémi Verschelde
Various fixes and documentation for CanvasGroup
2022-12-13Various fixes and documentation for CanvasGroupclayjohn
Properly apply custom materials with CanvasGroups in the GLES3 backend Properly blur backbuffer when using a partial rect in forward_plus and gl_compatibility renderers Properly set fit_margin when clear_margin is set Fix shader error during backbuffer clear in mobile renderer
2022-12-13Remove high quality glow as it is not any higher quality than regular glowclayjohn
2022-12-13Merge pull request #69985 from clayjohn/mobile-rimRémi Verschelde
Ensure that rim lighting uses an exponent base greater than zero
2022-12-12Ensure that rim lighting uses a exponent base greater than zeroclayjohn
This avoids the undefined behavior that happens if the base is zero and the exponent is zero
2022-12-12Refactor SPIR-V reflection into a generic RenderingDevice featurePedro J. Estébanez
2022-12-10Add maximum roughness cutoff to SSR to improve performanceHugo Locurcio
In a test scene with mixed rough and non-rough materials, this saves upwards of 0.15 ms of GPU time with very little visual artifacting (GTX 1080, 2560×1440).
2022-12-09Fade out SSR with roughness so that it doesn't show at high roughness amountsclayjohn
2022-12-08Merge pull request #69735 from clayjohn/Particles2D-sdfRémi Verschelde
Detect and report if 2D particles use the screen SDF
2022-12-07Detect and report if 2D particles use the screen SDFclayjohn
This ensures that the SDF is updated even if not used in a canvas_item shader
2022-12-07Check if VRS is supported on creating VRS objectLily Garcia
2022-12-06Merge pull request #69636 from Malcolmnixon/vulkan-mobile-sky-matrixRémi Verschelde
Fix mobile renderer sky_transform operations
2022-12-06Modified the mobile renderer to apply the sky_transform operations in the ↵Malcolm Nixon
same order as the forward_plus renderer. Update rasterizer_scene_gles3.cpp Apply sky_transform order fix to the gles3 renderer.
2022-12-06Merge pull request #65035 from nathanfranke/fix-aabb-meshRémi Verschelde
Fix AABB errors on meshes with bones on multiple surfaces
2022-12-04fix aabb errors on meshes with bones on multiple surfacesNathan Franke
2022-12-03Implement CAMERA_VISIBLE_LAYERS as built-in shader variableNumbuhFour
2022-12-03Merge pull request #69522 from clayjohn/IBL-black-metalRémi Verschelde
Allow black metallic materials to reflect IBL
2022-12-03Merge pull request #69514 from clayjohn/IBL-roughnessRémi Verschelde
Properly remap roughness when reading from radiance map
2022-12-02Allow black metallic materials to reflect IBLclayjohn
2022-12-02Properly remap roughness when reading from radiance mapclayjohn
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
2022-11-29Add Skeletons and Blend Shapes to the OpenGL rendererclayjohn
This uses a similar multipass approach to blend shapes as Godot 3.x, the major difference here is that we need to convert the normals and tangents to octahedral for rendering. Skeletons work the same as the Vulkan renderer except the bones are stored in a texture as they were in 3.x.
2022-11-22Fix parameters for hash_murmur3_one_32Markus Sauermann
In multiple locations in the codebase hash_murmur3_one_32 is used for generating hash values. Whenever a sequence of multiple hash-calculation happens within a single function, the previous hash value is always used as input in the following hash-calculations. The only exception is get_cache_multipass, where currently the previous hash value is overridden without utilizing it. This patch corrects that.
2022-11-22Merge pull request #68942 from Chaosus/barrier_mask_flagsRémi Verschelde
Expose `BarrierMask` as flags enum in `RenderingDevice`
2022-11-22Expose `BarrierMask` as flags enum in `RenderingDevice`Yuri Rubinsky
2022-11-21Code simplifications found by cppcheckMarkus Sauermann
They are based on: - Boolean arithmetic simplifications - setting variables that are not accessed - constant variables
2022-11-20Merge pull request #68830 from Ayush-singla27/issuebranchRémi Verschelde
fixed incorrect mesh normals in shaders
2022-11-18Fix drawing of 2D skeletons in the RD renderer.clayjohn
Also clean up skeleton code in preparation for adding them to GLES3 Properly update Mesh2D AABBs when skeleton is updated