Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-08-18 | More fixes to mobile renderer | reduz | |
* Specify all precision qualifiers * Makes renderer work on Adreno Vulkan | |||
2021-08-17 | Fixes to mobile renderer | reduz | |
* 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. | |||
2021-08-17 | Fix incorrect uniform buffer size for particles | Yuri Roubinsky | |
2021-08-16 | Merge pull request #51635 from reduz/further-mobile-optimizations | Juan Linietsky | |
More optimizations on the mobile renderer. | |||
2021-08-16 | Makes a clear error message if shader compilation failed | Yuri Roubinsky | |
2021-08-16 | Moved disabling bokeh shader variants to before the version_create call | Bastiaan Olij | |
2021-08-15 | Fix read from screen and depth texture | Bastiaan Olij | |
2021-08-14 | Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster | Rémi Verschelde | |
Rewrote raster DOF shader to using BOKEH | |||
2021-08-13 | More optimizations on the mobile renderer. | reduz | |
* Specialization constants used to disable anything not needed to draw * Added softshadow and projector support on mobile. This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand. As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first). | |||
2021-08-13 | Merge pull request #51025 from reduz/fix-directional-shadow-bias | Rémi Verschelde | |
Fix directional shadow bias | |||
2021-08-13 | Merge pull request #51609 from Chaosus/shader_fix_varying_error | Yuri Roubinsky | |
Fix shader crash when using local var with the same name as varying | |||
2021-08-13 | Fix shader crash when using local var with the same name as varying | Yuri Roubinsky | |
2021-08-13 | Implemented raster versions of bokeh shaders to replace broken gaussian ↵ | Bastiaan Olij | |
implementation | |||
2021-08-12 | Merge pull request #51580 from aaronfranke/particles-real-double | Rémi Verschelde | |
Use real_t and double where appropriate in Particles | |||
2021-08-12 | Use real_t and double where appropriate in Particles | Aaron Franke | |
2021-08-12 | Use nearest mipmaps for both minification and magnification | Hugo Locurcio | |
This is generally the expected behavior when using a nearest + mipmaps mode, as it's often used for pixel art games. | |||
2021-08-12 | Removes an internal error report if shader fails compile | Yuri Roubinsky | |
2021-08-12 | Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter | Rémi Verschelde | |
Fix the Use Nearest Mipmap Filter project setting not working | |||
2021-08-12 | Fix CPUParticles2D disappearance after amount change | floppyhammer | |
2021-08-12 | Fix the Use Nearest Mipmap Filter project setting not working | Hugo Locurcio | |
The project setting wasn't being used anywhere. This also tweaks the property hints to denote that these properties are only effective after a restart. | |||
2021-08-11 | Merge pull request #51486 from reduz/fixes-to-mobile-renderer | Rémi Verschelde | |
Fixes and optimizations to mobile renderer | |||
2021-08-10 | Use f0 instead of albedo in blinn and phong | clayjohn | |
2021-08-10 | Fixes and optimizations to mobile renderer | reduz | |
* Only apply final actions to attachments used in the last pass. * Fixes to draw list final action (was using continue instead of read/drop). * Profiling regions inside draw lists now properly throw errors. * Ability to enable gpu profile printing from project settings. (used to debug). | |||
2021-08-10 | Merge pull request #51411 from clayjohn/VULKAN-blinn-phong | Rémi Verschelde | |
[4.0] Make Blinn and Phong specular modes take albedo into account | |||
2021-08-10 | Merge pull request #50682 from aaronfranke/basis-looking-at | Rémi Verschelde | |
Move code for looking_at to Basis | |||
2021-08-10 | Merge pull request #51436 from Calinou/tonemap-clamp-negative-colors | Rémi Verschelde | |
Clamp negative colors regardless of the tonemapper to avoid artifacts | |||
2021-08-10 | Merge pull request #51417 from clayjohn/Vulkan-horizon-so | Rémi Verschelde | |
Add horizon specular occlusion | |||
2021-08-09 | Make Blinn and Phong specular modes PBR | clayjohn | |
2021-08-09 | Use doubles for time in many other places | Aaron Franke | |
2021-08-09 | Clamp negative colors regardless of the tonemapper to avoid artifacts | Hugo Locurcio | |
Color artifacts could be visible when using negative lights with the Filmic and ACES tonemapping operators, as these did not clamp negative colors. | |||
2021-08-09 | Merge pull request #43158 from nathanfranke/fix-gradient-and-draw-tile | Rémi Verschelde | |
Fix Gradient and Color Picker checkerboard, Fix tile parameter for CanvasItem.draw_texture_rect | |||
2021-08-09 | Merge pull request #51155 from Chaosus/shader_fix_specular_mode | Rémi Verschelde | |
Fix a default shader specular render mode to `SCHLICK_GGX` | |||
2021-08-08 | Add horizon specular occlusion | clayjohn | |
2021-08-07 | Fix Gradient, Color Picker BG, Fix CanvasItem::draw_texture_rect p_tile | Nathan Franke | |
2021-08-06 | Merge pull request #51309 from Chaosus/fix_uniform_error_spam | Rémi Verschelde | |
Fix incorrect checking of uniform set to prevent error spam | |||
2021-08-06 | Use subpasses to do 3D rendering and resolve in mobile renderer | Bastiaan Olij | |
2021-08-06 | Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`) | Yuri Roubinsky | |
2021-08-06 | Fix incorrect checking of uniform set to prevent error spam | Yuri Roubinsky | |
2021-08-01 | Merge pull request #50942 from BastiaanOlij/cubemap_raster | Rémi Verschelde | |
Porting cubemap compute shaders to raster for the mobile renderer | |||
2021-08-01 | Move code for looking_at to Basis | Aaron Franke | |
2021-08-01 | Porting cubemap compute shaders to raster for the mobile renderer | Bastiaan Olij | |
2021-07-31 | Fix 'Attempted to remove invalid ID' errors | Rafał Mikrut | |
2021-07-29 | Fix directional shadow bias | reduz | |
* Simplified code a lot, bias based on normalized cascade size. * Lets scale cascades, max distance, etc. without creating acne. * Fixed normal biasing in directional shadows. I removed normal biasing in both omni and spot shadows, since the technique can't be easily implemented there. Will need to be replaced by something else. | |||
2021-07-26 | Merge pull request #50891 from Vitika9/50852 | Hugo Locurcio | |
Removed redundant assignment of `blur_pipeline` | |||
2021-07-26 | Merge pull request #50847 from reduz/implement-binary-shader-compilation | Rémi Verschelde | |
Implement Binary Shader Compilation | |||
2021-07-26 | Fixed coding style | vitika9 | |
2021-07-26 | Fix expression in `cluster_builder_rd.h` | Nicholas Huelin | |
This expression should now work as intended. | |||
2021-07-26 | Implement Binary Shader Compilation | reduz | |
* Added an extra stage before compiling shader, which is generating a binary blob. * On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse. * On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL. This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved. I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware. There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse. | |||
2021-07-26 | Merge pull request #50856 from SirQuartz/patch-32 | Rémi Verschelde | |
Fix always true expression `radius > 0.98 || radius < 1.02` in `cluster_builder_rd.h` | |||
2021-07-25 | Fix always true expression in `cluster_builder_rd.h` | Nicholas Huelin | |
This pull request fixes an issue where an expression would always evaluate to `true` no matter what. |