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AgeCommit message (Collapse)Author
2023-01-07Move luminance effect into its own class and use new buffers systemBastiaan Olij
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".
2023-01-04Use proper indices for lights, decals, and reflection probes in mobile scene ↵clayjohn
shader
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
2022-12-23Merge pull request #70214 from Ansraer/speed-maybeRémi Verschelde
[4.x] Use depth prepass to increase opaque render performance
2022-12-23use depth prepass to increase performanceAnsraer
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
2022-12-23Merge pull request #70457 from clayjohn/RD-particles-updateRémi Verschelde
Avoid updating particles during 2D rendering
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.
2022-12-22Check for disabled particle trail particle before initializing particle trailclayjohn
2022-12-21Merge pull request #70422 from clayjohn/RD-trailsRémi Verschelde
Disable particle trails particles when parent parent is not active.
2022-12-21Disable particle trails particles when parent parent is not active.clayjohn
2022-12-21Merge pull request #70418 from clayjohn/RD-particlesRémi Verschelde
Ensure that particles are processed at least once before being used
2022-12-21Ensure that particles are processed at least once before being usedclayjohn
2022-12-20Fix double get_singleton()Quentin Guidée
Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
2022-12-20Merge pull request #65376 from reduz/astc-supportRémi Verschelde
Implement basic ASTC support
2022-12-20Implement basic ASTC supportJuan Linietsky
Implements basic ASTC support: * Only 4x4 and 8x8 block sizes. * Other block sizes are too complex to handle for Godot image compression handling. May be implemented sometime in the future. The need for ASTC is mostly for the following use cases: * Implement a high quality compression option for textures on mobile and M1 Apple hardware. * For this, the 4x4 is sufficient, since it uses the same size as BPTC. ASTC supports a lot of block sizes, but the benefit of supporting most of them is slim, while the implementation complexity in Godot is very high. Supporting only 4x4 (and 8x8) solves the real problem, which is lack of a BPTC alternative on hardware where it's missing. Note: This does not yet support encoding on import, an ASTC encoder will need to be added.
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