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AgeCommit message (Collapse)Author
2021-04-09Remove low_end option from renderer, being replaced by separate implementationBastiaan Olij
2021-04-05Move clustered renderer functionalityBastiaan Olij
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-04-05Style: Apply clang-tidy's `modernize-use-nullptr`Rémi Verschelde
2021-04-05Style: Apply clang-tidy's `modernize-use-default-member-init`Rémi Verschelde
2021-03-31As GLSLang seems to be all or nothing, added our own definesBastiaan Olij
2021-03-26Obtain supported Vulkan APIBastiaan Olij
2021-03-18Changed SCsub for shaders to find shaders automatically and create ↵Bastiaan Olij
dependencies with include files
2021-03-17Added validation when assigning heightfield_resolution (Fix #46281)Ignacio Abal
2021-03-13fix issue vulkan crash on open shader materialssboronczyk
2021-03-11Removed time duplicate from ForwardClustered. Just use the variable from its ↵Bastiaan Olij
superclass
2021-03-11Combine init_gi and init_sdfgi into a single initBastiaan Olij
2021-03-11Renamed one more Forward render struct and fixed typoBastiaan Olij
2021-03-11Moving RendererStorageRD *storage to protected, no sense duplicating it in ↵Bastiaan Olij
forward_clustered
2021-03-10Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered ↵Bastiaan Olij
so we can introduce RendererSceneRenderForwardMobile
2021-03-08Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanupRémi Verschelde
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
2021-03-05Fix negative VRAM valuesEv1lbl0w
2021-03-04Fix canvas renderer line widthAlex Hirsch
fix #46644
2021-03-04Renamed SDGIShader to SDFGIShader and moved a bunch of things to privateBastiaan Olij
2021-03-02Merge pull request #46594 from asheraryam/fix-clip-content-masterRémi Verschelde
Fix rounding error in Clip Content [4.0]
2021-03-02Fix rounding error in Clip Contentasheraryam
Rounds the position and size of the final clip rect to avoid flickering issues. Fixes https://github.com/godotengine/godot/issues/46493
2021-03-01Merge pull request #46046 from BastiaanOlij/cleanup_giRémi Verschelde
Moving GI and Sky code from RendererSceneRenderRD into separate classes
2021-03-01Merge pull request #46522 from Ev1lbl0w/bugfix-shader_noretRémi Verschelde
Added missing returns on error scenarios
2021-03-01Fix parsing hexadecimal (lowercase `e`,`f`) in shadersYuri Roubinsky
2021-02-28Added missing returns on error scenariosEv1lbl0w
2021-02-25Moving GI code into RendererServerGIRDBastiaan Olij
Moving Skyshader code into RendererServerSkyRD
2021-02-21Prevents shader crash if two struct with the same name are declaredYuri Roubinsky
2021-02-21Prevents shader crash if passing invalid struct to the return statementYuri Roubinsky
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-02-18Merge pull request #45326 from clayjohn/VULKAN-ign-shadowsClay John
Use Interleaved gradient noise for shadow samples
2021-02-18Merge pull request #45617 from RandomShaper/modernize_atomicsRémi Verschelde
Modernize atomics (and fix `volatile`)
2021-02-18Modernize atomicsPedro J. Estébanez
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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.
2021-02-17Fix math error in blend shape application toleranceKayomn
2021-02-12Merge pull request #45859 from Kayomn/masterRémi Verschelde
Accomodate blend shape ranges of -1 to +1 for Vulkan
2021-02-11Allow passing varying from fragment to light shader functionYuri Roubinsky
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-09Accomodate blend shape ranges of -1 to +1Kayomn
2021-02-07Improve SDFGI indirect light feedback loopreduz
-Use occlusion for feedback, further reduces light leaking. -More control on feedback, now its a slider.
2021-02-07Invert spotlight angle attenuationjfons
Inverted the spotlight angle attenuation so a higher value results in a dimmer light, this makes it more consistent with the distance attenuation. Also changed the way spotlighs are computed in SDFGI and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering code.
2021-02-07Merge pull request #45786 from reduz/fix-sdfgi-radeonRémi Verschelde
Fixed an SDFGI reflections bug in Radeon
2021-02-07Fixed a SDFGI reflections bug in Radeonreduz
-Code was using too many conditionals. -Rewrote it to use less and it now works fine.
2021-02-07Fix volumetric fog for SpotLightsjfons
The code for spot lights was referencing the omni light list. Most likely a copy-paste mistake :)
2021-02-06Fix SDFGI bug after previous optimization.reduz
Was causing arctifacts, should be good now.
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.
2021-02-05Fix mismatched define in scene_forward.glsl for POSITION overrideLyuma
2021-02-05Added temporal reprojection to Volumetric Fogreduz
-It's an option, just enable it -Just works, don't have to do anything else.
2021-02-05Fixes to get Godot running again on Intel IGPreduz
-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..) -Cleaned up barrier usage further.
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
2021-02-01Don't use trashy max_decals value to prevent crashesRafał Mikrut