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2021-07-25Merge pull request #50809 from akien-mga/iterators-const-referencesRémi Verschelde
2021-07-25Merge pull request #50250 from luzpaz/typosRémi Verschelde
Fix various typos
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-25Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragmentRémi Verschelde
2021-07-25Fix various typos with codespellluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25Use fragment shader instead of compute shader for effects for mobile rendererBastiaan Olij
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-21Forbid varyings from assigning in custom functions to prevent crashesYuri Roubinsky
2021-07-21Merge pull request #50489 from Chaosus/shader_varyingRémi Verschelde
Prevent error if varying assigned but not used (push warning instead)
2021-07-20Merge pull request #50537 from Calinou/improve-shader-error-output-2Rémi Verschelde
Add error marking to the shader error console output
2021-07-20Merge pull request #50605 from Calinou/tweak-shader-code-styleRémi Verschelde
Use C++11 raw literals for shader code to improve readability
2021-07-19Implement more rendering options as specialization constantsreduz
* Shadow quality settings now specialization constant. * Decal and light projector filters can be set. * Changing those settings forces re-creation of the pipelines. These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
2021-07-19Merge pull request #50566 from reduz/optimize-stringname-usageRémi Verschelde
Optimize StringName usage
2021-07-19Use C++11 raw literals for shader code to improve readabilityHugo Locurcio
In files that have lots of branching, `\t` was replaced with a tab character instead.
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-17Add error marking to the shader error console outputHugo Locurcio
This makes it possible to see where the shader error is without having to look at the trace printed below the source code.
2021-07-15Fixes to forward mobilereduz
* use valid format for framebuffer: VK_FORMAT_A2B10G10R10_UNORM_PACK32 * Unfortunately cant be used for compute. * Mobile will need to do refprobe, sky, mipmapblurring using raster.
2021-07-15Prevent error if varying assigned but not used (push warning instead)Yuri Roubinsky
2021-07-15Merge pull request #49996 from Chaosus/shader_localvar_warningRémi Verschelde
Added a shader warning about unused local variable
2021-07-15Merge pull request #49678 from BastiaanOlij/mobile_renderer_select_color_formatJuan Linietsky
Use 32bit instead of 64bit 3D render buffer on mobile renderer
2021-07-14Removes lines about window size from the console outputYuri Roubinsky
2021-07-14Check if there are new docs missing on CIYuri Sizov
2021-07-13Use 32bit instead of 64bit 3D render buffer on mobileBastiaan Olij
2021-07-12Use specialization constants in clustered rendererreduz
* Keep track of when projector, softshadow or directional sofshadow were enabled. * Enable them via specializaton constant where it makes sense. * Re-implements soft shadows. * Re-implements light projectors.
2021-07-12Merge pull request #50194 from BastiaanOlij/fix_multiple_reflection_probesRémi Verschelde
Fix indexing of multiple reflection probes
2021-07-12Explicit error message when setting active a Viewport that is already active.TaskManagerCZ
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-07-11Implement Specialization Constantsreduz
* Added support to our local copy of SpirV Reflect (which does not support it). * Pass them on render or compute pipeline creation. * Not implemented in our shaders yet.
2021-07-10Merge pull request #48622 from Geometror/reimplement-disableable-vsyncHugo Locurcio
2021-07-07Fix material invalidation on reimport.reduz
* IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors. * Added the possibility to get a notification when a uniform set is erased. * With this notification, materials can be queued for update properly.
2021-07-07Fix threaded update for texturesreduz
* Previews and other stuff now works again. * Not the best solution, will have to be improved in the future usinc async queues where supported.
2021-07-07Merge pull request #50193 from reduz/fix-command-queue-crashRémi Verschelde
Fix Command Queue Crash
2021-07-07Fix Command Queue Crashreduz
* No longer allow sending an object (texture) to the server as material parameter * Keep a parameter cache locally in ShaderMaterial
2021-07-06Unify material parameter updatereduz
* Unifies how material parameters are updated. * Single function, easier to maintain. * Updates materials properly when textures change.
2021-07-06Restructure and reimplement vsync optionsHendrik Brucker
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
2021-07-06Fix indexing of multiple reflection probesBastiaan Olij
2021-07-05Fix Subsurface Scatteringreduz
* Works again * Transmittance also works again * Removed the curve patamter, exp() function is good enough.
2021-07-05Fix transparency sortingDaniel Doran
2021-07-04Merge pull request #50137 from reduz/fix-boot-splashRémi Verschelde
Fix Boot Splash
2021-07-04Merge pull request #50138 from Calinou/debug-overdraw-lower-opacityRémi Verschelde
Decrease opacity of the overdraw debug draw mode
2021-07-04Merge pull request #50144 from reduz/fix-ssrRémi Verschelde
Fix SSR
2021-07-03Fix SSRreduz
* Was broken at some point long time ago, this restores it.
2021-07-03Fix SDFGIreduz
* Broken by 7513b73902f3ed7ac45aa9aefc2f6f333ae731ff, fixes #49631
2021-07-04Decrease opacity of the overdraw debug draw modeHugo Locurcio
This allows distinguishing higher amounts of overlapping objects.
2021-07-03Fix Boot Splashreduz
* Implements the code to show the boot splash on load using RenderingDevice * Does not work on X11 when maximized, some platform specific hack will be needed there.
2021-07-03Fix render debug modes.reduz
* Ovedraw debug works again * Lighting debug works again
2021-07-03Fix Render Inforeduz
* Fixed and redone the process to obtain render information from a viewport * Some stats, such as material changes are too difficult to guess on Vulkan, were removed. * Separated visible and shadow stats, which causes confusion. * Texture, buffer and general video memory can be queried now. * Fixed the performance metrics too.
2021-07-03Properly override virtual functions in render_scene_render_rd and subclassesBastiaan Olij
2021-07-02Remove leftovers from the DirectionalLight3D Optimized shadow depth rangeHugo Locurcio
The Optimized shadow depth range was removed in late 2020 in favor of the Stable shadow depth range, but it still had a (broken) property that allowed to enable it.
2021-07-01Fix surface from array creationreduz
* The debug check was not updated to the new format. * Bug introduced by #50037
2021-07-01Merge pull request #50040 from reduz/fix-renderingserver-bindingsRémi Verschelde
Clean up RenderingServer and its bindings