Age | Commit message (Collapse) | Author |
|
|
|
Fix various typos
|
|
|
|
|
|
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`
|
|
|
|
|
|
|
|
Prevent error if varying assigned but not used (push warning instead)
|
|
Add error marking to the shader error console output
|
|
Use C++11 raw literals for shader code to improve readability
|
|
* 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.
|
|
Optimize StringName usage
|
|
In files that have lots of branching, `\t` was replaced with a
tab character instead.
|
|
* 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.
|
|
This makes it possible to see where the shader error is without
having to look at the trace printed below the source code.
|
|
* 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.
|
|
|
|
Added a shader warning about unused local variable
|
|
Use 32bit instead of 64bit 3D render buffer on mobile renderer
|
|
|
|
|
|
|
|
* 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.
|
|
Fix indexing of multiple reflection probes
|
|
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
|
|
* 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.
|
|
|
|
* 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.
|
|
* Previews and other stuff now works again.
* Not the best solution, will have to be improved in the future usinc async queues where supported.
|
|
Fix Command Queue Crash
|
|
* No longer allow sending an object (texture) to the server as material parameter
* Keep a parameter cache locally in ShaderMaterial
|
|
* Unifies how material parameters are updated.
* Single function, easier to maintain.
* Updates materials properly when textures change.
|
|
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
|
|
|
|
* Works again
* Transmittance also works again
* Removed the curve patamter, exp() function is good enough.
|
|
|
|
Fix Boot Splash
|
|
Decrease opacity of the overdraw debug draw mode
|
|
Fix SSR
|
|
* Was broken at some point long time ago, this restores it.
|
|
* Broken by 7513b73902f3ed7ac45aa9aefc2f6f333ae731ff, fixes #49631
|
|
This allows distinguishing higher amounts of overlapping objects.
|
|
* 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.
|
|
* Ovedraw debug works again
* Lighting debug works again
|
|
* 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.
|
|
|
|
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.
|
|
* The debug check was not updated to the new format.
* Bug introduced by #50037
|
|
Clean up RenderingServer and its bindings
|