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AgeCommit message (Collapse)Author
2021-02-01Don't use trashy max_decals value to prevent crashesRafał Mikrut
2021-02-01Merge pull request #37547 from aaronfranke/tauRémi Verschelde
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-01-31Merge pull request #45315 from RandomShaper/modernize_threadRémi Verschelde
Modernize Thread
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-28Make hex_to_int and bin_to_int handle the prefix automaticallyAaron Franke
Also add BinToInt to C#
2021-01-28doc: Sync classref with current sourceRémi Verschelde
2021-01-26Fix zero scaling and material mappings being mapped to wrong fieldsGordon MacPherson
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly. - fixes node_3d_editor_plugin visibility bug when scale is zero - fix culling with small scaling values - which are still valid to be rendered like 0.00004 note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26Reorganize RenderingDevice barriersreduz
-Removed sync to draw, now everything syncs to draw by default. -Fixed many validation layer errors. -Added support for VkImageViewUsageCreateInfo to fix validation layer warnings. -Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-25Add named resources and debug labels in RenderDocclayjohn
2021-01-25Implement shadow meshesreduz
-When importing, a vertex-only version of the mesh is created. -This version is used when rendering shadows, and improves performance by reducing bandwidth -It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
2021-01-24Shadow map rendering optimizationreduz
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
2021-01-24Several GI related optimizations and fixesreduz
-SDFGI direct light is done over many frames -SDFGI Changed settings for rays/frame -SDFGI Misc optimizations -SDFGI Bug fix on probe scroll -GIProbe was not working, got it to work again -GIProbe dynamic objects were not working, fixed -Added a half size GI option.
2021-01-20Merge pull request #44668 from clayjohn/VULKAN-downsampleRémi Verschelde
Use cubemap downsampler for reflection mipmaps
2021-01-19Added GPU based cluster builderreduz
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19Shader optimizations to reduce VGPR usage and increase occupancyreduz
2021-01-13Merge pull request #45136 from akien-mga/clang-format-11Rémi Verschelde
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-12CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde
2021-01-12Renamed `emit_particle` to `emit_subparticle` shader functionYuri Roubinsky
2021-01-11Fix shader uniform instances compilationYuri Roubinsky
2021-01-11Merge pull request #45066 from Chaosus/shader_fix_uniform_crashRémi Verschelde
Prevent editor crash due to modify the order of non-instance shader uniforms by instance uniforms
2021-01-10Prevent crash due to assigning incorrect order of instance uniformYuri Roubinsky
2021-01-09Fix LIGHT compilation for canvas shaderYuri Roubinsky
2021-01-09Use Math_TAU and deg2rad/rad2deg in more places and optimize codeAaron Franke
2021-01-06Added ability to visualize native shadersreduz
2021-01-05Change the light attenuation formulas.reduz
-Much better looking, physically based. -Almost negligible extra cost.
2021-01-05Threaded optimizations to cull and renderreduz
-Reorganize thread work pool for rendering -Fixes to make secondary command buffers to work (disabled because they need more testing)
2021-01-05Rewrite render code to be more cache and thread friendly.reduz
2021-01-05Reorganize renderer code.reduz
So it can hopefully be made more cache efficient afterwards.
2021-01-04Merge pull request #44842 from clayjohn/VULKAN-SSAO-2Rémi Verschelde
SSAO renames and move push constant binding
2021-01-04fix inconsistent normal map shader variable namingHendrik Brucker
2021-01-04Merge pull request #44530 from clayjohn/VULKAN-framebuffer-errorRémi Verschelde
Use basic uniform set for depth prepass
2021-01-03SSAO cleanup and fixesclayjohn
2021-01-02Typo correctionMuller-Castro
simple typo correction
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-29Consistently use normal_mapMarcel Admiraal
2020-12-28Merge pull request #44586 from madmiraal/rename-stepifyRémi Verschelde
Rename Math::stepify to snapped
2020-12-28Merge pull request #44149 from madmiraal/rename-tangent-orthogonalRémi Verschelde
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28Rename Math::stepify to snappedMarcel Admiraal
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-27Merge pull request #44715 from clayjohn/VULKAN-SSAO-cleanupRémi Verschelde
Cleanup leftover functions from adding SSAO
2020-12-27Merge pull request #44705 from Chaosus/shader_fix_array_postinitYuri Roubinsky
Fix using post-init shader array constructors
2020-12-26Cleanup leftover functions from adding SSAOclayjohn
2020-12-26Rewrite culling to be more cache/thread friendly.reduz
-Uses a single array with all data -Massive performance improvement -Does not support threads yet, but code is now thread friendly
2020-12-27Fix using post-init shader array constructorsYuri Roubinsky
2020-12-27Merge pull request #44436 from Chaosus/shader_const_switchYuri Roubinsky
Added support for constants in shader `case` and array size declaration
2020-12-24Use cubemap downsampler for reflection mipmapsclayjohn
2020-12-24Merge pull request #44656 from reduz/cull-fixes-and-optimizationsJuan Linietsky
Cull fixes and optimizations
2020-12-24Merge pull request #44649 from lyuma/bone_aabb_blendshapesRémi Verschelde
Fix blendshapes and calculation of bone_aabbs
2020-12-24Cull fixes and optimizationsreduz
2020-12-24Fix BVH to world_aabb, and call updatelawnjelly
The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.