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2021-12-09Merge pull request #55714 from Geometror/fix-fog-spotlightRémi Verschelde
2021-12-09Add a double-precision editor build to CIAaron Franke
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-08Fix volumetric fog in combination with spotlightsHendrik Brucker
2021-12-08Make `compile` shader function to use struct instead long parameter listYuri Roubinsky
2021-12-08Decrease the default dynamic range in VoxelGIData to 2.0Hugo Locurcio
This reduces visible banding in indirect lighting and reflections. Sharp reflections now match more closely the original scene. The downside of this change is that clipping may appear in reflections in extremely bright scenes, but this should not be a concern in most scenes.
2021-12-07Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusiveRémi Verschelde
2021-12-05Remove or make verbose some debugging printsHugo Locurcio
The message about SpatialMaterial conversion was turned into a warning, as it can potentially interfere with porting projects from Godot 3.x (if there's a bug in the conversion code).
2021-12-03Fix `^=` operator in shadersYuri Roubinsky
2021-12-02Merge pull request #53904 from ↵Rémi Verschelde
ChristopheClaustre/bugfix_shader_compile_spirv_from_source
2021-12-01Fix shader crash when using existed constant name for structYuri Roubinsky
2021-12-01Fix declaring array size twice in global shader constantYuri Roubinsky
2021-12-01Allow using empty statements in the shader, added formatting warningYuri Roubinsky
2021-11-30Merge pull request #55490 from Chaosus/fix_shader_crashRémi Verschelde
2021-11-30Merge pull request #55431 from Chaosus/shader_fix_constantsRémi Verschelde
2021-11-30Fix shader crash when assigning array to non-array in global constantYuri Roubinsky
2021-11-29Fix `INDEX` built-in in a process function of particle shaderYuri Roubinsky
2021-11-29Fix built-in(PI, TAU, E) assignment to a global constant in a shaderYuri Roubinsky
2021-11-28Remove unused struct fields in VoxelGIDataHugo Locurcio
This reduces the struct size from 112 bytes to 96 bytes.
2021-11-28Remove unused code in GI shadersHugo Locurcio
2021-11-28Use 16-bit depth to improve dynamic VoxelGI performanceHugo Locurcio
In a complex scene with several dynamic emissive objects, this saves over 1 ms of GPU time on a GTX 1080 in 2560×1440.
2021-11-27Allow disabling the depth prepass in the Vulkan Clustered backendHugo Locurcio
In scenes that have little to no overdraw, disabling the depth prepass can give a small performance boost. Nonetheless, in most other scenarios, the depth prepass should be left enabled as it improves performance significantly.
2021-11-26PackedByteArray, Array slice end exclusive, rename subarray to sliceNathan Franke
2021-11-26Fix `TIME` using in custom functions of particle shaderYuri Roubinsky
2021-11-26Merge pull request #55311 from Chaosus/fix_uniform_arrayRémi Verschelde
Fix uniform array alignment to fix a bug
2021-11-25Use `WARN_PRINT_ONCE()` for FSR-related warning messagesHugo Locurcio
`print_error()` should generally not be used directly. Also, falling back is best done by printing a warning message instead of an error message.
2021-11-25Fix uniform array alignment to fix a bugYuri Roubinsky
2021-11-25Remove disabled debug code in ClusterBuilderRDHugo Locurcio
2021-11-25Revert "Pushes array of uniforms to first place in the buffer"Yuri Roubinsky
2021-11-25[macOS / iOS] Use non atomic operation to store facing bits on MoltenVK.bruvzg
2021-11-24Merge pull request #51679 from Je06jm/fsrRémi Verschelde
AMD FidelityFX Super Resolution
2021-11-24Merge pull request #55281 from bruvzg/mvk_fog_volumesRémi Verschelde
2021-11-24[macOS / iOS] Use storage buffers instead of unsupported images for the ↵bruvzg
volumetric fog on MoltenVK.
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
2021-11-23Prevent return statement from using in block in shader main functionsYuri Roubinsky
2021-11-19Allow passing non-variable constant to const function param in shadersYuri Roubinsky
2021-11-18Merge pull request #55084 from JFonS/fix_depth_prepassRémi Verschelde
Fix Depth-Prepass transparency mode
2021-11-18Merge pull request #55085 from JFonS/transparency_fixesRémi Verschelde
Fix transparency state initialization
2021-11-18Fix Depth-Prepass transparency modejfons
Add mising bits of implementation and ensure depth-prepass objects are only rendered in the transparency pass.
2021-11-17Merge pull request #55029 from clayjohn/VULKAN-SRGBRémi Verschelde
Add SHADER_IS_SRGB define to Vulkan renderer
2021-11-16Fix SRGB conversions in Vulkan Rendererclayjohn
2021-11-14Merge branch 'godotengine:master' into bugfix_shader_compile_spirv_from_sourcechris.clst
2021-11-13Fix broken light_compute in mobile rendererYuri Roubinsky
2021-11-12Fix multimesh still drawing when visible instances is zeroBrian Semrau
2021-11-12Fix transparency state initializationjfons
2021-11-12Fix default_texture_param in shader pipeline to support uniform arraysYuri Roubinsky
2021-11-11Make draw/compute lists threadsafeBrian Semrau
Lock the rendering device while command buffers are in use
2021-11-11Fix shader crashing when using `ALBEDO` or `ALPHA` in light functionYuri Roubinsky
2021-11-10Merge pull request #54783 from ator-dev/fix-override-exposureRémi Verschelde