1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-12 13:20:55 +00:00
Commit Graph

1681 Commits

Author SHA1 Message Date
Stuart Carnie
11dc4f2e5e Metal: Add MetalFX upscaling support
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2025-01-06 06:03:18 -07:00
BlueCube3310
6f363b989a astcenc: Misc improvements and optimizations 2024-12-31 14:25:14 +01:00
Thaddeus Crews
13992bbf7b Merge pull request #100766 from stuartcarnie/metal_crash
Metal: Fix crash when uniform set is empty for slot binding mode
2024-12-30 08:58:51 -06:00
Thaddeus Crews
58b48a934e Merge pull request #100859 from StaydMcMuffin/scene-shaders-user-normal-fix
Fix User-supplied Normals Being Ignored
2024-12-30 08:58:47 -06:00
Stayd
40f17127ef Fix User-supplied Normals Being Ignored
Moves the initialization of the geo_normal value
to after the user shader code, so that the normal
supplied by the user is actually used instead of
the interpolated vertex normal.
2024-12-27 13:01:20 -07:00
Stuart Carnie
b643599749 Metal: Fix crash when uniform set is empty for slot binding mode
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-12-24 07:53:21 -07:00
Rémi Verschelde
f7d6924afb Merge pull request #100677 from clayjohn/light2d-cull
Properly transform light rect and occluder rect to perform Light2D culling in canvas space
2024-12-22 00:10:12 +01:00
clayjohn
30801af298 Properly transform light rect and occluder rect to perform light2d culling in canvas space 2024-12-20 16:58:02 -07:00
Rémi Verschelde
6e23de0aa6 Merge pull request #100653 from stuartcarnie/remove_moltenvk_hack
Rendering: MoltenVK hack is no longer required, as bug was fixed.
2024-12-20 23:57:27 +01:00
Rémi Verschelde
87855e04ad Merge pull request #100643 from ze2j/follow_up_of_array_mesh_surface_remove
Follow-up of `ArrayMesh::surface_remove` addition
2024-12-20 23:57:20 +01:00
Stuart Carnie
9344a29f0e Rendering: MoltenVK hack is no longer required, as bug was fixed.
Original issue: https://github.com/godotengine/godot/pull/51679#issuecomment-976900929

And related fix in SPIRV-Cross: https://github.com/KhronosGroup/SPIRV-Cross/issues/2046
2024-12-20 06:38:42 -07:00
Yufeng Ying
e88e30c273 Remove unused headers in servers.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2024-12-20 18:51:01 +08:00
ze2j
97b093617d Follow-up of ArrayMesh::surface_remove addition 2024-12-20 10:53:43 +01:00
Thaddeus Crews
e51ab56f9a Merge pull request #100593 from Namey5/lightmapgi-null-sky-crash
LightmapGI: Fix crash during baking when sky is null
2024-12-19 20:00:14 -06:00
Thaddeus Crews
1536e0e236 Merge pull request #100441 from StaydMcMuffin/scene-shaders-tbn-fixes
Scene Shaders - TBN Vector Fixes
2024-12-19 19:59:58 -06:00
Thaddeus Crews
b715fabd70 Merge pull request #76371 from ze2j/array_mesh_surface_remove
Add `ArrayMesh::surface_remove`
2024-12-19 19:59:56 -06:00
Thaddeus Crews
2fcd8223e8 Merge pull request #99538 from Geometror/lightmap-gi-transparent-surface
Add transparency support for LightmapGI
2024-12-19 19:59:52 -06:00
Thaddeus Crews
4665faaaa9 Merge pull request #100427 from Namey5/fog-sky-luminance
Separate sky luminance and brightness calculations for consistent fog
2024-12-19 19:59:50 -06:00
Thaddeus Crews
41b468f961 Merge pull request #100544 from Namey5/sdfgi-sky-rotation
Support custom sky rotation in SDFGI
2024-12-19 19:59:46 -06:00
Thaddeus Crews
d3e5b62ea2 Merge pull request #99230 from paddy-exe/instance_uniforms_compatability_renderer
Implement 2D instance uniforms
2024-12-19 19:59:37 -06:00
Alex Threlfo
e4fd2f003f Support custom sky rotation in SDFGI 2024-12-20 11:26:28 +11:00
Alex Threlfo
5f617663aa fix: separate sky luminance and user brightness calculations around fog 2024-12-20 11:25:11 +11:00
clayjohn
793d065f8b Avoid allocating instance buffer for PointLight2D shadows when there are no instances.
Also avoid the render loop if there are no occluders. We still have to open the render pass to do a clear though.
2024-12-19 09:45:51 -08:00
Alex Threlfo
31add2602a LightmapGI: fix crash during baking when sky is null 2024-12-19 16:16:33 +11:00
Hendrik Brucker
a3525bc015 Add transparency support for LightmapGI
Co-authored-by: Guerro323 <kaltobattle@gmail.com>
2024-12-18 19:36:16 +01:00
kobewi
ceefc0d38a Implement 2D instance shader parameters
Co-authored-by: kobewi <kobewi4e@gmail.com>
Co-authored-by: yesfish <huwpascoe@users.noreply.github.com>
Co-authored-by: Álex Román Núñez <eirexe123@gmail.com>
2024-12-17 23:59:16 +01:00
Rémi Verschelde
190ae9f9dc Merge pull request #100302 from clayjohn/light2d-optimize
Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes
2024-12-17 22:59:54 +01:00
clayjohn
7c61252dd7 Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes.
This dramatically reduces the CPU time spent on rendering shadows for PointLight2Ds
2024-12-17 07:41:09 -08:00
Rémi Verschelde
d60c0e21a6 Merge pull request #88313 from wagnerfs/run-time-anisotropic-filtering
Allow changing the anisotropic filter level at run-time per Viewport
2024-12-17 16:18:38 +01:00
Stayd
ed0e3d7da8 Scene Shaders - TBN Fixes
Fixes two errors related to the normal, tangent,
and bitangent vectors, namely normals not always
being inverted on backfaces, and normalization
being reversed from what MikkTSpace expects.
2024-12-16 22:36:23 -07:00
Andrew_Shobbrook
e42def12d0 Implement per-light Specular property in DirectionalLight3D 2024-12-16 19:18:18 +01:00
Rémi Verschelde
ffe53cba3c Merge pull request #100374 from hpvb/fix-rendering-ubsan
Fix ubsan reported errors in rendering
2024-12-14 18:25:46 +01:00
Thaddeus Crews
dc5f1b7a28 Merge pull request #100319 from Flarkk/fix_light_shadow_range
Fix shadows of long range `OmniLight3D` and `SpotLight3D`
2024-12-13 16:19:39 -06:00
Thaddeus Crews
9ecdeb3723 Merge pull request #98747 from tetrapod00/standardize-renderer-strings
Standardize terms for renderers in error strings
2024-12-13 16:19:37 -06:00
Thaddeus Crews
6594a6364e Merge pull request #100213 from DarioSamo/pipeline-hash-map-thread-safety
Improve thread-safety of pipeline hash map.
2024-12-13 16:19:34 -06:00
Thaddeus Crews
9f0c6231c7 Merge pull request #100236 from Flarkk/fix_spot_clustering
Fix wide `SpotLight3D` clustering
2024-12-13 16:19:26 -06:00
HP van Braam
062d74bb9c Fix ubsan reported errors in rendering
This allows the TPS demo to run without an ubsan reports from any of the
rendering code.
2024-12-13 21:27:37 +01:00
Florent Guiocheau
02f05cf0ac Fix wide angle spotlight clustering 2024-12-13 11:28:42 +01:00
clayjohn
356fa37f89 Small fixups for the new reflection probe blending 2024-12-12 17:29:21 -08:00
Thaddeus Crews
bfc66f0608 Merge pull request #100282 from devloglogan/motion-vectors-openxr
Add renderer motion vectors API for use with OpenXR
2024-12-12 16:13:36 -06:00
Thaddeus Crews
7c015a768f Merge pull request #99958 from lander-vr/reflection-probe-blend-property
Add Blend Distance property to ReflectionProbe
2024-12-12 16:13:32 -06:00
Florent Guiocheau
5125adf40b Fix large range point lights shadows 2024-12-12 15:37:38 +01:00
Rémi Verschelde
562dd1ad85 Merge pull request #100305 from clayjohn/directional-light-2d-mask
Remove positional light mask from directional lights in Canvas Item shaders.
2024-12-12 14:10:24 +01:00
Rémi Verschelde
0e5c337453 Merge pull request #85653 from BlueCube3310/lightmap-gi-shadowmask
Implement LightmapGI shadowmasks
2024-12-12 14:09:30 +01:00
BlueCube3310
189c8eb671 Implement shadowmasks for LightmapGI
Co-authored-by: dearthdev <nathandearthdev@gmail.com>
2024-12-12 11:00:28 +01:00
clayjohn
f8827271d7 Remove positional light mask from directional lights in Canvas Item shaders. 2024-12-12 00:20:07 -08:00
Thaddeus Crews
ef3086bcdb Merge pull request #94947 from ChrisBase/issue_94946
Change some image error messages to output the file path
2024-12-11 17:35:58 -06:00
Thaddeus Crews
23afda44e4 Merge pull request #100257 from darksylinc/matias-minimize-leak
Keep processing Graphics if there are pending operations
2024-12-11 17:35:35 -06:00
Matias N. Goldberg
acf439e96d Keep processing Graphics if there are pending operations
Fixes #90017
Fixes #90030
Fixes #98044

This PR makes the following changes:

# Force processing of GPU commands for frame_count frames

The variable `frames_pending_resources_for_processing` is added to track
this.

The ticket #98044 suggested to use `_flush_and_stall_for_all_frames()`
while minimized.

Technically this works and is a viable solution.

However I noticed that this issue was happening because Logic/Physics
continue to work "business as usual" while minimized(\*). Only Graphics
was being deactivated (which caused commands to accumulate until window
is restored).

To continue this behavior of "business as usual", I decided that GPU
work should also "continue as usual" by buffering commands in a double
or triple buffer scheme until all commands are done processing (if they
ever stop coming). This is specially important if the app specifically
intends to keep processing while minimized.

Calling `_flush_and_stall_for_all_frames()` would fix the leak, but it
would make  Godot's behavior different while minimized vs while the
window is presenting.

\* `OS::add_frame_delay` _does_ consider being minimized, but it just
throttles CPU usage. Some platforms such as Android completely disable
processing because the higher level code stops being called when the app
goes into background. But this seems like an implementation-detail that
diverges from the rest of the platforms (e.g. Windows, Linux & macOS
continue to process while minimized).

# Rename p_swap_buffers for p_present

**This is potentially a breaking change** (if it actually breaks
anything, I ignore. But I strongly suspect it doesn't break anything).

"Swap Buffers" is a concept carried from OpenGL, where a frame is "done"
when `glSwapBuffers()` is called, which basically means "present to the
screen".

However it _also_ means that OpenGL internally swaps its internal
buffers in a double/triple buffer scheme (in Vulkan, we do that
ourselves and is tracked by `RenderingDevice::frame`).

Modern APIs like Vulkan differentiate between "submitting GPU work" and
"presenting".

Before this PR, calling `RendererCompositorRD::end_frame(false)` would
literally do nothing. This is often undesired and the cause of the leak.
After this PR, calling `RendererCompositorRD::end_frame(false)` will now
process commands, swap our internal buffers in a double/triple buffer
scheme **but avoid presenting to the screen**.

Hence the rename of the variable from `p_swap_buffers` to `p_present`
(which slightly alters its behavior).
If we want `RendererCompositorRD::end_frame(false)` to do nothing, then
we should not call it at all.

This PR reflects such change: When we're minimized **_and_**
`has_pending_resources_for_processing()` returns false, we don't call
`RendererCompositorRD::end_frame()` at all.

But if `has_pending_resources_for_processing()` returns true, we will
call it, but with `p_present = false` because we're minimized.

There's still the issue that Godot keeps processing work (logic,
scripts, physics) while minimized, which we shouldn't do by default. But
that's work for follow up PR.
2024-12-11 14:13:29 -03:00
devloglogan
3deb5884d7 Renderer agnostic motion vector rendering/OpenXR changes 2024-12-10 15:59:17 -06:00