1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-18 14:21:41 +00:00
Commit Graph

355 Commits

Author SHA1 Message Date
BlueCube3310
546b40eee2 Mobile: Move _setup_lightmaps before _fill_render_list 2025-05-23 14:28:45 +02:00
clayjohn
9a1def8da1 Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera)
Add new shader built in Z_CLIP_SCALE to easily adjust clipping distance to avoid clipping walls etc.

Add fov_override to StandardMaterial3D to easily have a custom FOV for FPS objects

Add IN_SHADOW_PASS built-in to shaders for tweaking materials without impacting shadow maps
2025-05-21 10:16:05 -03:00
Thaddeus Crews
a12e9d5c31 Merge pull request #106493 from DarioSamo/mobile-scs-permutations
Reduce amount of permutations in mobile shader.
2025-05-20 11:37:26 -05:00
BlueCube3310
67a2c69c78 Mobile: Disable subpass post-processing when using FXAA 2025-05-20 13:21:59 +02:00
Dario
ff3ababb09 Reduce amount of permutations in mobile shader. 2025-05-16 12:40:21 -03:00
Capry
9828c365c3 Add support for bent normals for indirect lighting and specular occlusion 2025-05-12 12:52:04 +02:00
landervr
56730d0cb2 Add specular occlusion from ambient light
Co-authored-by: guerro323 <kaltobattle@gmail.com>
2025-05-08 23:52:01 +02:00
Thaddeus Crews
3947cbe3b2 Merge pull request #104386 from Repiteo/core/cpp-math
Core: Replace C math headers with C++ equivalents
2025-04-27 19:21:22 -05:00
Thaddeus Crews
98aced4e65 Merge pull request #99768 from dsnopek/openxr-vulkan-foveated-rendering
OpenXR: Use the `XR_FB_foveation_vulkan` extension to get the density map for VRS
2025-04-17 09:14:23 -05:00
Thaddeus Crews
ad40939b6f Core: Replace C math headers with C++ equivalents
- Minor restructuring to ensure `math_funcs.h` is the central point for math functions
2025-04-16 15:49:02 -05:00
Thaddeus Crews
448f159c69 Merge pull request #105267 from clayjohn/rd-mobile-pipelines
Pre-allocate more resources when screen textures are detected in the Mobile renderer
2025-04-14 19:39:48 -05:00
clayjohn
699695e5ff Preallocate more resources when screen textures are detected in the Mobile renderer
This further reduces stutter when the screen texture suddenly becomes visible
2025-04-11 12:31:17 -07:00
Thaddeus Crews
c7e9dc96a4 Rendering: Fix Math constant conversion 2025-04-11 12:33:57 -05:00
Thaddeus Crews
94282d88f9 Core: Use Math namespace for constants 2025-04-10 16:29:30 -05:00
Thaddeus Crews
06c71fbf40 Merge pull request #105175 from clayjohn/RD-pipeline-sss-roughness
Detect more pipeline settings at load time to avoid pipeline stutters
2025-04-10 11:10:22 -05:00
clayjohn
bf47c42b21 Detect possible usage of SSS and screen textures at load time to allocate needed resources at load time.
This allows us to avoid a class of pipeline compilation stutters and
stutters from allocating screen textures.
2025-04-09 13:31:03 -07:00
David Snopek
79f5a4d9fe OpenXR: Use the XR_FB_foveation_vulkan extension to get the density map for VRS 2025-03-31 07:21:58 -05:00
Rémi Verschelde
408d07109b Merge pull request #99551 from DarioSamo/fragment-density-map
Implement Fragment density map support.
2025-03-28 14:31:19 +01:00
Dario
76d709be74 Implement support for fragment density maps.
Co-Authored-By: Bastiaan Olij <mux213@gmail.com>
2025-03-24 11:50:04 -05:00
Thaddeus Crews
0fb0804546 Merge pull request #103641 from darksylinc/matias-mobile-shadows-update
Fix inefficient upload in Mobile Shadows
2025-03-11 09:35:05 -05:00
Thaddeus Crews
dfdb5359ea Merge pull request #103547 from clayjohn/forward-plus_instance_data_optimize
Optimize `_fill_instance_data` function in Forward+ renderer.
2025-03-09 09:05:19 -05:00
clayjohn
5efcd64b23 Reduce per-frame memory allocations from the heap in the Mobile renderer. 2025-03-07 22:01:24 -08:00
clayjohn
574f5126a2 Optimize _fill_instance_data function in Forward+ and Mobile renderers.
This batches together a couple of micro-optimizations that were discovered in profiling and analyzing disassembly.

Importantly, this reduces the amount of instructions in a heavy loop. This has the biggest impact when there are lots of objects and lights in the scene as the function is called once per objects + once per light that touches the object
2025-03-07 15:44:53 -08:00
Thaddeus Crews
324512e11c Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
Thaddeus Crews
b6ece17de1 Merge pull request #103529 from clayjohn/RD-trivial-instance-data
Validate triviality of InstanceData struct in Mobile and Forward+ renderers
2025-03-06 16:36:14 -06:00
Matias N. Goldberg
e605ad93c7 Fix inefficient upload in Mobile Shadows
Clustered performs the following shadow rendering steps

1. Process objects [0; 10) for cascade 0.
2. Process objects [10; 30) for cascade 1.
3. Process objects [30; 100) for cascade 2.
4. Upload objects [0; 100) to GPU.
5. Draw all cascades.

Mobile was supposed to be doing the same, but instead was doing:

1. Process objects [0; 10) for cascade 0.
2. Upload objects [0; 10) to GPU.
3. Process objects [10; 30) for cascade 1.
4. Upload objects [0; 30) to GPU.
5. Process objects [30; 100) for cascade 2.
6. Upload objects [0; 100) to GPU.
7. Draw all cascades.

That is, always reuploaded everything from scratch.
Therefore it pointlessly (and with geometric growth) wasted BW.
2025-03-05 15:21:25 -03:00
Thaddeus Crews
729c4e9e88 Merge pull request #102905 from kleonc/render_info_fix_primitive_count_per_triangle_strip
Fix render info primitive count per `TRIANGLE_STRIP`
2025-03-05 12:07:47 -06:00
Matias N. Goldberg
62c1a4782d Fix inefficient upload in Mobile Shadows
Clustered performs the following shadow rendering steps

1. Process objects [0; 10) for cascade 0.
2. Process objects [10; 30) for cascade 1.
3. Process objects [30; 100) for cascade 2.
4. Upload objects [0; 100) to GPU.
5. Draw all cascades.

Mobile was supposed to be doing the same, but instead was doing:

1. Process objects [0; 10) for cascade 0.
2. Upload objects [0; 10) to GPU.
3. Process objects [10; 30) for cascade 1.
4. Upload objects [0; 30) to GPU.
5. Process objects [30; 100) for cascade 2.
6. Upload objects [0; 100) to GPU.
7. Draw all cascades.

That is, always reuploaded everything from scratch.
Therefore it pointlessly (and with geometric growth) wasted BW.
2025-03-03 19:57:27 -03:00
clayjohn
1bdb3bc88a Validate triviality of the InstanceData and RenderElementInfo structs in Mobile and Forward+ renderers.
This is needed to avoid overhead that results from calling the constructor during calls to LocalVector.resize()
2025-03-03 14:38:37 -08:00
kleonc
b691a997a3 Fix render info primitive count per TRIANGLE_STRIP 2025-02-15 23:50:07 +01:00
clayjohn
7444839299 Reduce mobile pipeline compilations by tracking more feature usage globally and only compile what is needed 2025-02-05 18:27:23 -08:00
Dario
d0c29faa15 Mark pipeline compilation of ubershaders as high priority. 2025-01-28 11:40:05 -03:00
Matias N. Goldberg
7b2f1e1d09 Fix union order to simplify empty initializers
This is a followup to PR #101344 (commit
0e06eb80bc).

Some of them were not an issue because Godot was initializing all
members, but they were "fixed" just in case since it could become a
problem in the future.

Valgrind was specifically complaining about HashMapData &
GlobalPipelineData.
2025-01-14 19:05:01 -03:00
David House
e6daec9cf8 Added indirect drawing functionality to MultiMesh
Update doc/classes/RenderingServer.xml

Co-Authored-By: Micky <66727710+Mickeon@users.noreply.github.com>
2025-01-13 14:51:51 -06:00
Rémi Verschelde
3014eec40d Merge pull request #99407 from devloglogan/rec-resolution
Allow using custom `Rect2i` for rendering with OpenXR
2025-01-10 23:05:46 +01:00
devloglogan
e7f6b7ea0b Allow using custom Rect2i for rendering with OpenXR 2025-01-09 09:46:15 -06:00
Dario
0e06eb80bc Fix union order to simplify empty initializers. 2025-01-09 10:39:13 -03:00
Rémi Verschelde
084da581be Merge pull request #100241 from lander-vr/reflection-probe-priority
Add priority-based blending to reflection probes.
2025-01-07 10:14:38 +01:00
landervr
1637736c20 ReflectionProbe priority 2024-12-23 21:58:11 +01:00
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
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
Alex Threlfo
5f617663aa fix: separate sky luminance and user brightness calculations around fog 2024-12-20 11:25:11 +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
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
Florent Guiocheau
5125adf40b Fix large range point lights shadows 2024-12-12 15:37:38 +01:00
BlueCube3310
189c8eb671 Implement shadowmasks for LightmapGI
Co-authored-by: dearthdev <nathandearthdev@gmail.com>
2024-12-12 11:00:28 +01:00
Thaddeus Crews
66dea152b5 Merge pull request #99257 from darksylinc/matias-TheForge-pr04-excluded-ubo+render_opt
Improvements from TheForge
2024-12-10 14:15:55 -06:00
clayjohn
fce34f22a2 Avoid error spam when shaders fail to compile by freeing shader_data version when compilation fails 2024-12-09 10:51:57 -08:00