clayjohn
07ef21c87a
Avoid crash when allocating specular and normal-roughness buffers when render buffers aren't available
2025-05-04 13:54:11 -07:00
lawnjelly
f8f350a32a
Add GLOBAL_GET cached macros.
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GLOBAL_GET is an expensive operation which should not be used each frame / tick.
This PR adds macros which do a cheaper revision check, and only call the expensive GLOBAL_GET when project settings have changed.
Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com >
2025-04-30 15:08:50 +01:00
Ansraer
a4a5f4ed01
allow moving meshes without motion vectors
2025-04-25 14:25:06 +02:00
Thaddeus Crews
f56a4d4fe4
Merge pull request #105138 from stuartcarnie/fix_hangs
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Renderer: Reduce scope of mutex locks to prevent common deadlocks
2025-04-14 19:39:47 -05:00
Stuart Carnie
09282c316a
Renderer: Reduce scope of mutex locks to prevent common deadlocks
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Fixes #102877
2025-04-13 06:56:13 +10:00
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
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Detect more pipeline settings at load time to avoid pipeline stutters
2025-04-10 11:10:22 -05:00
Thaddeus Crews
d534107926
Revert early version of PR #105175
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This reverts commit 6225e25f4a .
2025-04-10 11:09:50 -05:00
Thaddeus Crews
665bdf4fe2
Merge pull request #105175 from clayjohn/RD-pipeline-sss-roughness
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Detect more pipeline settings at load time to avoid pipeline stutters
2025-04-10 10:18:18 -05:00
clayjohn
bf47c42b21
Detect possible usage of SSS and screen textures at load time to allocate needed resources at load time.
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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
clayjohn
6225e25f4a
Detect possible usage of SSS and screen textures at load time to allocate needed resources at load time.
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This allows us to avoid a class of pipeline compilation stutters and
stutters from allocating screen textures.
2025-04-09 13:15:40 -07:00
Rémi Verschelde
408d07109b
Merge pull request #99551 from DarioSamo/fragment-density-map
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Implement Fragment density map support.
2025-03-28 14:31:19 +01:00
Dario
76d709be74
Implement support for fragment density maps.
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Co-Authored-By: Bastiaan Olij <mux213@gmail.com >
2025-03-24 11:50:04 -05:00
clayjohn
4cf9d58dce
Clean up more dynamic allocations in the RD renderers with a focus on 2D.
2025-03-10 13:16:12 -07:00
Thaddeus Crews
dfdb5359ea
Merge pull request #103547 from clayjohn/forward-plus_instance_data_optimize
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Optimize `_fill_instance_data` function in Forward+ renderer.
2025-03-09 09:05:19 -05:00
clayjohn
574f5126a2
Optimize _fill_instance_data function in Forward+ and Mobile renderers.
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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
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Validate triviality of InstanceData struct in Mobile and Forward+ renderers
2025-03-06 16:36:14 -06:00
clayjohn
1bdb3bc88a
Validate triviality of the InstanceData and RenderElementInfo structs in Mobile and Forward+ renderers.
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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
Thaddeus Crews
4b9f88280b
Merge pull request #102122 from DarioSamo/default-sdfgi-fix
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Fix default SDFGI variant not being compiled in time.
2025-01-29 17:45:17 -06:00
Thaddeus Crews
7e97ada3b7
Merge pull request #102125 from DarioSamo/ubershader-thread-priority
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Mark pipeline compilation of ubershaders as high priority.
2025-01-29 17:45:16 -06:00
DarioSamo
5c7fd16eea
Fix framebuffer clear for particle collider heightfield.
2025-01-28 14:22:30 -03:00
Dario
d0c29faa15
Mark pipeline compilation of ubershaders as high priority.
2025-01-28 11:40:05 -03:00
Dario
655e98b2ea
Fix default SDFGI variant not being compiled in time.
2025-01-28 10:24:46 -03:00
Matias N. Goldberg
7b2f1e1d09
Fix union order to simplify empty initializers
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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
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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
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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
21fdf1678a
Merge pull request #101193 from clayjohn/FSR-y-aspect
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Correct aspect ratio used in FSR2 calculations
2025-01-07 23:18:04 +01:00
clayjohn
25a9b04ecc
Correct aspect ratio used in FSR2 calculations to remove a source of depth-based ghosting
2025-01-06 14:00:58 -08:00
Stuart Carnie
11dc4f2e5e
Metal: Add MetalFX upscaling support
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2025-01-06 06:03:18 -07:00
Yufeng Ying
e88e30c273
Remove unused headers in servers.
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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
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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
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Co-authored-by: Guerro323 <kaltobattle@gmail.com >
2024-12-18 19:36:16 +01:00
Rémi Verschelde
ffe53cba3c
Merge pull request #100374 from hpvb/fix-rendering-ubsan
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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
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Fix shadows of long range `OmniLight3D` and `SpotLight3D`
2024-12-13 16:19:39 -06:00
Thaddeus Crews
6594a6364e
Merge pull request #100213 from DarioSamo/pipeline-hash-map-thread-safety
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Improve thread-safety of pipeline hash map.
2024-12-13 16:19:34 -06:00
HP van Braam
062d74bb9c
Fix ubsan reported errors in rendering
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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
5125adf40b
Fix large range point lights shadows
2024-12-12 15:37:38 +01:00
BlueCube3310
189c8eb671
Implement shadowmasks for LightmapGI
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Co-authored-by: dearthdev <nathandearthdev@gmail.com >
2024-12-12 11:00:28 +01:00
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
Dario
be1dce1071
Improve thread-safety of pipeline hash map.
2024-12-09 15:12:40 -03:00
CrazyRoka
d9ef826c54
Optimize RenderForwardClustered::_setup_render_pass_uniform_set by reducing Vector allocations during push_back operations
2024-12-02 15:03:50 +01:00
Dario
6d5ac8f7ef
Resolve load and store ops automatically for render passes for discardable textures.
2024-11-25 11:27:48 -03:00
clayjohn
02efdb28dc
Unify y-flip behavior for sky in RD backends
2024-11-19 16:59:04 -08:00