Commit Graph

3780 Commits

Author SHA1 Message Date
0b6c29f2d2 Merge pull request #89114 from AThousandShips/vec_elem_scalar
[Core] Add scalar versions of `Vector*` `min/max/clamp/snap(ped)`
2024-05-02 12:46:22 +02:00
308dbb8c63 [Core] Add scalar versions of Vector* min/max/clamp/snap(ped)
Convenience for a number of cases operating on single values
2024-05-02 10:31:13 +02:00
e378083fa5 fix typo in e41064388e breaking gles3 2024-05-02 00:32:39 +02:00
f91db3dc58 Merge pull request #91399 from QbieShay/qbe/fix-pmul-name
Revert premul alpha to spell without the T
2024-05-01 23:47:46 +02:00
e41064388e reverted naming to premul alpha (no T)
Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
2024-05-01 22:24:49 +02:00
44364faee5 Ensure global shader sampler parameters are initialized when loading the editor 2024-05-01 18:12:46 +01:00
41a2b0e83e Added premult alpha blending to 3D (spatial) shaders.
Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +02:00
986d297ed3 Fix arm64/Windows build. 2024-04-30 16:26:42 +03:00
32070144af Merge pull request #91100 from bruvzg/x_finks
Add symlink API support for Windows, expose symlink methods.
2024-04-29 13:00:37 +02:00
947f5a8741 Merge pull request #91247 from AThousandShips/callable_fix
Fix unsafe uses of `Callable.is_null()`
2024-04-29 10:10:32 +02:00
c7a73e684d Merge pull request #71975 from AThousandShips/file_case_warning
[Windows] Improve warning for path casing.
2024-04-29 10:09:25 +02:00
45c6f18128 Merge pull request #61006 from bruvzg/libbacktrce
[Windows] Enable crash reporter on MinGW builds.
2024-04-29 10:09:22 +02:00
fc948e87f6 Add symlink API support for Windows, expose symlink methods. 2024-04-28 19:59:34 +03:00
3679ea5d26 [Windows] Improve warning for path casing. 2024-04-27 16:49:47 +02:00
31e7ee63f2 Fix unsafe uses of Callable.is_null()
`Callable.is_null()` is not equivalent to `!Callable.is_valid()` and
doesn't guarantee the call is valid.
2024-04-27 16:22:57 +02:00
d2d22748b4 Fix issue in shadow to opacity 2024-04-26 21:54:26 +10:00
a07f89bfb2 Merge pull request #91176 from clayjohn/GL-adjustments
Add adjustments and color correction to Compatibility renderer
2024-04-26 11:08:56 +02:00
490e636289 Merge pull request #91169 from DarioSamo/render_pass_2_fallback_fix
Fix crash on compatibility fallback when vkCreateRenderPass2KHR is unavailable.
2024-04-26 11:08:53 +02:00
22c8a2785d Merge pull request #90920 from clayjohn/2D-light-cull
Exit light calculation early when pixel outside of light bounding rectangle
2024-04-26 11:08:29 +02:00
e8bb0a5719 Add adjustments and color correction to Compatibility renderer 2024-04-25 12:24:51 -07:00
b95e18f557 Fix crash on compatibility fallback when vkCreateRenderPass2KHR is unavailable. 2024-04-25 14:03:02 -03:00
ffe0b869f5 Add LIGHT_VERTEX to fragment shader
Adds a new variable to the fragment shader to specify
the vertex position used when calculating lighting.
2024-04-25 06:56:02 -07:00
6d0dca76c0 Fixes SDF Collision Enable/Disable
- sets LightOccluderInstance field when sdf collision is updated
- adds check for light occluder sdf_collision field in 2d renderers
2024-04-22 20:27:56 -07:00
c1b34672f9 [Windows] Enable crash reporter on MinGW builds, use libbacktrace to generate stack trace from DWARF symbols. 2024-04-22 16:19:37 +03:00
504d01b61e Merge pull request #90403 from bruvzg/file_resize
[FileAccess] Implement `resize` method.
2024-04-22 12:51:55 +02:00
506e93a207 Exit light calculation early when pixel outside of light bounding rectangle
This hugely improves the performance of rendering PointLight2Ds
2024-04-19 16:10:11 -07:00
764de7fe31 Collapse the gdextension arguments into the GDExtensionData struct
This is used to reduce the number of arguments to `OS::open_dynamic_library(...)`.
2024-04-19 07:56:02 -07:00
ede88cf59d Fix loading GDExtension dependencies on Android 2024-04-19 07:55:08 -07:00
Oxi
1815871b90 Fixed unshaded mode lightmaps 2024-04-17 10:38:54 +01:00
7210d6cb43 Merge pull request #90358 from KoBeWi/finding_errors_in_other_apps
Add `OS.get_process_exit_code()` method
2024-04-16 13:30:41 +02:00
dce4a3e4c2 Add get_process_exit_code() method 2024-04-16 12:46:15 +02:00
c951421c99 Merge pull request #90268 from RandomShaper/wtp_servers
Use WorkerThreadPool for Server threads (enhanced)
2024-04-15 10:12:00 +02:00
88b3e68f93 [FileAccess] Implement resize method. 2024-04-12 19:20:49 +03:00
57fde36f31 [Unix / DirAccess] Fix removing directory symlinks with remove, ensure erase_contents_recursive is not following directory symlinks. 2024-04-12 10:06:49 +03:00
e73f40e260 Merge pull request #87117 from DmitriySalnikov/rename_pdb
Add renaming of PDB files to avoid blocking them
2024-04-11 11:02:31 +02:00
65686dedf9 Use WorkerThreadPool for Server threads
* Servers now use WorkerThreadPool for background computation.
* This helps keep the number of threads used fixed at all times.
* It also ensures everything works on HTML5 with threads.
* And makes it easier to support disabling threads for also HTML5.

CommandQueueMT now syncs with the servers via the WorkerThreadPool
yielding mechanism, which makes its classic main sync semaphore
superfluous.

Also, some warnings about calls that kill performance when using
threaded rendering are removed because there's a mechanism that
warns about that in a more general fashion.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2024-04-10 18:47:42 +02:00
c28f5901c7 Polish interaction between windowing, input and rendering
- Adapt GL make/release API to the current architecture.
- Fix DisplayServer being locked while dispatching input (prevent deadlocks).
2024-04-10 18:47:42 +02:00
c59f493620 Merge pull request #89729 from jitspoe/master.shadow_distance_fade_optimization
Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance.
2024-04-10 14:21:56 +02:00
509d8dba2a Add reflection probe support to compatibility renderer using 2 probe approach. 2024-04-09 16:53:28 +10:00
17e489b93d Fix OpenGL: _shadow_atlas_find_shadow: Condition "!sli" is true. 2024-04-05 09:24:15 +07:00
b73e740786 Add renaming of PDB files to avoid blocking them 2024-04-05 00:14:23 +03:00
a28be933ee Merge pull request #89398 from clayjohn/visual-debugger-coverage
Increase coverage of timestamps for visual profiler
2024-04-04 14:31:19 +02:00
b4b4919736 Merge pull request #88816 from joined72/gles3_gpuparticles2d_fixes
Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX devices.
2024-04-04 14:31:07 +02:00
d950f5f838 Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
ac6c648645 Increase coverage of timestamps for visual profiler 2024-04-03 19:29:02 -07:00
4df39dc140 Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX devices. 2024-04-02 11:24:13 +02:00
082b420c0a Implement OS.execute_with_pipe method to run process with redirected stdio.
Implement `pipe://*` path handling for creation of named pipes.
2024-03-27 11:41:16 +02:00
a0969a0931 Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance. 2024-03-25 21:25:56 -04:00
d4e1a74efb Add 'override' mark to ResourceFormat class 2024-03-25 04:06:34 +08:00
cd4e4c0fcc Merge pull request #89111 from AThousandShips/vec_use
Use `Vector*` component-wise `min/max/clamp` functions where applicable
2024-03-24 01:14:51 +01:00