4f73d3beb4
Add Particle Shader Userdata
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* Adds optional vec4 USERDATA1 .. USERDATA6 to particles, allowing to store custom data.
* This data is allocated on demand, so shaders that do not use it do not cost more.
2022-02-15 19:20:31 +01:00
824ece9d89
Free surface vertex_buffers after vertex_arrays due dependencies
2022-02-10 10:34:34 +00:00
60d8df3fee
Optimize and fix backbuffer gaussian blur
2022-02-05 15:03:39 -08:00
fc27636999
Vectors: Use clear() and has().
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Use clear() instead of resize(0).
Use has() instead of "find(p_val) != -1".
2022-02-02 00:11:09 +05:45
8b8e858778
Merge pull request #54489 from briansemrau/texture-delete-update
2022-01-19 10:10:54 +01:00
40be15920f
Remove support for PVRTC texture encoding and decoding
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On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
2022-01-14 21:08:22 +01:00
858bcd5058
Fix various typos
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Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-13 23:20:01 -05:00
99064d57db
New OpenGL batching canvas renderer
2022-01-11 22:26:18 -08:00
c9f5d88f3a
Use fill() to fill an entire image instead of setting pixels individually.
2022-01-08 17:43:15 +05:45
cd842b65bf
Fix queueing a texture and regular uniform update in RD backend in succession.
2022-01-06 16:05:07 +00:00
679fe92bb3
Fix incorrect format and buffer used for bone weights.
2022-01-05 08:44:59 +02:00
095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
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Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold
2022-01-04 15:28:06 +01:00
fe52458154
Update copyright statements to 2022
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Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
fd9c92d4ab
Add a shader warning when the uniform buffer limit is exceeded
2022-01-03 16:24:56 +03:00
c6c834e745
Merge pull request #56187 from Chaosus/fix_default_texture
2022-01-03 13:08:25 +01:00
ab239e9abb
Fix incorrect updating global uniform buffer
2021-12-31 13:31:01 +03:00
df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
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This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
8e5008dfbd
Fix default texture of unassigned sampler with hint_normal
2021-12-23 11:15:46 +03:00
92e9cca5be
Rename hint_aniso to hint_anisotropy in the shader language
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The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
b3174e7af9
Add RenderingServer.get_video_adapter_type() method
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This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
49403cbfa0
Replace String comparisons with "", String() to is_empty()
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
46d384060e
Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive
2021-12-07 14:00:59 +01:00
89ec3d3bc7
Remove or make verbose some debugging prints
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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).
2021-12-05 23:22:23 +01:00
dd30253cdc
PackedByteArray, Array slice end exclusive, rename subarray to slice
2021-11-26 22:13:12 -06:00
0f1f002e74
Fix TIME using in custom functions of particle shader
2021-11-26 19:03:01 +03:00
43d999e346
Fix uniform array alignment to fix a bug
2021-11-25 23:38:08 +03:00
20deb0917d
Implemented AMD's FSR as a computer shader for upscaling 3D scenes
2021-11-23 14:16:03 -07:00
c30aa372ca
Merge pull request #55029 from clayjohn/VULKAN-SRGB
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Add SHADER_IS_SRGB define to Vulkan renderer
2021-11-17 08:46:23 +01:00
358820c4b7
Fix SRGB conversions in Vulkan Renderer
2021-11-16 20:56:13 -08:00
826e781bfa
Fix default_texture_param in shader pipeline to support uniform arrays
2021-11-12 12:53:40 +03:00
4a1c28460e
Fix materials not updating when texture replaced/deleted
2021-11-01 15:33:59 -04:00
6b04f08b28
Fix multimesh buffer overflow in RendererStorageRD
2021-10-31 18:48:51 +01:00
8f75ad4df2
Don't use Texture image caches if they are rendered to
2021-10-30 13:34:39 -04:00
1b2cd9f251
Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
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Co-authored-by: Brian Semrau <brian.semrau@gmail.com >
2021-10-28 22:02:23 -07:00
5a354aaf6d
Prevent a rendering crash and error spam for uniform texture array
2021-10-20 21:30:27 +03:00
88463c3eee
Merge pull request #53712 from CakHuri/nullptr
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Replace NULL with nullptr
2021-10-12 22:30:43 +02:00
033dc4dbef
Replaced NULL with nullptr
2021-10-12 20:20:19 +07:00
7e51e4cb84
Fix some LGTM errors of "Multiplication result converted to larger type"
2021-10-12 00:17:27 -05:00
b5028da5c0
Fix regression which prevents using texture array uniforms
2021-10-06 22:31:07 +03:00
6873ecaaf9
Added support for uniform arrays in shaders
2021-10-04 13:57:44 +03:00
c63b18507d
Use range iterators for Map
2021-09-30 15:09:12 -06:00
ba65730cbf
Rename RID's getornull() to get_or_null()
2021-09-29 23:58:02 +02:00
1731030b3c
Fix GPUParticles3D local_coords
2021-09-26 00:30:37 +02:00
dd70daafba
Fix GPUParticles3D generate AABB
2021-09-26 00:30:37 +02:00
036b7a0985
Merge pull request #51873 from Chaosus/fix_uniform_error_spam
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Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-31 11:28:48 -07:00
b6af457d25
Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-19 09:11:01 +03:00
a139e58f8c
Add comments at the top of each built-in shader to ease debugging
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When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
2021-08-18 03:09:22 +02:00
6027cd0a1d
Fixes to mobile renderer
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* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
9de779344c
Makes a clear error message if shader compilation failed
2021-08-16 11:25:20 +03:00