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
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
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
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
56ac302dc4
Merge pull request #51580 from aaronfranke/particles-real-double
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Use real_t and double where appropriate in Particles
2021-08-12 20:51:21 +02:00
03e2544d50
Use real_t and double where appropriate in Particles
2021-08-12 11:35:31 -05:00
fd29432aab
Use nearest mipmaps for both minification and magnification
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This is generally the expected behavior when using a nearest + mipmaps
mode, as it's often used for pixel art games.
2021-08-12 18:24:10 +02:00
e2ca1d413e
Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter
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Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12 08:16:46 +02:00
37230dbb1f
Fix CPUParticles2D disappearance after amount change
2021-08-12 10:53:37 +08:00
635f6cdf2e
Fix the Use Nearest Mipmap Filter project setting not working
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The project setting wasn't being used anywhere.
This also tweaks the property hints to denote that these properties
are only effective after a restart.
2021-08-12 01:58:42 +02:00
84f720966c
Use doubles for time in many other places
2021-08-09 14:05:42 -05:00
ac3322b0af
Use const references where possible for List range iterators
2021-07-25 12:22:25 +02:00
2a8a59eac0
Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragment
2021-07-25 11:58:11 +02:00
1f69582835
Use fragment shader instead of compute shader for effects for mobile renderer
2021-07-25 13:58:21 +10:00
4e6efd1b07
Use C++ iterators for Lists in many situations
2021-07-23 17:38:28 -04:00
abc38b8d66
Use C++11 raw literals for shader code to improve readability
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In files that have lots of branching, `\t` was replaced with a
tab character instead.
2021-07-19 08:19:50 +02:00
ad9f606ed8
Use specialization constants in clustered renderer
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* Keep track of when projector, softshadow or directional sofshadow were enabled.
* Enable them via specializaton constant where it makes sense.
* Re-implements soft shadows.
* Re-implements light projectors.
2021-07-12 20:33:52 -03:00
83addd6ee5
Fix material invalidation on reimport.
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* IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors.
* Added the possibility to get a notification when a uniform set is erased.
* With this notification, materials can be queued for update properly.
2021-07-07 19:55:20 -03:00
24efb13f7e
Fix threaded update for textures
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* Previews and other stuff now works again.
* Not the best solution, will have to be improved in the future usinc async queues where supported.
2021-07-07 18:06:06 -03:00
48a5226829
Merge pull request #50193 from reduz/fix-command-queue-crash
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Fix Command Queue Crash
2021-07-07 16:36:13 +02:00
d41e3f9aeb
Fix Command Queue Crash
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* No longer allow sending an object (texture) to the server as material parameter
* Keep a parameter cache locally in ShaderMaterial
2021-07-07 10:57:56 -03:00