Commit Graph

105 Commits

Author SHA1 Message Date
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
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()
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
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
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
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
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
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
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
* 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
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
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
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
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
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
* 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.
* 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
* 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
Fix Command Queue Crash
2021-07-07 16:36:13 +02:00
d41e3f9aeb Fix Command Queue Crash
* 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