Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Merge commit godotengine/godot@f128f383e892865379cb8b14e7bcc9858efe2973 | Spartan322 | 2024-11-27 | 2 | -22/+22 |
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| * | Resolve load and store ops automatically for render passes for discardable ↵ | Dario | 2024-11-25 | 2 | -22/+22 |
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* | | Merge commit godotengine/godot@9e6098432aac35bae42c9089a29ba2a80320d823 | Spartan322 | 2024-11-20 | 1 | -16/+1 |
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| * | Unify y-flip behavior for sky in RD backends | clayjohn | 2024-11-19 | 1 | -16/+1 |
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* | | Merge commit godotengine/godot@fd4c29a189e53a1e085df5b9b9a05cac9351b3ef | Spartan322 | 2024-11-19 | 1 | -1/+1 |
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| * | Ensure shadow material and mesh are not used with wireframe mode | clayjohn | 2024-11-16 | 1 | -1/+1 |
| | | | | | | | | And in the Compatibility renderer actually use the wireframe render mode | ||||
* | | Merge commit godotengine/godot@87318a2fb7fffeb72adca934e31915be077c3d1f | Spartan322 | 2024-11-06 | 3 | -2/+26 |
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| * | Merge pull request #86138 from EnlightenedOne/master | Thaddeus Crews | 2024-11-04 | 1 | -1/+7 |
| |\ | | | | | | | | | | Fix Frustum Sky projection translation logic shearing | ||||
| | * | Fix Frustum Sky projection translation logic, all pipelines, fixes 63863 | EnlightenedOne | 2024-11-02 | 1 | -1/+7 |
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| * | | Add multiple specialization constants to Forward+ and Mobile. | Dario | 2024-11-04 | 3 | -1/+19 |
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* | | | Merge commit godotengine/godot@8004c7524fb9f43425c4d6f614410a76678e0f7c | Spartan322 | 2024-10-30 | 1 | -4/+4 |
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| * | | Fix soft shadows by increasing the bit count for specialization constants. | Dario | 2024-10-28 | 1 | -4/+4 |
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* | | | Merge pull request #818 from Spartan322/fixup/copyright-headers | George L. Albany | 2024-10-27 | 4 | -8/+8 |
|\ \ \ | | | | | | | | | Fix copyright headers referring to Godot | ||||
| * | | | Fix copyright headers referring to Godot | Spartan322 | 2024-10-27 | 4 | -8/+8 |
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* | | | | Merge commit godotengine/godot@61accf060515416da07d913580419fd8c8490f7b | Spartan322 | 2024-10-26 | 1 | -2/+2 |
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| * / | Make `OUTPUT_IS_SRGB/CLIP_SPACE_FAR` shader built-ins global | Chaosus | 2024-10-24 | 1 | -2/+2 |
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* / | Rebrand preambles to Redot | Dubhghlas McLaughlin | 2024-10-11 | 4 | -0/+8 |
|/ | | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com> | ||||
* | Implement asynchronous transfer queues, thread guards on RenderingDevice. ↵ | Dario | 2024-10-02 | 4 | -488/+1150 |
| | | | | | | | | | | | Add ubershaders and rework pipeline caches for Forward+ and Mobile. - Implements asynchronous transfer queues from PR #87590. - Adds ubershaders that can run with specialization constants specified as push constants. - Pipelines with specialization constants can compile in the background. - Added monitoring for pipeline compilations. - Materials and shaders can now be created asynchronously on background threads. - Meshes that are loaded on background threads can also compile pipelines as part of the loading process. | ||||
* | Implement vertex shading | ywmaa | 2024-09-29 | 2 | -1/+13 |
| | | | | | | | | This adds support in all backends, but the Compatibility renderer works the best. Mobile and Forward+ can only support one directional light shader (the first in the tree) While the Compatibility renderer supports any number of shadows. Co-authored-by: Clay John <claynjohn@gmail.com> | ||||
* | SCons: Add unobtrusive type hints in SCons files | Thaddeus Crews | 2024-09-25 | 1 | -0/+1 |
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* | Use distance to AABB surface to calculate Mesh LOD instead of using supports | clayjohn | 2024-09-11 | 1 | -27/+14 |
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* | Fixes alpha materials being rendered with a reverse cull which is visible in ↵ | viksl | 2024-09-01 | 1 | -1/+1 |
| | | | | reflections from reflection probes. | ||||
* | Add `CLIP_SPACE_FAR` built-in to spatial shader | Chaosus | 2024-08-27 | 1 | -0/+1 |
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* | Merge pull request #89919 from BlueCube3310/bicubic-lightmap | Rémi Verschelde | 2024-08-20 | 2 | -1/+16 |
|\ | | | | | | | Implement bicubic sampling for lightmaps | ||||
| * | Implement support for bicubic lightmap filtering | BlueCube3310 | 2024-08-19 | 2 | -1/+16 |
| | | | | | | | | Co-authored-by: Calinou <hugo.locurcio@hugo.pro> | ||||
* | | Merge pull request #95659 from clayjohn/RD-sky-affect | Rémi Verschelde | 2024-08-16 | 1 | -2/+2 |
|\ \ | | | | | | | | | | Ensure `fog_sky_affect` is used even when using a background color | ||||
| * | | Ensure fog_sky_affect is used even when using a background color | clayjohn | 2024-08-16 | 1 | -2/+2 |
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* / | pass in render_info to _fill_instance_data for alpha to fix overdraw call count | kevinkuo52 | 2024-08-16 | 1 | -1/+1 |
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* | SDFGI: fix crash if update_data is nullptr | Garteal | 2024-07-19 | 1 | -0/+4 |
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* | Merge pull request #86516 from jsjtxietian/fix-camera-direction | Rémi Verschelde | 2024-07-18 | 1 | -1/+1 |
|\ | | | | | | | Fix incorrect `CAMERA_DIRECTION_WORLD` calculation | ||||
| * | Fix incorrect CAMERA_DIRECTION_WORLD calculation | jsjtxietian | 2023-12-26 | 1 | -1/+1 |
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* | | Merge pull request #93630 from BastiaanOlij/scene_data_projection_correction | Rémi Verschelde | 2024-07-09 | 2 | -11/+13 |
|\ \ | | | | | | | | | | Make RenderSceneData take projection correction into account | ||||
| * | | Make RenderSceneData take projection correction into account | Bastiaan Olij | 2024-06-27 | 2 | -11/+13 |
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* | | | Add safety check when setting several rendering effect quality | jsjtxietian | 2024-06-26 | 1 | -0/+9 |
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* | | Fix LOD selection in compatibility backend and clean up LOD code | clayjohn | 2024-05-23 | 2 | -17/+14 |
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* | | Merge pull request #91642 from BastiaanOlij/fix_transparent_sky | Rémi Verschelde | 2024-05-14 | 1 | -4/+5 |
|\ \ | | | | | | | | | | Skip rendering sky if viewport is set to transparent background | ||||
| * | | Skip rendering sky if viewport is set to transparent background | Bastiaan Olij | 2024-05-13 | 1 | -4/+5 |
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* | | | Merge pull request #91808 from DarioSamo/debug_mv_msaa | Rémi Verschelde | 2024-05-13 | 1 | -2/+2 |
|\ \ \ | |/ / |/| | | | | | Do not use MSAA versions of textures on debug views. | ||||
| * | | Do not use MSAA versions of textures on debug views. | Dario | 2024-05-10 | 1 | -2/+2 |
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* | | | Rewrite reprojection for FSR2 to work correctly with Reverse-Z. | Dario | 2024-05-10 | 1 | -1/+4 |
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* | | reverted naming to premul alpha (no T) | QbieShay | 2024-05-01 | 1 | -3/+3 |
| | | | | | | | | | | | | | | 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. | ||||
* | | Merge pull request #91344 from tactical-fluke/vk_fix_unshaded_sdfgi | Rémi Verschelde | 2024-05-01 | 1 | -1/+1 |
|\ \ | | | | | | | | | | Fix SDFGI being used in unshaded debug draw | ||||
| * | | Fix SDFGI being used in unshaded debug draw | tactical-fluke | 2024-04-30 | 1 | -1/+1 |
| | | | | | | | | | | | | Fixes #62758 | ||||
* | | | Added premult alpha blending to 3D (spatial) shaders. | QbieShay | 2024-05-01 | 2 | -2/+16 |
| | | | | | | | | | | | | | | | Co-authored-by: jitspoe <jitspoe@yahoo.com> Co-authored-by: Clay John <claynjohn@gmail.com> | ||||
* | | | Add LIGHT_VERTEX to fragment shader | Rob Blanckaert | 2024-04-25 | 1 | -0/+2 |
|/ / | | | | | | | | | Adds a new variable to the fragment shader to specify the vertex position used when calculating lighting. | ||||
* | | Revert change to default depth clear value in draw_list_begin | clayjohn | 2024-04-17 | 1 | -2/+2 |
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* | | Merge pull request #89398 from clayjohn/visual-debugger-coverage | Rémi Verschelde | 2024-04-04 | 1 | -3/+14 |
|\ \ | | | | | | | | | | Increase coverage of timestamps for visual profiler | ||||
| * | | Increase coverage of timestamps for visual profiler | clayjohn | 2024-04-03 | 1 | -3/+14 |
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* | | | Use Reverse Z for the depth buffer | Khasehemwy | 2024-04-04 | 3 | -9/+9 |
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* | | Merge pull request #88830 from beiller/bugfix/taa_xr_fix | Rémi Verschelde | 2024-03-26 | 1 | -0/+2 |
|\ \ | | | | | | | | | | Add fix for TAA passes rendering black meshes on XR |