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* Merge commit godotengine/godot@f128f383e892865379cb8b14e7bcc9858efe2973Spartan3222024-11-272-22/+22
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| * Resolve load and store ops automatically for render passes for discardable ↵Dario2024-11-252-22/+22
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* | Merge commit godotengine/godot@9e6098432aac35bae42c9089a29ba2a80320d823Spartan3222024-11-201-16/+1
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| * Unify y-flip behavior for sky in RD backendsclayjohn2024-11-191-16/+1
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* | Merge commit godotengine/godot@fd4c29a189e53a1e085df5b9b9a05cac9351b3efSpartan3222024-11-191-1/+1
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| * Ensure shadow material and mesh are not used with wireframe modeclayjohn2024-11-161-1/+1
| | | | | | | | And in the Compatibility renderer actually use the wireframe render mode
* | Merge commit godotengine/godot@87318a2fb7fffeb72adca934e31915be077c3d1fSpartan3222024-11-063-2/+26
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| * Merge pull request #86138 from EnlightenedOne/masterThaddeus Crews2024-11-041-1/+7
| |\ | | | | | | | | | Fix Frustum Sky projection translation logic shearing
| | * Fix Frustum Sky projection translation logic, all pipelines, fixes 63863EnlightenedOne2024-11-021-1/+7
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| * | Add multiple specialization constants to Forward+ and Mobile.Dario2024-11-043-1/+19
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* | | Merge commit godotengine/godot@8004c7524fb9f43425c4d6f614410a76678e0f7cSpartan3222024-10-301-4/+4
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| * | Fix soft shadows by increasing the bit count for specialization constants.Dario2024-10-281-4/+4
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* | | Merge pull request #818 from Spartan322/fixup/copyright-headersGeorge L. Albany2024-10-274-8/+8
|\ \ \ | | | | | | | | Fix copyright headers referring to Godot
| * | | Fix copyright headers referring to GodotSpartan3222024-10-274-8/+8
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* | | | Merge commit godotengine/godot@61accf060515416da07d913580419fd8c8490f7bSpartan3222024-10-261-2/+2
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| * / Make `OUTPUT_IS_SRGB/CLIP_SPACE_FAR` shader built-ins globalChaosus2024-10-241-2/+2
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* / Rebrand preambles to RedotDubhghlas McLaughlin2024-10-114-0/+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. ↵Dario2024-10-024-488/+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 shadingywmaa2024-09-292-1/+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 filesThaddeus Crews2024-09-251-0/+1
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* Use distance to AABB surface to calculate Mesh LOD instead of using supportsclayjohn2024-09-111-27/+14
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* Fixes alpha materials being rendered with a reverse cull which is visible in ↵viksl2024-09-011-1/+1
| | | | reflections from reflection probes.
* Add `CLIP_SPACE_FAR` built-in to spatial shaderChaosus2024-08-271-0/+1
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* Merge pull request #89919 from BlueCube3310/bicubic-lightmapRémi Verschelde2024-08-202-1/+16
|\ | | | | | | Implement bicubic sampling for lightmaps
| * Implement support for bicubic lightmap filteringBlueCube33102024-08-192-1/+16
| | | | | | | | Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
* | Merge pull request #95659 from clayjohn/RD-sky-affectRémi Verschelde2024-08-161-2/+2
|\ \ | | | | | | | | | Ensure `fog_sky_affect` is used even when using a background color
| * | Ensure fog_sky_affect is used even when using a background colorclayjohn2024-08-161-2/+2
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* / pass in render_info to _fill_instance_data for alpha to fix overdraw call countkevinkuo522024-08-161-1/+1
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* SDFGI: fix crash if update_data is nullptrGarteal2024-07-191-0/+4
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* Merge pull request #86516 from jsjtxietian/fix-camera-directionRémi Verschelde2024-07-181-1/+1
|\ | | | | | | Fix incorrect `CAMERA_DIRECTION_WORLD` calculation
| * Fix incorrect CAMERA_DIRECTION_WORLD calculationjsjtxietian2023-12-261-1/+1
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* | Merge pull request #93630 from BastiaanOlij/scene_data_projection_correctionRémi Verschelde2024-07-092-11/+13
|\ \ | | | | | | | | | Make RenderSceneData take projection correction into account
| * | Make RenderSceneData take projection correction into accountBastiaan Olij2024-06-272-11/+13
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* | | Add safety check when setting several rendering effect qualityjsjtxietian2024-06-261-0/+9
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* | Fix LOD selection in compatibility backend and clean up LOD codeclayjohn2024-05-232-17/+14
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* | Merge pull request #91642 from BastiaanOlij/fix_transparent_skyRémi Verschelde2024-05-141-4/+5
|\ \ | | | | | | | | | Skip rendering sky if viewport is set to transparent background
| * | Skip rendering sky if viewport is set to transparent backgroundBastiaan Olij2024-05-131-4/+5
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* | | Merge pull request #91808 from DarioSamo/debug_mv_msaaRémi Verschelde2024-05-131-2/+2
|\ \ \ | |/ / |/| | | | | Do not use MSAA versions of textures on debug views.
| * | Do not use MSAA versions of textures on debug views.Dario2024-05-101-2/+2
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* | | Rewrite reprojection for FSR2 to work correctly with Reverse-Z.Dario2024-05-101-1/+4
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* | reverted naming to premul alpha (no T)QbieShay2024-05-011-3/+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_sdfgiRémi Verschelde2024-05-011-1/+1
|\ \ | | | | | | | | | Fix SDFGI being used in unshaded debug draw
| * | Fix SDFGI being used in unshaded debug drawtactical-fluke2024-04-301-1/+1
| | | | | | | | | | | | Fixes #62758
* | | Added premult alpha blending to 3D (spatial) shaders.QbieShay2024-05-012-2/+16
| | | | | | | | | | | | | | | Co-authored-by: jitspoe <jitspoe@yahoo.com> Co-authored-by: Clay John <claynjohn@gmail.com>
* | | Add LIGHT_VERTEX to fragment shaderRob Blanckaert2024-04-251-0/+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_beginclayjohn2024-04-171-2/+2
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* | Merge pull request #89398 from clayjohn/visual-debugger-coverageRémi Verschelde2024-04-041-3/+14
|\ \ | | | | | | | | | Increase coverage of timestamps for visual profiler
| * | Increase coverage of timestamps for visual profilerclayjohn2024-04-031-3/+14
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* | | Use Reverse Z for the depth bufferKhasehemwy2024-04-043-9/+9
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* | Merge pull request #88830 from beiller/bugfix/taa_xr_fixRémi Verschelde2024-03-261-0/+2
|\ \ | | | | | | | | | Add fix for TAA passes rendering black meshes on XR