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path: root/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
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* Implement occlusion cullingjfons2021-04-231-3/+10
| | | | | | | | | Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
* Fix reflection probeBastiaan Olij2021-04-211-1/+1
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* Remove low_end option from renderer, being replaced by separate implementationBastiaan Olij2021-04-091-28/+7
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* Move clustered renderer functionalityBastiaan Olij2021-04-051-18/+47
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* Combine init_gi and init_sdfgi into a single initBastiaan Olij2021-03-111-6/+3
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* Renamed SDGIShader to SDFGIShader and moved a bunch of things to privateBastiaan Olij2021-03-041-13/+3
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* Moving GI code into RendererServerGIRDBastiaan Olij2021-02-251-4921/+183
| | | | Moving Skyshader code into RendererServerSkyRD
* Reorganize Project Settingsreduz2021-02-181-30/+30
| | | | | | | -Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
* Make Servers truly Thread Safereduz2021-02-101-10/+28
| | | | | | | | | -Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
* Improve SDFGI indirect light feedback loopreduz2021-02-071-7/+16
| | | | | -Use occlusion for feedback, further reduces light leaking. -More control on feedback, now its a slider.
* Invert spotlight angle attenuationjfons2021-02-071-8/+8
| | | | | | | | | | Inverted the spotlight angle attenuation so a higher value results in a dimmer light, this makes it more consistent with the distance attenuation. Also changed the way spotlighs are computed in SDFGI and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering code.
* Simplify Volumetric Fogreduz2021-02-061-248/+7
| | | | | | | -Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
* Added temporal reprojection to Volumetric Fogreduz2021-02-051-4/+33
| | | | | -It's an option, just enable it -Just works, don't have to do anything else.
* Fixes to get Godot running again on Intel IGPreduz2021-02-051-8/+8
| | | | | -Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..) -Cleaned up barrier usage further.
* Rewrote how barriers work for faster renderingreduz2021-02-041-317/+554
| | | | | | | | | | | -Added more finegrained control in RenderingDevice API -Optimized barriers (use less ones for thee same) -General optimizations -Shadows render all together unbarriered -GI can render together with shadows. -SDFGI can render together with depth-preoass. -General fixes -Added GPU detection
* Don't use trashy max_decals value to prevent crashesRafał Mikrut2021-02-011-8/+8
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* Merge pull request #37547 from aaronfranke/tauRémi Verschelde2021-02-011-1/+1
|\ | | | | Use Math_TAU and deg2rad/etc in more places and optimize code
| * Use Math_TAU and deg2rad/rad2deg in more places and optimize codeAaron Franke2021-01-091-1/+1
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* | Reorganize RenderingDevice barriersreduz2021-01-261-25/+28
| | | | | | | | | | | | | | -Removed sync to draw, now everything syncs to draw by default. -Fixed many validation layer errors. -Added support for VkImageViewUsageCreateInfo to fix validation layer warnings. -Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
* | Add named resources and debug labels in RenderDocclayjohn2021-01-251-0/+9
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* | Shadow map rendering optimizationreduz2021-01-241-94/+79
| | | | | | | | | | | | | | -All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
* | Several GI related optimizations and fixesreduz2021-01-241-34/+142
| | | | | | | | | | | | | | | | | | | | | | | | -SDFGI direct light is done over many frames -SDFGI Changed settings for rays/frame -SDFGI Misc optimizations -SDFGI Bug fix on probe scroll -GIProbe was not working, got it to work again -GIProbe dynamic objects were not working, fixed -Added a half size GI option.
* | Merge pull request #44668 from clayjohn/VULKAN-downsampleRémi Verschelde2021-01-201-7/+5
|\ \ | | | | | | Use cubemap downsampler for reflection mipmaps
| * | Use cubemap downsampler for reflection mipmapsclayjohn2020-12-241-7/+5
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* | | Added GPU based cluster builderreduz2021-01-191-238/+441
| | | | | | | | | | | | Clustering is now GPU based, uses an implementation based on the Activision algorithm.
* | | Shader optimizations to reduce VGPR usage and increase occupancyreduz2021-01-191-26/+16
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* | | CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde2021-01-121-2/+14
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* | Added ability to visualize native shadersreduz2021-01-061-0/+6
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* | Reorganize renderer code.reduz2021-01-051-19/+36
| | | | | | | | So it can hopefully be made more cache efficient afterwards.
* | Merge pull request #44842 from clayjohn/VULKAN-SSAO-2Rémi Verschelde2021-01-041-2/+2
|\ \ | | | | | | SSAO renames and move push constant binding
| * | SSAO cleanup and fixesclayjohn2021-01-031-2/+2
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* | | Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
|/ / | | | | | | | | | | | | | | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* | Rename empty() to is_empty()Marcel Admiraal2020-12-281-2/+2
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* | Merge pull request #44715 from clayjohn/VULKAN-SSAO-cleanupRémi Verschelde2020-12-271-1/+0
|\ \ | | | | | | Cleanup leftover functions from adding SSAO
| * | Cleanup leftover functions from adding SSAOclayjohn2020-12-261-1/+0
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* / Rewrite culling to be more cache/thread friendly.reduz2020-12-261-4/+4
|/ | | | | | -Uses a single array with all data -Massive performance improvement -Does not support threads yet, but code is now thread friendly
* Replace Octree by DynamicBVH in cull codereduz2020-12-231-54/+69
| | | | | | -Much greater pairing/unpairing performance -For now, using it for culling too, but this will change in a couple of days. -Added a paged allocator, to efficiently alloc/free some types of objects.
* Port ASSAO to Godot to replace SAOclayjohn2020-12-211-48/+126
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* Implement automatic LOD (Level of Detail)reduz2020-12-181-5/+12
| | | | | | | -Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken
* Static analyzer fixes:bruvzg2020-12-091-5/+4
| | | | | | Removes unused code in OS. Fixes return types. Fixes few typos.
* Add support for low-end 3D rendering.reduz2020-12-071-114/+154
| | | | | -Reduce number of uniform sets from 6 to 4. -Remove features in low end mode, in order to reduce the number of texture units fit to 16.
* Rename RD texture "type" to "texture_type"Aaron Franke2020-12-041-16/+16
| | | "type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
* Rename RD uniform "type" to "uniform_type"Aaron Franke2020-12-041-146/+146
| | | "type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
* RenderingServer reorganizationreduz2020-12-041-0/+8477