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path: root/servers/rendering/renderer_rd/shader_compiler_rd.cpp
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* New OpenGL batching canvas rendererclayjohn2022-01-111-1553/+0
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add a shader warning when the uniform buffer limit is exceededYuri Roubinsky2022-01-031-78/+3
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* Make `compile` shader function to use struct instead long parameter listYuri Roubinsky2021-12-081-1/+7
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* Allow using empty statements in the shader, added formatting warningYuri Roubinsky2021-12-011-0/+3
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* Fix uniform array alignment to fix a bugYuri Roubinsky2021-11-251-1/+3
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* Allow passing non-variable constant to const function param in shadersYuri Roubinsky2021-11-191-10/+11
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* Implement toast notifications in the editorGilles Roudière2021-10-141-1/+1
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* Added few more built-ins to shader languageYuri Roubinsky2021-10-131-0/+1
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* Fix regression which prevents using texture array uniformsYuri Roubinsky2021-10-061-10/+12
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* Added support for uniform arrays in shadersYuri Roubinsky2021-10-041-36/+90
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* Use range iterators for `Map`Lightning_A2021-09-301-7/+7
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* Scale color output in the mobile renderer to provide HDR supportBastiaan Olij2021-08-231-0/+5
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* More fixes to mobile rendererreduz2021-08-181-5/+5
| | | | | * Specify all precision qualifiers * Makes renderer work on Adreno Vulkan
* Fix shader crash when using local var with the same name as varyingYuri Roubinsky2021-08-131-2/+2
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* Merge pull request #50809 from akien-mga/iterators-const-referencesRémi Verschelde2021-07-251-2/+2
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| * Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-2/+2
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* | Fix various typos with codespellluz paz2021-07-251-2/+2
|/ | | | Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-6/+6
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* Add error marking to the shader error console outputHugo Locurcio2021-07-171-1/+7
| | | | | This makes it possible to see where the shader error is without having to look at the trace printed below the source code.
* Removes deleted OrenNayar mode from shaders and materialsYuri Roubinsky2021-06-081-1/+0
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* Implement shader cachingreduz2021-05-311-36/+65
| | | | | | | | | | | | * Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
* Allow shader arrays to be passed as parameters and return valueYuri Roubinsky2021-05-221-19/+40
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* Implements length() shader function for arrays in structsYuri Roubinsky2021-05-191-0/+3
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* Refactor GLSL shader compilationreduz2021-04-141-53/+30
| | | | | | | | -Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
* Reorganize Project Settingsreduz2021-02-181-2/+2
| | | | | | | -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.
* Allow passing varying from fragment to light shader functionYuri Roubinsky2021-02-111-2/+62
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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 🎆
* Consistently use normal_mapMarcel Admiraal2020-12-291-4/+4
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* Fix using post-init shader array constructorsYuri Roubinsky2020-12-271-5/+8
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* Added support for constants in shader `case` and array size declarationYuri Roubinsky2020-12-171-1/+5
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* RenderingServer reorganizationreduz2020-12-041-0/+1452