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* Merge commit godotengine/godot@fd4c29a189e53a1e085df5b9b9a05cac9351b3efSpartan3222024-11-191-0/+1
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| * Implemented multimesh_get_buffer_rd_rid function into RenderingServer.David House2024-11-141-0/+1
| | | | | | | | | | | | Fixed style error. Updated dummy mesh_storage to move from cpp to h the return of a blank Rid on _multimesh_get_buffer_rd_rid.
* | Merge commit godotengine/godot@87318a2fb7fffeb72adca934e31915be077c3d1fSpartan3222024-11-061-3/+1
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| * Merge pull request #96705 from elmajime/camera_from_external_feedThaddeus Crews2024-11-041-3/+1
| |\ | | | | | | | | | Add support for external camera feed from external plugin on Android
| | * Added external camera feed from external plugin on Androidmaxime.chambefort2024-10-301-3/+1
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* | | Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* | | Merge commit godotengine/godot@1015a481ff43edb1126ab39a147fefda290131e5Spartan3222024-10-241-0/+1
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| * | Merge pull request #85338 from EMBYRDEV/shadow-caster-maskThaddeus Crews2024-10-241-0/+1
| |\ \ | | |/ | |/| | | | Add `shadow_caster_mask` to Light3D.
| | * Add `shadow_caster_mask` to Light3D.Hannah Crawford2024-08-121-0/+1
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* | | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
|/ / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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. ↵Dario2024-10-021-25/+68
| | | | | | | | | | | | | | | | | | | | | | 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.
* | Add external texture support (GLES3)David Snopek2024-09-201-0/+13
| | | | | | | | | | Co-authored-by: Fredia Huya-Kouadio <fhuyakou@gmail.com> Co-authored-by: Mauricio Narvaez <nvz@meta.com>
* | Expose a function to create textures from a native handle in the ↵David Snopek2024-09-191-0/+5
| | | | | | | | compatibility renderer
* | Merge pull request #91818 from rburing/fti_multimeshRémi Verschelde2024-08-201-0/+5
|\ \ | | | | | | | | | Physics interpolation: `MultiMesh`
| * | Fixed Timestep Interpolation: MultiMeshRicardo Buring2024-08-181-0/+5
| | | | | | | | | | | | | | | | | | Adds fixed timestep interpolation to multimeshes. Co-authored-by: lawnjelly <lawnjelly@gmail.com>
* | | Merge pull request #89919 from BlueCube3310/bicubic-lightmapRémi Verschelde2024-08-201-0/+1
|\ \ \ | | | | | | | | | | | | Implement bicubic sampling for lightmaps
| * | | Implement support for bicubic lightmap filteringBlueCube33102024-08-191-0/+1
| |/ / | | | | | | | | | Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
* | | Merge pull request #92496 from clayjohn/HDR-2D-sRGBRémi Verschelde2024-08-191-0/+1
|\ \ \ | |/ / |/| | | | | Ensure MovieWriter output is in gamma space when using HDR 2D
| * | Ensure MovieWriter output is in gamma space when using HDR 2Dclayjohn2024-05-281-0/+1
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* / Fixed Timestep Interpolation (3D)Ricardo Buring2024-07-071-1/+4
|/ | | | | | | Adds 3D fixed timestep interpolation to the rendering server. This does not yet include support for multimeshes or particles. Co-authored-by: lawnjelly <lawnjelly@gmail.com>
* Add antialias support for CanvasItem draw primitivesYaohua Xiong2024-05-131-3/+3
| | | | | | including - rect, circle; both filled and unfilled. - polyline, multiline
* Apply additional fixes to servers' threadingPedro J. Estébanez2024-05-081-8/+19
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* Improvements to VRS/Foveated renderingBastiaan Olij2024-05-031-0/+1
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* OpenXR: Change timing of xrWaitFrame and add thread safety features to OpenXRBastiaan Olij2024-05-011-0/+4
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* Misc code cleanupkobewi2024-04-261-4/+0
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* Use WorkerThreadPool for Server threadsJuan Linietsky2024-04-101-9/+12
| | | | | | | | | | | | | | | | | * Servers now use WorkerThreadPool for background computation. * This helps keep the number of threads used fixed at all times. * It also ensures everything works on HTML5 with threads. * And makes it easier to support disabling threads for also HTML5. CommandQueueMT now syncs with the servers via the WorkerThreadPool yielding mechanism, which makes its classic main sync semaphore superfluous. Also, some warnings about calls that kill performance when using threaded rendering are removed because there's a mechanism that warns about that in a more general fashion. Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
* Add support for OpenXR composition layersDavid Snopek2024-04-041-0/+1
| | | | Co-authored-by: Bastiaan Olij <mux213@gmail.com>
* Fixed Timestep Interpolation (2D)Ricardo Buring2024-03-231-0/+17
| | | | | | | Adds fixed timestep interpolation to the rendering server (2D only). Switchable on and off with a project setting (default is off). Co-authored-by: lawnjelly <lawnjelly@gmail.com>
* Add new Parallax2D nodemarkdibarry2024-03-031-0/+1
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* Implement hooks into rendererBastiaan Olij2024-02-181-1/+18
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* Add optional depth fogEidolon2024-02-171-1/+3
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* Support custom AABB within MultiMesh resourcesArman Elgudzhyan2024-02-151-0/+3
| | | | | - Supporting custom AABB on the MultiMesh resource itself allows us to prevent costly runtime AABB recalculations. - Should also help improve CPU Particle performance.
* Merge pull request #84894 from clayjohn/tangent-error-messageYuri Sizov2024-01-241-0/+3
|\ | | | | | | Store ArrayMesh path in RenderingServer for use in error messages
| * Store ArrayMesh path in RenderingServer for use in error messagesclayjohn2023-11-141-0/+3
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* | Merge pull request #86073 from m4rr5/add_reflection_maskYuri Sizov2024-01-221-0/+1
|\ \ | | | | | | | | | Add a reflection mask to the reflection probes
| * | Add a reflection mask to the reflection probes.Marcel Offermans2024-01-201-0/+1
| | | | | | | | | | | | Co-authored-by: Bastiaan Olij <mux213@gmail.com>
* | | Add THREADS_ENABLED macro in order to compile Godot to run on the main threadAdam Scott2024-01-171-1/+1
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* | Deprecate RenderingServer's `has_feature` and Features enumMicky2024-01-101-0/+2
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* | Transform mesh's AABB to skeleton's space when calculate mesh's bounds.ShirenY2023-12-091-0/+2
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* Merge pull request #81167 from bitsawer/fix_sdfgi_editor_changeRémi Verschelde2023-10-251-0/+2
|\ | | | | | | Reset SDFGI when changing editor scene tabs
| * Reset SDFGI when changing editor scene tabsbitsawer2023-08-301-0/+2
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* | Disable update spinner when debug redraw is activekobewi2023-10-111-0/+1
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* | Merge pull request #79169 from reduz/debug-canvas-item-redrawRémi Verschelde2023-10-111-0/+2
|\ \ | | | | | | Debug CanvasItem redraw
| * | Debug CanvasItem redrawJuan Linietsky2023-08-281-0/+2
| |/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I wanted to add this tool for years and always forget. This command line option: ``` $ godot.exe -e --debug-canvas-item-redraw ``` Allows to see when a canvas item is redrawn. This helps find out if something in the UI is refreshing in a way it should not. Examples as such: * Signals causing more of the UI to redraw. * Container resizing causes more UI elements to redraw. * Something using a timer is redrawing all time time, which can go unnoticed. To my surprise, the editor UI is redrawing very efficiently. There is some weird stuff with the scene tabs, redrawing when the inspector changes but most things for the most part are fine.
* / Particle internal refactor and additions for more artistic controlQbieShay2023-10-101-0/+3
|/ | | | | | | | Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Raul Santos <raulsntos@gmail.com> Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com> Co-authored-by: Clay John <claynjohn@gmail.com>
* Add option to enable HDR rendering in 2Dclayjohn2023-08-071-0/+1
| | | | | | | This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear. This is necessary for proper HDR screen support in the future.
* Merge pull request #79696 from reduz/call-on-render-threadYuri Sizov2023-07-311-0/+11
|\ | | | | | | Add ability to call code on rendering thread
| * Add ability to call code on rendering threadJuan Linietsky2023-07-261-0/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | As more users use compute in Godot 4, the way they do is most likely incompatible when running on separate threads and will start erroring soon as we improve the thread safety of the render thread. To properly run code on the render thread, this function was added. Use like this: ```GDScript func initialize_compute_code(): .... func update_compute_code(custom_data): ... func _ready(): RenderingServer.call_on_render_thread( initialize_compute_code ) func _process(): RenderingServer.call_on_render_thread( update_compute_code.bind(with_data) ) ```
* | Add custom texture create functionBastiaan Olij2023-07-261-0/+4
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* Fix crash when calling get_video_adapter_* in a threaduniveous2023-07-191-14/+17
| | | | co-authored-by: Clay John <claynjohn@gmail.com>