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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@cb411fa960f0b7fdbd97dcdb4c90f9346360ee0eSpartan3222024-11-121-0/+13
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| * Merge pull request #85430 from Calinou/os-expose-rendering-driver-methodThaddeus Crews2024-11-111-0/+13
| |\ | | | | | | | | | Expose RenderingServer methods to get rendering driver and method name
| | * Expose RenderingServer methods to get rendering driver and method nameHugo Locurcio2024-10-021-0/+13
| | | | | | | | | | | | This is useful for troubleshooting purposes and debug menus.
* | | Merge commit godotengine/godot@87318a2fb7fffeb72adca934e31915be077c3d1fSpartan3222024-11-061-1/+2
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| * | Merge pull request #93401 from Repiteo/style/clang-tidy-fixesThaddeus Crews2024-11-041-1/+1
| |\ \ | | | | | | | | | | | | Style: Apply `clang-tidy` fixes
| | * | Style: Apply `clang-tidy` fixes (superficial)Thaddeus Crews2024-11-041-1/+1
| | | | | | | | | | | | | | | | • `modernize-use-bool-literals`, `modernize-use-nullptr`, and `readability-braces-around-statements`
| * | | Merge pull request #96705 from elmajime/camera_from_external_feedThaddeus Crews2024-11-041-0/+1
| |\ \ \ | | |/ / | |/| | | | | | Add support for external camera feed from external plugin on Android
| | * | Added external camera feed from external plugin on Androidmaxime.chambefort2024-10-301-0/+1
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* | | | Merge commit godotengine/godot@8004c7524fb9f43425c4d6f614410a76678e0f7cSpartan3222024-10-301-0/+1
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| * | | 2D: Fix various issues and minor performance optimisationsStuart Carnie2024-10-301-0/+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>
* | | | Rebrand Godot to RedotRandolph W. Aarseth II2024-10-111-2/+2
|/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Add Linux Editor tests workflow matrix Add Windows Editor w/ Mono workflow matrix Add Generate Glue Code job to Windows workflow Add Build GodotSharp job to Windows workflow Add godot compatibility version references Add Godot author info Add Godot version compatibility info Add Godot donor info Add Godot authors and donors to editor_about.cpp 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. ↵Dario2024-10-021-0/+12
| |/ |/| | | | | | | | | | | | | | | | | | | 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 shadingywmaa2024-09-291-2/+1
| | | | | | | | | | | | | | | | 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>
* | Add external texture support (GLES3)David Snopek2024-09-201-0/+1
| | | | | | | | | | Co-authored-by: Fredia Huya-Kouadio <fhuyakou@gmail.com> Co-authored-by: Mauricio Narvaez <nvz@meta.com>
* | Merge pull request #96928 from dsnopek/rename-and-expose-texture-create-externalRémi Verschelde2024-09-191-0/+5
|\ \ | | | | | | | | | Expose a function to create textures from a native handle in the compatibility renderer
| * | Expose a function to create textures from a native handle in the ↵David Snopek2024-09-191-0/+5
| | | | | | | | | | | | compatibility renderer
* | | Betsy: Add caching and BC1 compression supportBlueCube33102024-09-111-0/+1
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* | 2D: Add batching to RendererCanvasRenderRDStuart Carnie2024-09-121-0/+1
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* | Expose the function 'RenderingServer.canvas_item_attach_skeleton'Hei2024-08-251-0/+1
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* | Merge pull request #91535 from BlueCube3310/betsy-bc6hRémi Verschelde2024-08-211-0/+1
|\ \ | | | | | | Add Betsy to speed up BC6 compression
| * | Add Betsy to speed up BC6 compressionBlueCube33102024-08-181-0/+1
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* | | Merge pull request #91818 from rburing/fti_multimeshRémi Verschelde2024-08-201-0/+7
|\ \ \ | | | | | | | | | | | | Physics interpolation: `MultiMesh`
| * | | Fixed Timestep Interpolation: MultiMeshRicardo Buring2024-08-181-0/+7
| |/ / | | | | | | | | | | | | | | | Adds fixed timestep interpolation to multimeshes. Co-authored-by: lawnjelly <lawnjelly@gmail.com>
* / / Implement support for bicubic lightmap filteringBlueCube33102024-08-191-0/+2
|/ / | | | | | | Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
* / Fixed Timestep Interpolation (3D)Ricardo Buring2024-07-071-0/+2
|/ | | | | | | 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>
* Fix AABB computation for position compression to not depend on vertex orderArseny Kapoulkine2024-07-031-16/+18
| | | | | | | | | | | | | | | | | | | The previous computation was dependent on the vertex order in two ways: - If the first vertex was on the AABB boundary, the AABB would be increased by the epsilon due to size clamping - Every time the AABB would get expanded, we would recompute end from size and reconstruct size again, which resulted in slow floating point drift. In isolation this may not seem like it matters, but it means that the same mesh with a different vertex order may result in a slightly different AABB. This can be a significant issue due to shadow meshes and their use in depth prepass: shadow meshes reorder vertex data as part of the deduplication process, as they append one unique position at a time and as such remove the duplicate positions; this can result in a different AABB which would result in a different reconstructed vertex position during a depth pre-pass, causing mesh self-occlusion.
* Add more validation to UBO size and alignment in Compatibility rendererclayjohn2024-06-141-1/+1
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* Improve Mesh class descriptionMateus Elias2024-05-261-0/+1
| | | | | - Bind MAX_MESH_SURFACES constant in RenderingServer::_bind_methods() - Add MAX_MESH_SURFACES constant to RenderingServer class documentation - Reference the constant RenderingServer.MAX_MESH_SURFACES in the description of Mesh class documentation
* Add antialias support for CanvasItem draw primitivesYaohua Xiong2024-05-131-3/+3
| | | | | | including - rect, circle; both filled and unfilled. - polyline, multiline
* Improvements to VRS/Foveated renderingBastiaan Olij2024-05-031-1/+7
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* Merge pull request #91372 from clayjohn/RS-blend-shape-tangentRémi Verschelde2024-05-011-0/+4
|\ | | | | | | Enable tangents in blend shape format when using normals
| * Enable tangents in blend shape format when using normalsclayjohn2024-04-301-0/+4
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* | OpenXR: Change timing of xrWaitFrame and add thread safety features to OpenXRBastiaan Olij2024-05-011-0/+1
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* Use WorkerThreadPool for Server threadsJuan Linietsky2024-04-101-9/+0
| | | | | | | | | | | | | | | | | * 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/+9
| | | | | | | 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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* Merge pull request #86743 from Mickeon/autocompletion-optimise-objectRémi Verschelde2024-03-011-3/+3
|\ | | | | | | Optimise comparisons for Object's `get_argument_options`
| * Optimise Object's `get_argument_options`Micky2024-02-291-3/+3
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* | Merge pull request #88738 from clayjohn/mesh_compression-tangentsRémi Verschelde2024-02-271-2/+4
|\ \ | | | | | | | | | Multiple fixes for compressed meshes
| * | Avoid singularity when generated tangents and validate that tangents are ↵clayjohn2024-02-231-2/+4
| |/ | | | | | | good enough when using compression
* / Properly calculate binormal when creating SurfaceTool from arraysclayjohn2024-02-231-1/+1
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* Implement hooks into rendererBastiaan Olij2024-02-181-0/+28
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