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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Rebrand preambles to RedotSpartan3222024-10-131-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | (cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084) 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>
* Remove our ERR_ON_RENDER_THREAD guard, it is not reliableBastiaan Olij2024-07-091-10/+0
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* Add antialias support for CanvasItem draw primitivesYaohua Xiong2024-05-131-3/+7
| | | | | | including - rect, circle; both filled and unfilled. - polyline, multiline
* Improvements to VRS/Foveated renderingBastiaan Olij2024-05-031-0/+9
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* OpenXR: Change timing of xrWaitFrame and add thread safety features to OpenXRBastiaan Olij2024-05-011-1/+28
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* 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 Olij2024-02-181-0/+35
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* Add optional depth fogEidolon2024-02-171-1/+13
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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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* | Add a reflection mask to the reflection probes.Marcel Offermans2024-01-201-0/+1
| | | | | | | | Co-authored-by: Bastiaan Olij <mux213@gmail.com>
* | Deprecate RenderingServer's `has_feature` and Features enumMicky2024-01-101-3/+7
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* | Add autocompletion for RenderingServer's global shader & has_os_featureMicky2024-01-081-0/+4
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* | Merge pull request #85811 from clayjohn/2D-render-infoRémi Verschelde2023-12-121-0/+1
|\ \ | | | | | | | | | Implement render info counters for the 2D renderer
| * | Implement render info counters for the 2D rendererclayjohn2023-12-061-0/+1
| |/ | | | | | | This provides information for the debug monitors
* / Transform mesh's AABB to skeleton's space when calculate mesh's bounds.ShirenY2023-12-091-0/+7
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* Fix multiple issues with UV compressionclayjohn2023-10-301-1/+1
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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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* | Some more fixes for compressed meshesclayjohn2023-10-241-0/+2
| | | | | | | | | | | | | | This cleans up a few more cases of uint32_t->uint64_t Importantly this fixes an edge case in the axis-angle compression by using the pre-existing Basis methods instead
* | Implementation of tool to automatically upgrade and re-save meshesclayjohn2023-10-231-1/+11
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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>
* | Vertex and attribute compression to reduce the size of the vertex format.clayjohn2023-10-051-12/+30
| | | | | | | | | | | | | | | | | | | | | | | | | | This allows Godot to automatically compress meshes to save a lot of bandwidth. In general, this requires no interaction from the user and should result in no noticable quality loss. This scheme is not backwards compatible, so we have provided an upgrade mechanism, and a mesh versioning mechanism. Existing meshes can still be used as a result, but users can get a performance boost by reimporting assets.
* | Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.Dario2023-09-251-0/+2
|/ | | | Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
* 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/+2
|\ | | | | | | Add ability to call code on rendering thread
| * Add ability to call code on rendering threadJuan Linietsky2023-07-261-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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/+3
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* For GDExternal use, provides access to internal graphics handles for texturesBastiaan Olij2023-05-091-0/+1
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* Merge pull request #76418 from reduz/method-bind-validated-callRémi Verschelde2023-05-081-0/+2
|\ | | | | | | Add ValidatedCall to MethodBind
| * Add ValidatedCall to MethodBindJuan Linietsky2023-04-301-0/+2
| | | | | | | | | | | | | | * This should optimize GDScript function calling _enormously_. * It also should simplify the GDScript VM considerably. NOTE: GDExtension calling performance has most likely been affected until going via ptrcall is fixed.
* | Expose viewports render targer RIDBastiaan Olij2023-03-311-0/+1
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* Merge duplicate rd_texture functionsBastiaan Olij2023-03-101-1/+1
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* Move some worker_thread_pool.h includes out of header filesmyaaaaaaaaa2023-02-131-1/+0
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* Merge pull request #72075 from Maran23/extents-to-sizeRémi Verschelde2023-02-011-3/+3
|\ | | | | | | Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
| * Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and ↵Marius Hanl2023-01-311-3/+3
| | | | | | | | | | | | | | | | | | | | | | GPUParticles*3D - Extents are replaced by Size (Size is Extents * 2) - The UI text displays 'Size' - Snapping is adjusted to work with Size - _set and _get handle extents for compatibility Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
* | Remove viewport_set_disable_environment in favor of ↵clayjohn2023-01-301-1/+9
|/ | | | | | viewport_set_environment_mode This allows us to set a default value inherited by child viewports and have child viewports set the value themselves which is needed for disabling the environment in the editor
* CanvasItem::draw_polyline Support thin polylines drawn using line stripkleonc2023-01-191-1/+1
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* Fix scaling issue in `draw_line` and similar methodsDanil Alexeev2023-01-161-3/+3
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* Merge pull request #71309 from BastiaanOlij/improve_renderscaling_optionsRémi Verschelde2023-01-141-1/+2
|\ | | | | Improving communication of scaling settings to renderer implementation
| * Improving communication of scaling settings to renderer implementationBastiaan Olij2023-01-131-1/+2
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* | Add framework for avoidance of color flash in new windowsPedro J. Estébanez2023-01-121-0/+1
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* Use BitField<> hint for ArrayFormatJuan Linietsky2023-01-081-6/+6
| | | | This was missing in the conversion of bitflags to BitField<>.