Griffin Kroah-Hartman
484cd60f2e
Fix build warning with memset value being too large
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Should resolve issue #83342
(cherry picked from commits b97cb5ec59
and 21ae69a1de )
2025-10-28 22:20:59 +01:00
Rémi Verschelde
0c12e633d4
Style: Apply fixes from clang-format 18.1.3
2025-04-25 15:40:13 +02:00
Rémi Verschelde
7d9ae94b20
Style: Apply fixes from codespell
2025-04-25 15:34:47 +02:00
clayjohn
4cffca7fbc
Clear RIDs of weight buffers when freeing to avoid double free
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(cherry picked from commit bafbde9f4b )
2024-04-14 18:05:31 +02:00
Pedro J. Estébanez
68bfb779d1
Fix missed light clusters when inside clipped lights
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(cherry picked from commit 605fdb655c )
2024-04-08 15:48:29 +02:00
Bill
b4ba90e432
Add fix for TAA passes rendering black meshes on XR
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(cherry picked from commit b44f1c5176 )
2024-04-08 15:48:29 +02:00
David Sullivan
94ddc44a12
Fix: Address mobile resource leaks in render
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Update render_forward_mobile destructor to include instance buffers.
Update render_scene_buffers_rd cleanup to include weight buffers / blur
textures.
(cherry picked from commit dfa326ef55 )
2024-04-08 15:48:28 +02:00
Hugo Locurcio
562613ac37
Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
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This also makes the Overdraw and Shadow Splits debug draw modes ignore fog.
The Lighting debug draw mode still displays fog as that debug draw mode
is intended to preview scene lighting, and fog has an impact on how
lighting is perceived.
(cherry picked from commit 26a220bd31 )
2024-03-12 00:38:27 +01:00
bitsawer
4495fbd758
Fix Volumetric Fog VoxelGI updates
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(cherry picked from commit 89d772a799 )
2024-03-12 00:38:27 +01:00
Per Melin
7204d66b28
Initialize particle trail history frame numbers
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Fixes #88712
All particle trail sections were activated at once on the first cycle, instead
of being spread out over the trail's lifetime.
(cherry picked from commit 9b2d77a238 )
2024-03-11 23:24:06 +01:00
ACB
f4ac543b99
Make `RID_Owner<Texture>` threadsafe in `TextureStorage` for gles3
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(cherry picked from commit 09d2c09434 )
2024-03-11 15:00:44 +01:00
jsjtxietian
9926e7e8fa
Add shader_cache_dir_valid check to _save_to_cache
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(cherry picked from commit a365c070b3 )
2024-03-11 15:00:44 +01:00
clayjohn
2ec1d8043c
Store ArrayMesh path in RenderingServer for use in error messages
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(cherry picked from commit ead36fdcc4 )
2024-03-11 15:00:43 +01:00
Lasuch
8e3740d425
Expose copy_effects copy compute shader in Mobile backend
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(cherry picked from commit 608d41a969 )
2024-01-25 18:32:35 +01:00
kleonc
663ba67016
Fix 2D normals for transposed texture
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(cherry picked from commit 0fe7eead02 )
2024-01-25 18:08:45 +01:00
Bastiaan Olij
41dcabb0cf
Fix SSR not working properly in stereo
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(cherry picked from commit 10a8b88165 )
2024-01-25 17:19:41 +01:00
jsjtxietian
d41639a4cb
Use render method from OS in compositor RD; Update related UI
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(cherry picked from commit 453c2246b6 )
2024-01-25 17:03:57 +01:00
bruvzg
ee3a87caf1
Fix CanvasOcclusionShaderRD format error with double precision build.
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(cherry picked from commit c0a1c5ae61 )
2024-01-25 17:03:56 +01:00
ShirenY
045b1d5990
Transform mesh's AABB to skeleton's space when calculate mesh's bounds.
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(cherry picked from commit 27f71c4e78 )
2024-01-24 15:56:50 +01:00
clayjohn
d2d7261c1e
Set ReflectionProbe frame before mapping id in mobile renderer
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(cherry picked from commit 394edf8288 )
2023-12-07 10:27:05 +01:00
jsjtxietian
b768561154
Fix bad parameter of rendering_method crashes Godot
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Print error and default to forward plus
(cherry picked from commit b6bee1c21e )
2023-12-07 10:27:03 +01:00
Matias N. Goldberg
a813176bb3
Fix buffer updates going to the wrong cmd buffer if barriers were 0
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From what I could see only SSAO & SSIL were affected when they both
call:
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0,
sizeof(uint32_t), &zero, 0);
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0,
sizeof(uint32_t), &zero, 0);
Also documented what setup_command_buffer & draw_command_buffer are for.
(cherry picked from commit c9ec1f7727 )
2023-12-07 10:27:02 +01:00
Rémi Verschelde
bd74d92ef7
Merge pull request #84957 from BastiaanOlij/fix_msaa2d_when_no_2d
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Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene
2023-11-22 21:56:23 +01:00
clayjohn
e2a5d2bf46
Enable non-multiview advanced shader group whenever advanced shaders are requested
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This is needed because xr_enabled does not guarantee that we won't use the non-multiview variants
2023-11-21 15:16:25 -07:00
Pedro J. Estébanez
5c25fa4c78
Fix potential double-close of draw command label
2023-11-20 18:59:06 +01:00
Bastiaan Olij
47983e30c5
Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene
2023-11-16 13:34:34 +11:00
Bastiaan Olij
b1c4d4e55b
Ensure optional variants are loaded last.
2023-11-15 14:31:25 +11:00
clayjohn
a74cfc2629
Use default samplers in base uniform set when rendering to reflection probes
2023-11-07 17:46:05 +01:00
clayjohn
d1043a5f93
Enhance checks and user experience around tangents.
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Ensure `ensure_tangents` option actually creates tangent array. Even if it is just a dummy array.
Allow mesh to generate its own tangents when using compression. This allows users to compress meshes without tangents.
Warn users if they are trying to read from tangents without providing tangents.
2023-11-01 22:40:42 +01:00
Bastiaan Olij
e3b8af723e
Fix cubemap downsampler logic
2023-10-31 10:36:42 +11:00
clayjohn
57ba7ded87
Fix bug with alpha to coverage by enabling depth discard when using alpha to coverage
2023-10-30 23:07:30 +01:00
Rémi Verschelde
2dafd06114
Merge pull request #83906 from clayjohn/GL-vertex-padding
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Add padding to normal attribute in Compatibility renderer to match the RD renderers
2023-10-26 16:00:56 +02:00
Rémi Verschelde
815b24d280
Merge pull request #83491 from jsjtxietian/pass-screen-size-when-render-shadow
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Pass viewport size to shadow pass instead of using Vector2i(1,1)
2023-10-26 12:09:21 +02:00
jsjtxietian
26d32554bd
Pass viewport size to shadow pass instead of using vector2i(1,1)
2023-10-26 15:25:22 +08:00
Rémi Verschelde
4cc8f0f36d
Merge pull request #83649 from BastiaanOlij/no_2d_stereo
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Skip 2D rendering if stereo enabled and fix couple of MSAA issues
2023-10-25 10:29:09 +02:00
Rémi Verschelde
f021d33940
Merge pull request #81167 from bitsawer/fix_sdfgi_editor_change
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Reset SDFGI when changing editor scene tabs
2023-10-25 10:27:03 +02:00
clayjohn
a88e519f18
Add padding to normal attribute in Compatibility renderer to match the RD renderers
2023-10-24 22:32:34 +02:00
Rémi Verschelde
261fe7ce6a
Merge pull request #83704 from clayjohn/misc-mesh-fixes
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Some more fixes for compressed meshes
2023-10-24 10:54:23 +02:00
Rémi Verschelde
64f80295e5
Merge pull request #83199 from Repiteo/texture-storage-default-scale
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Fix `TextureStorage` not assigning default scale
2023-10-24 10:53:56 +02:00
clayjohn
8f9cd4e1e3
Some more fixes for compressed meshes
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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
2023-10-24 09:38:12 +02:00
Rémi Verschelde
50d17f6b8c
Merge pull request #83613 from clayjohn/surface_upgrade_tool
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Add an editor tool to automatically upgrade and re-save meshes
2023-10-24 00:10:37 +02:00
clayjohn
318ef8461f
Implementation of tool to automatically upgrade and re-save meshes
2023-10-23 22:39:48 +02:00
Rémi Verschelde
17aa5c5170
Merge pull request #83780 from jsjtxietian/prevent-null-variant-crash
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Prevent `_allocate_placeholders` crash if `p_version->variants` is null
2023-10-23 12:42:04 +02:00
Rémi Verschelde
814de86494
Merge pull request #83493 from clayjohn/light-pair-bug
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Ensure that only visible paired lights are used
2023-10-23 12:40:07 +02:00
jsjtxietian
5f85a042b6
Prevent `_allocate_placeholders` crash if `p_version->variants` is null
2023-10-22 23:19:00 +08:00
Hugo Locurcio
0012478ecb
Add property hint for 2D shadow size project setting
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Previously, it was possible to use zero or negative values, which are
invalid.
This also prevents crashing the engine by setting a shadow size of
0 or lower from a script.
2023-10-22 00:28:19 +02:00
Rémi Verschelde
2a995c09ac
Merge pull request #83639 from stoofin/frustum-buffer-size
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Fix shadow map debug visualization camera frustum index buffer size
2023-10-20 15:12:34 +02:00
Bastiaan Olij
425e943576
Skip 2D rendering if stereo enabled and fix MSAA2D with 3D issue.
2023-10-20 14:02:55 +11:00
stoofin
1a2b66d4fc
Fix shadow debug frustum index buffer size
2023-10-19 13:48:11 -07:00
Dario
4890e96556
Add an extra backbuffer color texture that can be used when an upscaler is in use.
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Fixes issue #83152 . Due to how BLUR_0 is reused for multiple purposes and requires being at native resolution for some post-processing effects to work, FSR2 will use an alternate texture at internal size to use as the screen texture read by shaders instead. The rendering pipeline will prefer using this texture if it exists.
2023-10-17 13:36:27 -03:00