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Author SHA1 Message Date
Rémi Verschelde 190ae9f9dc
Merge pull request #100302 from clayjohn/light2d-optimize
Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes
2024-12-17 22:59:54 +01:00
clayjohn 7c61252dd7 Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes.
This dramatically reduces the CPU time spent on rendering shadows for PointLight2Ds
2024-12-17 07:41:09 -08:00
Andrew_Shobbrook e42def12d0
Implement per-light Specular property in DirectionalLight3D 2024-12-16 19:18:18 +01:00
clayjohn 356fa37f89 Small fixups for the new reflection probe blending 2024-12-12 17:29:21 -08:00
Thaddeus Crews 7c015a768f
Merge pull request #99958 from lander-vr/reflection-probe-blend-property
Add Blend Distance property to ReflectionProbe
2024-12-12 16:13:32 -06:00
Rémi Verschelde 562dd1ad85
Merge pull request #100305 from clayjohn/directional-light-2d-mask
Remove positional light mask from directional lights in Canvas Item shaders.
2024-12-12 14:10:24 +01:00
BlueCube3310 189c8eb671 Implement shadowmasks for LightmapGI
Co-authored-by: dearthdev <nathandearthdev@gmail.com>
2024-12-12 11:00:28 +01:00
clayjohn f8827271d7 Remove positional light mask from directional lights in Canvas Item shaders. 2024-12-12 00:20:07 -08:00
Thaddeus Crews 25122e7dd3
Merge pull request #100081 from clayjohn/rd-clearcoat
Ensure schlick is available when using clearcoat with GGX
2024-12-10 14:16:07 -06:00
clayjohn 9320865796 Avoid calculating dynamic lights when lights are baked into LightmapGI using the static bake mode 2024-12-06 10:17:44 -08:00
clayjohn f92018288f Ensure schlick is available when using clearcoat with GGX 2024-12-05 19:11:03 -08:00
landervr 05010180ce ReflectionProbe add Blend Distance 2024-12-05 23:29:47 +01:00
Thaddeus Crews 637239e979
Merge pull request #94193 from BastiaanOlij/buildin_includes
Add ability to include built-in include files
2024-12-05 14:12:23 -06:00
Thaddeus Crews f5d82af1fd
Merge pull request #99136 from DarioSamo/light-compute-attenuation-skip
Improve performance of shader lighting code in Forward renderers.
2024-12-05 14:12:08 -06:00
Thaddeus Crews a4c2e16c19
Merge pull request #100028 from clayjohn/rd-lights-array
Use a vector instead of an array in canvas shader instance buffer
2024-12-05 14:12:05 -06:00
clayjohn e316739a13 Use a vector instead of an array in canvas shader instance buffer.
This avoids a pathological performance cliff on Adreno devices
2024-12-04 16:36:46 -08:00
Dario fa7615be9e Add specialization for directional light split blend and fog. 2024-12-03 15:12:46 -03:00
Thaddeus Crews c58ae91efa
Merge pull request #99220 from Flarkk/fix_sss_reverse_z
Fix regression in SSS with reverse-z
2024-11-27 10:46:56 -06:00
Dario 0ce4c6dac3 Improve performance of shader lighting code in Forward renderers.
- Skip sampling shadows if attenuation is very small.
- Skip computing diffuse and specular light if attenuation and shadow are very small.
2024-11-27 12:20:31 -03:00
Florent Guiocheau 3376b9166b Fix SSS with reverse-z 2024-11-26 10:51:22 +01:00
Bastiaan Olij 1bffefb346 Adding ability to include build-in include files (precursor to custom shader templates) 2024-11-24 08:47:45 +11:00
Thaddeus Crews dcb59f0e7e Merge pull request #99548 from Repiteo/style/clang-format-19-options
Style: Add 19.1.0 LLVM options to `.clang-format`
2024-11-22 14:54:29 -06:00
Thaddeus Crews e8a4b45ce4
Style: Add 19.1.0 LLVM options to `.clang-format` 2024-11-22 09:24:32 -06:00
clayjohn 2b68c63a88 Mask out shadows on CanvasItems that don't have a matching item_shadow_mask
This restores the behavior from 3.x
2024-11-21 22:15:54 -08:00
Thaddeus Crews 8eee5066eb
Merge pull request #94981 from Chaosus/shader_fix_screen_uv_in_spatial_light
Allow `SCREEN_UV` to be used in light function of spatial shader
2024-11-21 17:56:45 -06:00
clayjohn 02efdb28dc Unify y-flip behavior for sky in RD backends 2024-11-19 16:59:04 -08:00
Chaosus a64b3fd3f8 Allow `SCREEN_UV` to be used in light function of spatial shader 2024-11-19 11:39:49 +03:00
clayjohn 2c158c386b Normalize normal tangent and binormal before interpolating in the mobile renderer to avoid precision errors on heavily scaled meshes 2024-11-13 12:24:28 -08:00
Thaddeus Crews edc60c63f1
Merge pull request #98701 from DarioSamo/rd-graph-improvements
Add dependency detection improvements to the render graph.
2024-11-04 21:51:58 -06:00
Dario 53099c56f0 Add multiple specialization constants to Forward+ and Mobile. 2024-11-04 14:35:40 -03:00
Dario 5216ef5f9c Add dependency detection improvements to the render graph.
- Buffers changing their usage are no longer treated as write usage unless the API requires it.
- Draw lists are not treated as being dependent on each other if their regions do not intersect despite both being write commands.
- Particles were tweaked to use different unused buffers to reduce dependencies.
2024-11-01 09:46:52 -03:00
Stuart Carnie 0d1d945727
2D: Fix various issues and minor performance optimisations 2024-10-30 08:36:45 +11:00
Clay John 748f4079e3
Merge pull request #96439 from darksylinc/matias-TheForge-pr03-rebased
Add Swappy & Pre-Transformed Swapchain
2024-10-29 12:34:40 -07:00
Matias N. Goldberg aaa0e2fddf Add Swappy & Pre-Transformed Swapchain
- Adds Swappy for Android for stable frame pacing
- Implements pre-transformed Swapchain so that Godot's compositor is in
charge of rotating the screen instead of Android's compositor
(performance optimization for phones that don't have HW rotator)

============================

The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.

Changes from original PR:

- Removed "display/window/frame_pacing/android/target_frame_rate" option
to use Engine::get_max_fps instead.
- Target framerate can be changed at runtime using Engine::set_max_fps.
- Swappy is enabled by default.
- Added documentation.
- enable_auto_swap setting is replaced with swappy_mode.
2024-10-28 18:55:37 -03:00
Dario 427ba09efc Fix soft shadows by increasing the bit count for specialization constants. 2024-10-28 10:26:50 -03:00
Thaddeus Crews c145e85011
Merge pull request #98226 from m-pranav-r/fix-volumetric-shadows
Fix incorrect depth comparison used to calculate volumetric fog shadowing
2024-10-21 16:39:11 -05:00
m-pranav-r c12001a9dc Fix incorrect depth comparison used to calculate volumetric fog shadowing 2024-10-16 14:55:41 +05:30
EnlightenedOne cef515506b Move preprocessor to end of line for iterator, remove redeclaration incompatible with ubershader method definitions 2024-10-14 22:19:16 +01:00
Dario e2c6daf7ef Implement asynchronous transfer queues, thread guards on RenderingDevice. 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.
2024-10-02 15:11:58 -03:00
Patrick Owen d720eb80e1 Clamp UV-coordinates to centers of outermost texels when configured to do so
In addition, fix region_filter_clip_enabled documentation to be consistent with AtlasTexture.xml, since that is the option whose behavior was fixed
2024-09-29 05:57:19 -04:00
Rémi Verschelde 285ebed828
Merge pull request #83360 from ywmaa/vertex_shading
Implement vertex shading
2024-09-29 00:46:48 +02:00
ywmaa 0a9ad8f9de
Implement vertex shading
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>
2024-09-29 00:36:09 +02:00
clayjohn 4d635b7a3a Combine texture and instance data into one uniform set in the 2D renderer
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
2024-09-27 11:05:46 -07:00
Rémi Verschelde bfe74eca3b
Merge pull request #97428 from clayjohn/shadow-filter-jitter-rebase
Jitter shadow map dithering pattern across frames when TAA is enabled
2024-09-26 12:45:50 +02:00
Rémi Verschelde 991e6c92ab
Merge pull request #96923 from Repiteo/style/warning-admonition
Style: Add `WARNING:` as new comment admonition
2024-09-26 12:45:38 +02:00
Thaddeus Crews 32c83a228d
Style: Add `WARNING:` as new comment admonition 2024-09-25 09:44:42 -05:00
Thaddeus Crews 9f9ee0c813
SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
Rie 5efa6ba489
Fix incorrect Reinhard tonemap operator 2024-09-25 12:34:23 +02:00
Hugo Locurcio 0eb06da057 Jitter shadow map dithering pattern across frames when TAA is enabled
This improves shadow quality by reducing the visibility of the noisy
pattern caused by dithering.

This jittering also applies when FSR2 is enabled, as it provides its own
form of temporal antialiasing.

Co-authored-by: Clay John <claynjohn@gmail.com>
2024-09-24 15:52:07 -07:00
clayjohn e75900e1ad Calculate pixel snap in canvas space instead of world space
This ensures that you are actually snapping to pixels in the viewport and not an arbitrary amount
2024-09-20 17:43:33 -07:00