Thaddeus Crews
167a9e33d3
Merge pull request #106880 from dsnopek/meta-depth-api-nonhacks
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Minor rendering and XR changes to allow Meta enivornment depth API to work entirely from GDExtension
2025-06-02 18:51:19 -05:00
David Snopek
0fd0feb772
Minor rendering and XR changes to allow Meta enivornment depth API to work entirely from GDExtension
2025-05-27 13:06:31 -05:00
Thaddeus Crews
50aa801351
Merge pull request #106731 from stuartcarnie/metal_fx_temporal_no_mobile
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Metal: Disable MetalFX Temporal for `mobile` rendering method
2025-05-26 11:24:43 -05:00
Stuart Carnie
fbe560a97c
Metal: Disable MetalFX Temporal for mobile
rendering method
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It isn't supported, as `mobile` can't provide motion vectors. We can
revisit once it is supported via #100283 .
2025-05-24 06:48:05 +10:00
Raymond DiDonato
6b99608950
Add SMAA 1x
2025-05-21 15:02:09 -04:00
lawnjelly
f8f350a32a
Add GLOBAL_GET
cached macros.
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GLOBAL_GET is an expensive operation which should not be used each frame / tick.
This PR adds macros which do a cheaper revision check, and only call the expensive GLOBAL_GET when project settings have changed.
Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com>
2025-04-30 15:08:50 +01:00
Thaddeus Crews
ad40939b6f
Core: Replace C math headers with C++ equivalents
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- Minor restructuring to ensure `math_funcs.h` is the central point for math functions
2025-04-16 15:49:02 -05:00
kobewi
10f6c01b9c
Remove ABS in favor of Math::abs
2025-03-19 13:52:40 +01:00
Stuart Carnie
5e1fe8040a
rendering: compositor has is_opengl
API; minor optimisations
2025-03-13 15:41:44 +11:00
Stuart Carnie
f31ddce6d1
MetalFX: change fallback behaviour
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Closes #103782
2025-03-08 15:35:45 +11:00
Michael Alexsander
aea559b39a
Allow to compile the engine without XR support
2025-02-25 17:07:21 -03:00
Rémi Verschelde
3014eec40d
Merge pull request #99407 from devloglogan/rec-resolution
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Allow using custom `Rect2i` for rendering with OpenXR
2025-01-10 23:05:46 +01:00
devloglogan
e7f6b7ea0b
Allow using custom Rect2i for rendering with OpenXR
2025-01-09 09:46:15 -06:00
Stuart Carnie
abd0e6990c
Renderer: minor optimisation when running gl_compatibility
mode
2025-01-08 09:43:35 -07:00
Rémi Verschelde
0f76ee4688
Merge pull request #101110 from clayjohn/light2d-rect-fix
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Update Light2D `rect_cache` even when not using shadows.
2025-01-06 22:49:01 +01:00
Stuart Carnie
11dc4f2e5e
Metal: Add MetalFX upscaling support
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2025-01-06 06:03:18 -07:00
clayjohn
7e8facc526
Update Light2D rect_cache even when not using shadows.
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This also cleans up how the rect_cache is updated to make the steps more clear
2025-01-03 16:17:58 -08:00
clayjohn
30801af298
Properly transform light rect and occluder rect to perform light2d culling in canvas space
2024-12-20 16:58:02 -07:00
Rémi Verschelde
190ae9f9dc
Merge pull request #100302 from clayjohn/light2d-optimize
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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.
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This dramatically reduces the CPU time spent on rendering shadows for PointLight2Ds
2024-12-17 07:41:09 -08:00
Rémi Verschelde
d60c0e21a6
Merge pull request #88313 from wagnerfs/run-time-anisotropic-filtering
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Allow changing the anisotropic filter level at run-time per Viewport
2024-12-17 16:18:38 +01:00
devloglogan
3deb5884d7
Renderer agnostic motion vector rendering/OpenXR changes
2024-12-10 15:59:17 -06:00
Wagner
6995b6a03e
Allow changing the anisotropic filter level at run-time per Viewport
2024-11-30 00:50:45 -03:00
Alvin Wong
1bd66af54c
Apply snap 2D transforms to pixel to viewport
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We shall not leave the viewport transform to be rounded by the code for
rounding canvas items. Since the viewport transform is inverse to the
camera transform, we get incorrect rounding at the halfway point that
misaligns the viewport and the canvas item which the camera is
following.
Instead, reintroduce viewport rounding, but do it in a way that matches
the rounding of canvas items. Also take into account the half-pixel
offset of the centre point when viewport dimension is not divisible by
two. For `CanvasLayer`s that follows viewport, take into account the
scale when rounding. Overall this should work better compared to the
rounding in Godot 4.2 (and earlier).
2024-09-23 20:34:11 +08:00
Stuart Carnie
5cfacc8767
[Editor,Servers]: Minor optimizations
2024-09-12 06:22:04 +10:00
Rémi Verschelde
f4037d6f6c
Merge pull request #92496 from clayjohn/HDR-2D-sRGB
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Ensure MovieWriter output is in gamma space when using HDR 2D
2024-08-19 12:08:40 +02:00
Bastiaan Olij
1eb0039b6e
Fix regression around OpenGL swapchain optimisation for OpenXR
2024-07-29 12:46:58 +10:00
jsjtxietian
46ed290fef
Add warning when use FSR1 on renderer other than forward plus
2024-07-18 12:10:18 +08:00
clayjohn
fa3e00e2c4
Ensure Motion Vectors are enabled by particles and skeletons when using the Motion Vector debug draw option
2024-06-11 12:46:56 -07:00
clayjohn
3b9d074fd7
Ensure MovieWriter output is in gamma space when using HDR 2D
2024-05-28 15:30:13 -07:00
Pedro J. Estébanez
1589433e8f
Apply additional fixes to servers' threading
2024-05-08 17:41:40 +02:00
A Thousand Ships
955d5affa8
Reduce and prevent unnecessary random-access to List
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Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when
accessing a single element)
* Removed subscript operator, in favor of a more explicit `get`
* Added conversion from `Iterator` to `ConstIterator`
* Remade existing operations into other solutions when applicable
2024-05-04 16:08:55 +02:00
Bastiaan Olij
9042ddf19f
Improvements to VRS/Foveated rendering
2024-05-03 17:20:30 +10:00
Rémi Verschelde
0c71ba7801
Merge pull request #89880 from dsnopek/openxr-composition-layers-node3d-drs
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Add support for OpenXR composition layers
2024-04-04 17:09:07 +02:00
David Snopek
0f2b804059
Add support for OpenXR composition layers
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Co-authored-by: Bastiaan Olij <mux213@gmail.com>
2024-04-04 09:20:23 -05:00
Markus Sauermann
d14a84a166
Add early return when setting transparent_bg
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Fix memory leak on Mac.
2024-03-30 22:33:54 +01:00
Ricardo Buring
2ed2ccc2d8
Fixed Timestep Interpolation (2D)
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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>
2024-03-23 12:28:36 +01:00
Aaron Franke
9e0b38ecd3
Disable XR server when compiling without 3D
2024-03-13 09:02:10 -07:00
Rémi Verschelde
9050ee1542
Merge pull request #87297 from adamscott/2d-pixel-art-stability
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Stabilize snapping 2D transforms to pixel
2024-02-12 23:53:51 +01:00
Adam Scott
35b640107f
Stabilize snapping 2D transforms to pixel
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Co-authored-by: Danni <34800072+KeyboardDanni@users.noreply.github.com>
2024-02-12 11:04:01 -05:00
Dario
73eff10c76
Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver.
2024-02-12 10:02:18 -03:00
Bastiaan Olij
d6caa69e11
Skip swapchain logic if there is nothing to present (Android OpenXR)
2024-01-08 21:51:04 +11:00
Rémi Verschelde
342531597b
Merge pull request #85811 from clayjohn/2D-render-info
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Implement render info counters for the 2D renderer
2023-12-12 10:41:06 +01:00
Yuri Sizov
ee1bf15924
Merge pull request #84637 from clayjohn/RD-sampler-bias
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Use render pass uniform set to store viewport samplers.
2023-12-08 15:23:18 +01:00
clayjohn
528b4a3283
Implement render info counters for the 2D renderer
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This provides information for the debug monitors
2023-12-06 14:39:33 -07:00
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
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
Alistair Leslie-Hughes
367079ffee
Renderer Viewport correct sizeof usage.
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The current usage.
In viewport_find_from_screen_attachment
- Allocates a list of pointers, eg sizeof(RID*) * ridcount.
We need fill that buffer
viewport_owner.fill_owned_buffer(rids);
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p_rid_buffer[idx] = _make_from_id((validator << 32) | i);
_make_from_id returns an RID object, not a pointer.
Since there isn't a copy constructor, a bitwise copy of the object occurs.
This issue will only present itself under 32bit builds.
sizeof(RID) : 8
sizeof(RID*) : 4
whereas 64bit builds they are both 8.
2023-11-16 11:02:12 +11:00
clayjohn
2b9e6d2972
Use render pass uniform set to store viewport samplers.
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This fixes a bugs where per-viewport samplers were being used for internal texture fetches (probes, sky, etc.).
This also fixes a bug when using multiple viewports in the same scene.
This also fixes a bug where the texture bias would override the bias from 3D scale.
2023-11-08 23:26:08 +01:00
Bastiaan Olij
425e943576
Skip 2D rendering if stereo enabled and fix MSAA2D with 3D issue.
2023-10-20 14:02:55 +11:00