Commit Graph

181 Commits

Author SHA1 Message Date
Dario
1c6aad660f Fix incorrect clear color flag on canvas renderer. 2024-11-27 20:01:23 -03:00
Dario
6d5ac8f7ef Resolve load and store ops automatically for render passes for discardable textures. 2024-11-25 11:27:48 -03:00
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
2b02143d35
Merge pull request #98307 from clayjohn/Light2D-shadow-projection
Precompute projection matrices when rendering 2D shadows
2024-11-10 12:12:14 -06:00
Stuart Carnie
0d1d945727
2D: Fix various issues and minor performance optimisations 2024-10-30 08:36:45 +11:00
clayjohn
62516df757 Precompute projection matrices when rendering 2D shadows 2024-10-18 11:55:00 -07:00
DarioSamo
fa1aacb455 Configure MSAA properly in canvas renderer's pipelines. 2024-10-04 10:45:59 -03:00
clayjohn
65f3df5923 Properly utilize surface information when creating pipelines and vertex arrays in canvas renderer 2024-10-03 16:27:14 -07:00
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
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
Stuart Carnie
e826ab9ba9
[2D,Metal]: Fix subpixel blending; fix inconsistent blend state in Metal 2024-09-20 15:16:31 +10:00
Stuart Carnie
5b5dc00c52
2D: Remove redundant assignment 2024-09-17 06:32:49 +10:00
Stuart Carnie
c113e5b143
2D: Fix use-after-free in batch rendering
Closes #96960
Fixes regression of #95574 using fix from #95666
2024-09-14 07:50:39 +10:00
Stuart Carnie
a657ea42f1
2D: Add batching to RendererCanvasRenderRD 2024-09-12 05:26:06 +10:00
Rémi Verschelde
568589c9d8
Merge pull request #90993 from darksylinc/matias-TheForge
Add debug utilities for Vulkan
2024-08-22 00:38:22 +02:00
Matias N. Goldberg
364f916f3f
Add debug utilities for Vulkan
Features:
- Debug-only tracking of objects by type. See
get_driver_allocs_by_object_type et al.
 - Debug-only Breadcrumb info for debugging GPU crashes and device lost
 - Performance report per frame from get_perf_report
- Some VMA calls had to be modified in order to insert the necessary
memory callbacks

Functionality marked as "debug-only" is only available in debug or dev
builds.

Misc fixes:
 - Early break optimization in RenderingDevice::uniform_set_create

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

The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
2024-08-21 23:48:08 +02:00
Aaron Franke
7db24a9ad5
Simplify and fix Rect2/AABB get_support function 2024-08-19 23:55:31 -07:00
kleonc
1bd8372813 Fix Parallax2D repeats being not relative to its transform 2024-08-19 11:43:16 +02:00
Feiyue Zhang
6f30df4b6a
Linearize color if HDR 2D is on 2024-07-24 09:49:50 +02:00
bruvzg
4790e12f66
Fix LCD font AA modulation in RendererRD. 2024-07-08 11:17:31 +03:00
cosparks
6d0dca76c0 Fixes SDF Collision Enable/Disable
- sets LightOccluderInstance field when sdf collision is updated
- adds check for light occluder sdf_collision field in 2d renderers
2024-04-22 20:27:56 -07:00
Ricardo Buring
2ed2ccc2d8 Fixed Timestep Interpolation (2D)
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
markdibarry
a62870956a Add new Parallax2D node 2024-03-03 15:46:40 -05:00
Rémi Verschelde
4a30fe5e7c
Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-data
Support CUSTOM shader attributes in 2D
2024-02-08 10:53:24 +01:00
jsjtxietian
2004ad1ac5 Clean up outdated USE_LIGHT_SHADER_CODE usage 2024-01-24 12:30:27 +08:00
Giwayume
bb83c4adec Add custom shader attributes to Canvas Item Shaders 2024-01-23 14:36:39 -05:00
Dario
80eacf1b7a Fix incorrect mapping of initial action as clear region continue to clear. 2024-01-09 22:03:21 -03:00
Dario
cc4d39b0c1 Acyclic Command Graph for RenderingDevice.
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
2024-01-08 14:54:56 -03:00
Rémi Verschelde
342531597b
Merge pull request #85811 from clayjohn/2D-render-info
Implement render info counters for the 2D renderer
2023-12-12 10:41:06 +01:00
clayjohn
528b4a3283 Implement render info counters for the 2D renderer
This provides information for the debug monitors
2023-12-06 14:39:33 -07:00
bruvzg
c0a1c5ae61
Fix CanvasOcclusionShaderRD format error with double precision build. 2023-12-06 23:03:12 +02:00
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
Hugo Locurcio
0012478ecb
Add property hint for 2D shadow size project setting
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
4b7cc99bc1
Merge pull request #79169 from reduz/debug-canvas-item-redraw
Debug CanvasItem redraw
2023-10-11 08:40:05 +02:00
A Thousand Ships
034c0f1624 Replace sanity with safety for checks 2023-10-08 16:22:24 +02:00
clayjohn
51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
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.
2023-10-05 12:02:23 -06:00
A Thousand Ships
fdd3d36c6d [Servers] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-25 18:45:30 +02:00
Rémi Verschelde
525c72ec6d
Merge pull request #81350 from DarioSamo/mipmap-bias
Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
2023-09-22 22:04:22 +02:00
Rémi Verschelde
9a1b4f338b
Merge pull request #81160 from paddy-exe/canvas-uv-world-space
Add render mode to use world coordinates in canvas item shader
2023-09-19 09:03:18 +02:00
Dario
9b91750fb1 Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
Introduces a new structure to store samplers created with certain parameters instead of storing a 'custom' set of samplers. Allows viewports to correctly configure the mipmap bias and use it when rendering the scene.
2023-09-06 11:24:19 -03:00
Matias N. Goldberg
53837adc00 Use 16-bit index buffers instead of 32 when unnecessary 2023-09-03 19:59:10 -03:00
Patrick
c98ab5aba3 Add option to use world coordinates in canvas item shader
By using the render mode `world_vertex_coords` you can automatically use the vertex coordinates in world space
2023-08-30 15:32:18 +02:00
Juan Linietsky
407b16ab00
Debug CanvasItem redraw
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.
2023-08-28 12:53:56 +02:00
Rémi Verschelde
10b1f823bc
Merge pull request #80323 from garychia/canvas_point_size
Ensure `POINT_SIZE` takes effect in the canvas item shader
2023-08-21 08:21:14 +02:00
Dario
e2984af013 Add motion vector support for animated surfaces like skeletons or blend shapes.
Extends mesh instances that required custom vertex buffers to create two alternating buffers that are written to and binds them to use them as the previous vertex buffer when generating motion vectors.
2023-08-16 11:37:42 -03:00
clayjohn
40d70bf9b8 Fallback to linear color texture when using 2D HDR and MSDF font 2023-08-15 11:08:29 +02:00
clayjohn
57eb762bae Add option to enable HDR rendering in 2D
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.
2023-08-07 11:24:03 +02:00
Chia-Hsiang Cheng
0cf57e1927 Ensure POINT_SIZE takes effect 2023-08-06 16:44:16 +08:00
Yuri Sizov
bb15241e06 Merge pull request #77740 from ChibiDenDen/simplify_vulkan
Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders
2023-07-12 17:16:12 +02:00
ChibiDenDen
35715e510f replace sampler arrays with constant sampler elements 2023-06-22 01:11:57 +03:00