169 Commits

Author SHA1 Message Date
Arctis-Fireblight
00692349f5 Merge commit godotengine/godot@4ebf67c 2025-08-27 23:18:33 -05:00
Pāvels Nadtočajevs
adce527880 Check renderer type when setting 3D upscaling mode. 2025-08-27 07:48:55 +03:00
Spartan322
4f08ff1a11 Merge commit godotengine/godot@a3b42d85d2 2025-08-13 19:56:49 -04:00
Stuart Carnie
c8b5982d0f Metal: Ensure correct output texture format selection 2025-08-08 12:50:16 +10:00
Spartan322
cd86012a9d Merge commit godotengine/godot@71a9948157 2025-07-19 14:15:00 -04:00
Allen Pestaluky
a1591512f8 Always perform color correction and debanding on nonlinear sRGB values.
Fixes #107730

Co-authored-by: LuoZhihao <luo_zhihao@outlook.com>
2025-07-08 13:44:53 -04:00
Spartan322
0e99b001ac Merge commit godotengine/godot@5dd76968d8 2025-06-05 23:07:30 -04:00
Thaddeus Crews
167a9e33d3 Merge pull request #106880 from dsnopek/meta-depth-api-nonhacks
Minor rendering and XR changes to allow Meta enivornment depth API to work entirely from GDExtension
2025-06-02 18:51:19 -05:00
Spartan322
b666f4fc15 Merge commit godotengine/godot@de37627404 2025-05-29 05:22:55 -04:00
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
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
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
Spartan322
8122592328 Merge commit godotengine/godot@80a3d205f1 2025-05-01 01:30:09 -04:00
lawnjelly
f8f350a32a Add GLOBAL_GET cached macros.
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
Spartan322
2b59059dde Merge commit godotengine/godot@2d3bdcac35 2025-04-19 16:05:28 -04:00
Thaddeus Crews
ad40939b6f Core: Replace C math headers with C++ equivalents
- 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
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
Spartan322
5e6a04e752 Merge commit godotengine/godot@5b52b4b5c4 2025-01-12 13:06:53 -05:00
Rémi Verschelde
3014eec40d Merge pull request #99407 from devloglogan/rec-resolution
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
Spartan322
889d027c1a Merge commit godotengine/godot@d2ada64a03 2025-01-08 07:52:51 -05:00
Rémi Verschelde
0f76ee4688 Merge pull request #101110 from clayjohn/light2d-rect-fix
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
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.
This also cleans up how the rect_cache is updated to make the steps more clear
2025-01-03 16:17:58 -08:00
Spartan322
1609981ccf Merge commit godotengine/godot@75ce4266c4 2024-12-29 11:38:02 -05:00
Spartan322
fa0b4af786 Merge commit godotengine/godot@a7a2a12bfd 2024-12-21 05:32:01 -05:00
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
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
Rémi Verschelde
d60c0e21a6 Merge pull request #88313 from wagnerfs/run-time-anisotropic-filtering
Allow changing the anisotropic filter level at run-time per Viewport
2024-12-17 16:18:38 +01:00
Spartan322
9d47e1e39e Merge commit godotengine/godot@b9437c3938 2024-12-15 09:24:31 -05:00
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
Spartan322
6beb1eef9a Fix copyright headers referring to Godot 2024-10-27 11:17:29 -04:00
Dubhghlas McLaughlin
e8542b06ac Rebrand preambles to Redot
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>
2024-10-11 02:26:51 -04:00
Alvin Wong
1bd66af54c Apply snap 2D transforms to pixel to viewport
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
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
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