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Discourage disabling shaders (#15210)
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@ -262,7 +262,7 @@ viewing_range (Viewing range) int 190 20 4000
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# Higher values result in a less detailed image.
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undersampling (Undersampling) int 1 1 8
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[**Graphics Effects]
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[**Graphical Effects]
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# Allows liquids to be translucent.
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translucent_liquids (Translucent liquids) bool true
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@ -468,12 +468,6 @@ enable_raytraced_culling (Enable Raytraced Culling) bool true
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[*Shaders]
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# Shaders allow advanced visual effects and may increase performance on some video
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# cards.
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#
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# Requires: shaders_support
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enable_shaders (Shaders) bool true
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[**Waving Nodes]
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# Set to true to enable waving leaves.
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@ -1866,6 +1860,11 @@ ignore_world_load_errors (Ignore world errors) bool false
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[**Graphics]
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# Shaders are a fundamental part of rendering and enable advanced visual effects.
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#
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# Requires: shaders_support
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enable_shaders (Shaders) bool true
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# Path to shader directory. If no path is defined, default location will be used.
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#
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# Requires: shaders
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@ -1889,6 +1888,7 @@ cloud_radius (Cloud radius) int 12 1 62
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desynchronize_mapblock_texture_animation (Desynchronize block animation) bool false
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# Enables caching of facedir rotated meshes.
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# This is only effective with shaders disabled.
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enable_mesh_cache (Mesh cache) bool false
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# Delay between mesh updates on the client in ms. Increasing this will slow
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@ -322,6 +322,9 @@ public:
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private:
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// Are shaders even enabled?
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bool m_enabled;
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// The id of the thread that is allowed to use irrlicht directly
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std::thread::id m_main_thread;
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@ -360,6 +363,12 @@ ShaderSource::ShaderSource()
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// Add a dummy ShaderInfo as the first index, named ""
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m_shaderinfo_cache.emplace_back();
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m_enabled = g_settings->getBool("enable_shaders");
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if (!m_enabled) {
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warningstream << "You are running " PROJECT_NAME_C " with shaders disabled, "
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"this is not a recommended configuration." << std::endl;
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}
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// Add main global constant setter
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addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
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}
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@ -368,9 +377,11 @@ ShaderSource::~ShaderSource()
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{
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MutexAutoLock lock(m_shaderinfo_cache_mutex);
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if (!m_enabled)
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return;
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// Delete materials
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video::IGPUProgrammingServices *gpu = RenderingEngine::get_video_driver()->
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getGPUProgrammingServices();
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auto *gpu = RenderingEngine::get_video_driver()->getGPUProgrammingServices();
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for (ShaderInfo &i : m_shaderinfo_cache) {
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if (!i.name.empty())
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gpu->deleteShaderMaterial(i.material);
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@ -499,9 +510,11 @@ void ShaderSource::rebuildShaders()
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{
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MutexAutoLock lock(m_shaderinfo_cache_mutex);
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if (!m_enabled)
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return;
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// Delete materials
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video::IGPUProgrammingServices *gpu = RenderingEngine::get_video_driver()->
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getGPUProgrammingServices();
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auto *gpu = RenderingEngine::get_video_driver()->getGPUProgrammingServices();
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for (ShaderInfo &i : m_shaderinfo_cache) {
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if (!i.name.empty()) {
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gpu->deleteShaderMaterial(i.material);
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@ -548,12 +561,11 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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}
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shaderinfo.material = shaderinfo.base_material;
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bool enable_shaders = g_settings->getBool("enable_shaders");
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if (!enable_shaders)
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if (!m_enabled)
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return shaderinfo;
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video::IVideoDriver *driver = RenderingEngine::get_video_driver();
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video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
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auto *gpu = driver->getGPUProgrammingServices();
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if (!driver->queryFeature(video::EVDF_ARB_GLSL) || !gpu) {
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throw ShaderException(gettext("Shaders are enabled but GLSL is not "
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"supported by the driver."));
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