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General proofreading (#1262)
* General proofreading for grammar and spelling * General formatting * Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
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@@ -12,7 +12,7 @@ can try both options to compare the time it takes to generate the heightmap on
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the CPU and GPU respectively.
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For smaller noise textures, the CPU will often be faster, but the larger the
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gains are by using the GPU. On a PC with a NVIDIA GeForce RTX 3060 and
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gains are by using the GPU. On a PC with an NVIDIA GeForce RTX 3060 and
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11th-generation Intel Core i7 processor, the compute shader was tested to be
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faster for textures 1024×1024 and larger.
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@@ -60,11 +60,11 @@ func _render_callback(p_effect_callback_type: EffectCallbackType, p_render_data:
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# Create push constant.
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# Must be aligned to 16 bytes and be in the same order as defined in the shader.
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var push_constant := PackedFloat32Array([
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size.x,
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size.y,
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0.0,
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0.0,
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])
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size.x,
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size.y,
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0.0,
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0.0,
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])
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# Loop through views just in case we're doing stereo rendering. No extra cost if this is mono.
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var view_count: int = render_scene_buffers.get_view_count()
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@@ -151,11 +151,11 @@ func _render_callback(p_effect_callback_type: EffectCallbackType, p_render_data:
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# Create push constant.
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# Must be aligned to 16 bytes and be in the same order as defined in the shader.
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var push_constant := PackedFloat32Array([
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size.x,
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size.y,
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0.0,
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0.0,
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])
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size.x,
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size.y,
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0.0,
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0.0,
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])
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# Make sure we have a sampler.
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if not nearest_sampler.is_valid():
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@@ -41,10 +41,10 @@ func _ready() -> void:
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# Get our texture from our material so we set our RID.
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var material: ShaderMaterial = $MeshInstance3D.material_override
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if material:
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material.set_shader_parameter("effect_texture_size", texture_size)
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material.set_shader_parameter(&"effect_texture_size", texture_size)
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# Get our texture object.
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texture = material.get_shader_parameter("effect_texture")
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texture = material.get_shader_parameter(&"effect_texture")
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func _exit_tree() -> void:
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@@ -173,10 +173,10 @@ func _initialize_compute_code(init_with_texture_size: Vector2i) -> void:
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tf.array_layers = 1
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tf.mipmaps = 1
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tf.usage_bits = (
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RenderingDevice.TEXTURE_USAGE_SAMPLING_BIT |
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RenderingDevice.TEXTURE_USAGE_STORAGE_BIT |
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RenderingDevice.TEXTURE_USAGE_CAN_COPY_TO_BIT
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)
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RenderingDevice.TEXTURE_USAGE_SAMPLING_BIT |
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RenderingDevice.TEXTURE_USAGE_STORAGE_BIT |
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RenderingDevice.TEXTURE_USAGE_CAN_COPY_TO_BIT
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)
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for i in 3:
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# Create our texture.
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