Age | Commit message (Collapse) | Author |
|
fix: 3 LGTM alerts/warnings
|
|
|
|
|
|
|
|
-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..)
-Cleaned up barrier usage further.
|
|
-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
|
|
-Removed sync to draw, now everything syncs to draw by default.
-Fixed many validation layer errors.
-Added support for VkImageViewUsageCreateInfo to fix validation layer warnings.
-Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
|
|
|
|
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
|
|
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
|
|
|
|
-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
|
|
SSAO renames and move push constant binding
|
|
|
|
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
|
|
|
|
|
|
Rename Rect2 and Rect2i clip() to intersection()
|
|
-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
|
|
|
|
Uses compute shaders, which only once, on demand, and all in parallel.
|
|
Removes unused code in OS.
Fixes return types.
Fixes few typos.
|
|
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
|
|
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
|
|
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
|
|
|
|
|
|
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
|
|
Fix incorrect subpass dependency initialization
|
|
-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
|
|
This commit moves the declaration of a local variable to ensure its
scope survives long enough; at least in some versions of GCC and LLVM
the associated memory was freed too early and thus caused issues ranging
from black screens to crashes.
|
|
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
|
|
|
|
previous patches)""
|
|
previous patches)"
|
|
|
|
Cause buffer_update to emit error if called during compute/draw list
|
|
Add a barrier to "safe" the buffer update write from previous accesses
to buffer range being updated. Remove duplicate unneed barrier.
|
|
Add additional source and dest mask bits for "from external" and "to
external" subpass dependencies (respectively) when intial and final
layouts cause implicit layout transitions.
This is a big hammer -- any transition in a given direction will create
a full barrier. Attachment specific stage and access flags could be
used instead with additional logic to deduce the prior and intended
subsequent usages.
|
|
Make pre and post barriers non-conditional on format, as there are cases
where pending operations in the GENERAL layout hazarding with clear.
|
|
Changed srcStageMask to the valid stage for post transfer barrier.
|
|
Additional synchronization fixes from hazards arising from disabling
FORCE_FULL_BARRIER.
|
|
Change the srcStageMasks and dstStageMasks for the storage texture end
draw barriers to refer to the correct stages for the use.
|
|
Add barrier for source buffer when getting. Refactor common "owner and
stage/access" code to utility function.
|
|
Added the fragment stage to the texture copy and resolve final barriers
for source and dest. As the textures could subsequently be used by the
fragment stage, this was triggering a validation error from the
pre-alpha synchronization validation.
|
|
|
|
Add error message to buffer update if a compute or draw list is active.
|
|
The changes from #38835 were not sufficient to fix #38829, as VkClearAttachment
still had uninitialized member structs in its VkClearColor member struct.
The struct rabbit hole goes deep and trying to do validation as done in #38829
doesn't appear realistic.
|
|
Fix may be used unitialized warnings in _render_pass_create() and _draw_list_insert_clear_region().
|
|
Fix spelling & grammar in comments, docs, and messages
|