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path: root/drivers/vulkan/rendering_device_vulkan.cpp
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2022-04-06Fix some issues found by cppcheck.bruvzg
2022-04-01Add color pass flags to Forward Clustered rendererjfons
This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask. The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass. This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used. Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future.
2022-03-29vk_mem_alloc: Update to upstream + Replace use of deprecated itemsPedro J. Estébanez
2022-03-17Merge pull request #58993 from notSanil/device-limit-exceeded-fixRémi Verschelde
2022-03-16Fix device limit exceeding for uniform buffernotSanil
2022-03-09Change some math macros to constexprkobewi
Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
2022-03-06Add a UniformSet cachereduz
* Changed syntax usage for RD::Uniform to create faster with a single RID * Converted render pass setup to use this in clustered renderer to test. This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
2022-03-01Fixing retrospective code for specialisation constantsBastiaan Olij
2022-02-24vk_mem_alloc: Update to upstream + Adapt approach to small objects poolingPedro J. Estébanez
This updates VMA and instead of using the custom small pool approach from 4e6c9d3ae979f2eb0151cf581fe61d2f3194ea72, lazily creates pools for the relevant memory type indices, which doesn't require patching VMA. Also, patches already merged upstream or not needed any longer are removed.
2022-02-23Implementing OpenXR driverBastiaan Olij
2022-02-17[Windows] Fix Vulkan driver crash on sub-window minimization.bruvzg
2022-02-16Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
2022-02-12Add a separate pool for small allocations in Vulkan RDPedro J. Estébanez
2022-01-22Merge pull request #54890 from briansemrau/threadsafe-drawpute-listsRémi Verschelde
Make draw/compute lists threadsafe
2022-01-19Merge pull request #54489 from briansemrau/texture-delete-updateRémi Verschelde
2022-01-14Remove support for PVRTC texture encoding and decodingHugo Locurcio
On the only platform where PVRTC is supported (iOS), ETC2 generally supersedes PVRTC in every possible way. The increased memory usage is not really a problem thanks to modern iOS' devices processing power being higher than its Android counterparts.
2022-01-13Fix various typosluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-04Merge pull request #55790 from Calinou/renderingserver-add-device-type-getterRémi Verschelde
Add `RenderingServer.get_video_adapter_type()` method
2022-01-04Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-10Add `RenderingServer.get_video_adapter_type()` methodHugo Locurcio
This can be used to distinguish between integrated, dedicated, virtual and software-emulated GPUs. This in turn can be used to automatically adjust graphics settings, or warn users about features that may run slowly on their hardware.
2021-12-10Merge pull request #55704 from RandomShaper/fix_little_vk_mistakeRémi Verschelde
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-07Fix misuse of Vulkan enum valuePedro J. Estébanez
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
2021-11-11Make draw/compute lists threadsafeBrian Semrau
Lock the rendering device while command buffers are in use
2021-11-06Added SSIL post processing effectclayjohn
2021-11-01Fix materials not updating when texture replaced/deletedBrian Semrau
2021-10-30Disallow compute dispatch with zero dimensions.Brian Semrau
2021-10-28Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-10-20doctool: Fix differences between headless and Vulkan rendering backendsRémi Verschelde
Fixes #53913.
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-29Rename RID's `getornull()` to `get_or_null()`Hugo Locurcio
2021-09-17Fix buffer_info may be used uninitializedRaul Santos
2021-09-09Expose Vulkan internal values for access from extensionsBastiaan Olij
2021-08-26Optionally scale 3D render contentBastiaan Olij
2021-08-21Remove redundant assignments.Anilforextra
Use used_in_transfer instead of used_in_compute twice.
2021-08-17Fixes to mobile rendererreduz
* Make sure shaders are named, to aid in debug in case of failure * SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized). * Fixed some bugs resulting on the above being corrected.
2021-08-13Upgrade Vulkan memory allocatorPedro J. Estébanez
2021-08-12Use "volk" instead of statically linked Vulkan loader.bruvzg
2021-08-10Fixes and optimizations to mobile rendererreduz
* Only apply final actions to attachments used in the last pass. * Fixes to draw list final action (was using continue instead of read/drop). * Profiling regions inside draw lists now properly throw errors. * Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-06Use subpasses to do 3D rendering and resolve in mobile rendererBastiaan Olij
2021-07-26Merge pull request #50847 from reduz/implement-binary-shader-compilationRémi Verschelde
Implement Binary Shader Compilation
2021-07-26Implement Binary Shader Compilationreduz
* Added an extra stage before compiling shader, which is generating a binary blob. * On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse. * On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL. This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved. I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware. There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25Fix various typosluz paz
Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-15Fixes to forward mobilereduz
* use valid format for framebuffer: VK_FORMAT_A2B10G10R10_UNORM_PACK32 * Unfortunately cant be used for compute. * Mobile will need to do refprobe, sky, mipmapblurring using raster.
2021-07-12Use specialization constants in clustered rendererreduz
* Keep track of when projector, softshadow or directional sofshadow were enabled. * Enable them via specializaton constant where it makes sense. * Re-implements soft shadows. * Re-implements light projectors.