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path: root/drivers/vulkan/rendering_device_vulkan.cpp
AgeCommit message (Collapse)Author
2022-08-09Apply correct formatting to comments in the Vulkan driverPedro J. Estébanez
2022-08-09For dev builds, keep track of resource names in the Vulkan driverBastiaan Olij
2022-08-06Merge pull request #62787 from RandomShaper/vk_object_nameRémi Verschelde
Set default resource names under pure debug in Vulkan RD
2022-08-05Add a Framebuffer cacheJuan Linietsky
Adds a FramebufferCache singletion that operates the same way as UniformSetCache. Allows creating framebuffers on the fly (and keep them cached if re-requested) such as: ```C++ RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2); ```
2022-07-28Improve handling of the format of the VRS imagePedro J. Estébanez
- Validate format conservatively. (This is to have VRS images created regardless whether VRS attachments are supported, which avoids errors in places where the code assumes such images were created on low-spec GPUs.) - Create a non-layered default VRS image, which is what Vulkan (and D3D12, by the way) expect.
2022-07-27Merge pull request #63296 from RandomShaper/fix_vk_singleviewRémi Verschelde
2022-07-27Fill view and correlation masks correctly for single view in Vulkan RDPedro J. Estébanez
2022-07-22Validate texture format for VRS attachmentPedro J. Estébanez
2022-07-20Merge pull request #63237 from RandomShaper/amend_error_msgRémi Verschelde
2022-07-20Improve messages about VRSPedro J. Estébanez
2022-07-20Add missing fields to VkRenderPassCreateInfo2KHR structBastiaan Olij
2022-07-18Merge pull request #63057 from sakrel/vulkan-fix-2d-shadowsRémi Verschelde
2022-07-18Merge pull request #62848 from RandomShaper/shader_writability_improvementRémi Verschelde
2022-07-18Enhance determination of uniform writability in Vulkan RDPedro J. Estébanez
- Check block decoration in addition to type decoration to be sure to find `readonly` decorators - Verify uniforms have same writability across all shader stages in Vulkan RD
2022-07-18Improve versioning of shader binary data filesPedro J. Estébanez
- Include Godot version and commit hash in shader cache key - Reject files when format doesn't match, even if it's lower, since we don't have backwards compatibility here
2022-07-17Adding Variable Rate Shading support to GodotBastiaan Olij
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
2022-07-15Fix DirectionalLight2D and PointLight2D shadows not rendering correctlysakrel
2022-07-06Set default resource names under pure debug in Vulkan RDPedro J. Estébanez
2022-06-30Use a more robust method of determining writability of bindingsPedro J. Estébanez
2022-06-28Avoid manual memory management of certain arrays in Vulkan RDPedro J. Estébanez
2022-06-28Fix confusion between Vulkan and RD storage buffer usage valuesPedro J. Estébanez
2022-06-28Stop debug time full barriers preventing layout transitions in Vulkan RDPedro J. Estébanez
2022-06-28Optimize texture update in Vulkan RDPedro J. Estébanez
2022-06-28Apply some small fixes/enhancements to the Vulkan RDPedro J. Estébanez
- Initialize queue indices to values meaning 'unset' - Remove unused parameters & members - Make texture update access flags consistent with texture copy - Fix style and pass type of some parameters - Synchronize setup-draw in flush with a semaphore - Add no current list validation to draw_list_begin_splits() - Update texture usage flags on destination of copy - Fix misuse of Vulkan flag
2022-06-27Consider uniform writability part of the interface of the setPedro J. Estébanez
2022-06-22Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij
2022-05-20Add a new HashSet templatereduz
* Intended to replace RBSet in most cases. * Optimized for iteration speed
2022-05-19Use range iterators for RBSet in most casesAaron Record
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-03Add `get_video_adapter_api_version()` to RenderingServerHugo Locurcio
This method can be used to get the graphics API version currently in use (such as Vulkan). It can be used by projects for troubleshooting or statistical purposes.
2022-04-20Fix more issues found by cppcheck.bruvzg
2022-04-11Make FileAccess and DirAccess classes reference counted.bruvzg
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