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path: root/drivers/vulkan/rendering_device_vulkan.h
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2021-01-26Reorganize RenderingDevice barriersreduz
-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.
2021-01-25Add named resources and debug labels in RenderDocclayjohn
2021-01-19Added GPU based cluster builderreduz
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-12-19Fix error spam on wrong attachmentreduz
-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.
2020-12-16Reimplement skeletons and blend shapesreduz
Uses compute shaders, which only once, on demand, and all in parallel.
2020-11-23Initialize class/struct variables with default values in core/ and drivers/Rafał Mikrut
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-19Revert "Revert "Synchronization validation fix patch set 3 (inclusive of all ↵Juan Linietsky
previous patches)""
2020-10-19Revert "Synchronization validation fix patch set 3 (inclusive of all ↵Juan Linietsky
previous patches)"
2020-10-16Add barrier for buffer gettingJohn Zulauf
Add barrier for source buffer when getting. Refactor common "owner and stage/access" code to utility function.
2020-07-21Fix spelling & grammar in comments, docs, and messagesAndy Maloney
2020-06-26Addition of SDFGI for open world global illuminationJuan Linietsky
Move GI to a deferred pass
2020-06-03Vulkan: Initialize struct members on declarationRémi Verschelde
Supersedes and closes #38945.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-10New lightmapperJuan Linietsky
-Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
2020-04-21Add proper type to most public API uses of ArrayJuan Linietsky
2020-04-20Exposed RenderingDevice to script APIJuan Linietsky
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
2020-04-18Ability to create local RenderingDevice instances.Juan Linietsky
2020-04-12Implement MSAAJuan Linietsky
2020-04-11Moved most of the effect code to compute.Juan Linietsky
Simplifies it and improves performance. Improves image barrier handling per mipmap on RenderingDeviceVulkan
2020-04-09Merge pull request #36919 from nekomatata/android-vulkan-renderingRémi Verschelde
Vulkan rendering support on Android
2020-04-08Display Server supportPouleyKetchoupp
2020-04-06Vulkan: Use VK_NULL_HANDLE for handles, fixes 32-bit buildsRémi Verschelde
Some Vulkan types are defined as "non dispatchable handles" and use a different typedef on 32-bit and 64-bit systems (struct pointer on 64-bit, `uint64_t` otherwise). https://github.com/KhronosGroup/Vulkan-Headers/blob/0e78ffd1dcfc3e9f14a966b9660dbc59bd967c5c/include/vulkan/vulkan_core.h#L59-L65 Contrarily to `NULL`, `nullptr` can't be converted to `uint64_t` so build was now failing on 32-bit after converting the codebase from using `NULL` to `nullptr`. Fixes #37620.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-26Added a Window node, and made it the scene root.Juan Linietsky
Still a lot of work to do.
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-02-19rendering_vulkan: VertexDescriptionKey equal comparator was checking only ↵Mateo Dev .59
the first element of his vector of VertexDescription
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-11Vulkan: Move thirdparty code out of drivers, style fixesRémi Verschelde
- `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11Several fixes to GIProbesJuan Linietsky
2020-02-11Use a different strategy to get textures from GPU (via buffers), for more ↵Juan Linietsky
compatibility.
2020-02-11More GIProbe work and fixesJuan Linietsky
2020-02-11GIProbes working.Juan Linietsky
2020-02-11Untested support for compute shadersJuan Linietsky
2020-02-11Visual GPU profiler and related profiling support in Vulkan.Juan Linietsky
2020-02-11Rewrote large part of rendering, omni and spot shadows now work.Juan Linietsky
2020-02-11Environment sky more or less working.Juan Linietsky
2020-02-11Yay very basic 3D (only white) finally shows.Juan Linietsky
2020-02-11Base 3D engine done, still untested, though.Juan Linietsky
2020-02-11Merge pull request #29993 from bruvzg/vulkanRémi Verschelde
Initial Vulkan support for macOS (MoltenVK) and Windows
2020-02-11Add runtime GLES2 / Vulkan context selection.bruvzg
2020-02-11Add static Vulkan loader.bruvzg
Initial Vulkan support for Windows. Initial Vulkan support for macOS.
2020-02-11Moved the shader source compilation code outside RenderingDevice and VulkanJuan Linietsky
2020-02-11Added a spinlock template as well as a thread work pool class.Juan Linietsky
Also, optimized shader compilation to happen on threads.
2020-02-11Custom material support seems complete.Juan Linietsky
2020-02-11Modified light rendering to make it more compatible.Juan Linietsky
Modified polygon management to make it more compatible with MoltenVK
2020-02-11Normalmapping and Specularmapping working in 2D engineJuan Linietsky
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11Added ability to retrieve back textures stored on GPUJuan Linietsky