Age | Commit message (Collapse) | Author |
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Co-authored-by: Quinn Leavitt <59779489+QuinnLeavitt@users.noreply.github.com>
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Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
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In far most cases it seems like it's going to message about bogus manifests
in the Windows registry which point to JSON files which have since been
uninstalled, but without clearing the registry.
This happens with bogus Vulkan overlays from Twitch, Epic Online Services,
NVIDIA Nsight Systems, OBS Studio, Rockstar Games... fix your mess folks.
Fixes #56089.
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- 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
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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.
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Using codespell 2.2-dev from current git.
Fix a couple incorrect uses of gendered pronouns.
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Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
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Add `RenderingServer.get_video_adapter_type()` method
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Happy new year to the wonderful Godot community!
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It's supposed to be something stable that can be used to identify the engine
(using an equality check), so having the version number in there defeats
the purpose.
While at it, there is no need to prefix it with a second `"GodotEngine"`, nor
to copy the static C string into a C++ string to then extract a C string
from it :)
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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.
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Split instance and physical device selection function and move device selection to window creation, to reject devices without present capability.
Add device preferred type check in discrete > integrated > virtual > cpu > other order.
Add device list printout.
Add command line argument to override device selection.
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All reviewed manually and occasionally rewritten to avoid bad auto formatting.
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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`.
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This matches Godot 3.x's OpenGL renderer behavior and is more compact.
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Use title case instead of uppercase for Vulkan Intel GPU detection
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Move Vulkan debugging prints to verbose
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This matches how the vendor name is displayed in most places.
The Apple GPU vendor was also added for the M1.
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These messages can now be displayed in release builds if the
`--verbose` command line argument is specified, which is useful for
troubleshooting.
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This is important information to include in bug reports for exported
projects, and is consistent with the behavior found in the GLES3 and
GLES2 renderers in `3.x`.
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
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error: enum constant in boolean context [-Werror=int-in-bool-context]
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* Multisampling was wrongly selected, possibly fixes #49937
* Image semaphore acquisition is now per window, possibly fixes #41614
Please make sure to test the above two issues again, since I can't reproduce either anyway.
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Prefer discrete GPU over integrated one
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This unblocks launching on Linux laptops that default to the integrated
GPU which can not handle Vulkan in many instances.
Ideally a manual device selection, or an option for the optimal selection
strategy should be provided via CLI or config, but for the time being
this will unblock the Linux devs.
Partially addresses #42348 and #43714
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Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Some Vulkan debugging prints were also changed to be printed only
in verbose mode.
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