Age | Commit message (Collapse) | Author |
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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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Follow-up to #38736 (these uses were likely added after this PR was merged).
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Chose format from supported ones that we support
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Obtain supported Vulkan API
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-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
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functions are used. Add temporary variables to fix potential use-after-free.
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Add temporary variable to not use freed memory
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-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.
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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 🎆
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It can be a performance bottleneck in some hardware.
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Refer: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkEnumerateInstanceExtensionProperties.html
According to the documentation, there are 2 success code:
1. VK_SUCCESS
2. VK_INCOMPLETE
VK_INCOMPLETE will be returned when not all avaiable properties are returned.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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They're now disabled by default, and can be enabled with the command line
argument `--vk-layers`.
When enabled, the errors about them being missing are now warnings, as
users were confused and thought this meant Vulkan is broken for them.
Fix crash in `~VulkanContext` when validation layers are disabled (exposed by
this PR since before they could not be disabled without source modification).
Also moved VulkanContext member initializations to header.
Fixes #37102.
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uninitialized device and instance.
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I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027.
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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.
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-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)
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Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
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`VK_LAYER_LUNARG_standard_validation`.
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