Age | Commit message (Collapse) | Author |
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We no longer build the Vulkan loader, and volk lets us load it dynamically.
Roblox uses volk on Android so it should work well for us too.
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* 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).
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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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Implement Binary Shader Compilation
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* 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.
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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`
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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`
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path option, use xcframework instead of static framework).
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* 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.
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* 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.
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* Added support to our local copy of SpirV Reflect (which does not support it).
* Pass them on render or compute pipeline creation.
* Not implemented in our shaders yet.
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* IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors.
* Added the possibility to get a notification when a uniform set is erased.
* With this notification, materials can be queued for update properly.
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* Previews and other stuff now works again.
* Not the best solution, will have to be improved in the future usinc async queues where supported.
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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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* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
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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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* Required for better optimizing mobile platforms
* Will be used by the Vulkan mobile renderer.
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File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
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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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Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
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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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- Use hardcoded pluralization for messages.
- Since these messages are English-only, it's fine to hardcode it.
- Use double quotes for consistency with other messages.
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Follow-up to #38736 (these uses were likely added after this PR was merged).
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We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
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Chose format from supported ones that we support
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fix: 3 LGTM alerts/warnings
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Obtain supported Vulkan API
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