Age | Commit message (Collapse) | Author |
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This is an initial implementation based on the current RD implementation
Performance will improve later
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Fix ambient_light_disabled render mode flag
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Prevent windows from having a size greater than device limit
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Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color
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Fix EXE_BAD_ACCESS caused by optional argument
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This argument is now non optional, but this never hits the same bad access.
I voted to simplify the code here since the argument is never used optionally in our codebase.
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Let the RD driver itself expose subgroup caps
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[opengl] Add multiview to the opengl3 driver
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Make some Image methods static
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Fix drawing of 2D primitives in OpenGL3 renderer
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Previously the wrong vertices were used when assembling the second triangle
of a quad
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objects not drawing in the GLES3 backend.
Issue came from not binding a light UBO when using the DISABLE_LIGHTING
code path
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to parent alpha value, but still retaining
parent color
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Add 2D lights to OpenGL3 canvas renderer
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Use radial distance for making LOD decisions.
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This is an initial implementation using the same single-pass approach as the RenderingDevice.
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Previously, only forward basis distance from the camera was used.
This means that unnecessarily high LOD levels were used for objects located to the side of the camera.
The distance from the camera origin is now used, independently of direction.
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Added fallback to vkCreateRenderPass
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VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME isn't supported
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Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty`
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Rename remaining "*_enable" to "*_enabled"
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Fetch video adapter driver name and version from OS
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Polish rendering driver refactor further
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Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.
We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
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- Outright disable spammy warnings due to past or present GCC bugs:
* `-Wno-strict-overflow` for GCC 7.
* `-Wno-type-limits` for GCC before 11 (regressed in 9/10, might work in
earlier releases but at this stage we don't care).
* `-Wno-return-type` for GCC 12/13 (regression, still not fixed).
- Enable extra warnings conditionally when broken on earlier GCC:
* `-Wnoexcept` was removed due to an upstream regression in GCC 9, could
be re-enabled (but commented out for now as we actually have `-Wnoexcept`
warnings to fix.
* `-Wlogical-op` was broken on our variadic templates before GCC 11, now
seems fine.
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This avoids an issue where having multiple CanvasGroups overlap
would create a weird artifact
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change warnings=all to use /W4.
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Mainly:
- Make `max_descriptors_per_pool` project setting Vulkan-specific.
- Use a common, render driver agnostic magic FourCC for shader binary data.
- Downgrade spirv_reflect to Vulkan-only dependency.
- Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
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This removes the countless small UBO writes we had before
and replaces them with a single large write per render pass.
This results in much faster rendering on low-end devices
but improves speed on all devices.
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[Windows] Fix LLVM MinGW build.
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Improve default `OS`'s CPU count getter
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Remove usage of unitialized variables
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Enhance portability of threading
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Rename Projection `matrix` to `columns`
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End users would get spammed with messages of varying verbosity due to the
mess that thirdparty layers/extensions and drivers seem to leave in their
wake, making the Windows registry a bottomless pit of broken layer JSON.
I'm all for helping end users clean up mess in their registry / system paths
for Vulkan ICDs, layers and extensions, but the way this is done by
VK_EXT_debug_utils is just horrible - and the way for them to fix it (manual
edit of system files) is also not a good thing to recommend.
Closes countless issues where users think Godot is broken because it reports
weird errors.
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