Age | Commit message (Collapse) | Author |
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previous patches)""
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previous patches)"
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Cause buffer_update to emit error if called during compute/draw list
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Synchronization validation fix patch set 3 (inclusive of all previous patches)
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Replace SAO implementation with MSSAO
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Add a barrier to "safe" the buffer update write from previous accesses
to buffer range being updated. Remove duplicate unneed barrier.
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Add additional source and dest mask bits for "from external" and "to
external" subpass dependencies (respectively) when intial and final
layouts cause implicit layout transitions.
This is a big hammer -- any transition in a given direction will create
a full barrier. Attachment specific stage and access flags could be
used instead with additional logic to deduce the prior and intended
subsequent usages.
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Make pre and post barriers non-conditional on format, as there are cases
where pending operations in the GENERAL layout hazarding with clear.
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Changed srcStageMask to the valid stage for post transfer barrier.
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Additional synchronization fixes from hazards arising from disabling
FORCE_FULL_BARRIER.
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Change the srcStageMasks and dstStageMasks for the storage texture end
draw barriers to refer to the correct stages for the use.
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Add barrier for source buffer when getting. Refactor common "owner and
stage/access" code to utility function.
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Added the fragment stage to the texture copy and resolve final barriers
for source and dest. As the textures could subsequently be used by the
fragment stage, this was triggering a validation error from the
pre-alpha synchronization validation.
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Add override keyword to RasterizerDummy methods.
Plus cleanup unused methods, remove virtual keyword.
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Same implementation as OpenBSD seems to work fine.
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Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.
Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.
Fixes #42145.
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This code currently isn't compiled (and cannot compile).
We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.
The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
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Add error message to buffer update if a compute or draw list is active.
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Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library
Updated xcode project to use '.a' static library
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The changes from #38835 were not sufficient to fix #38829, as VkClearAttachment
still had uninitialized member structs in its VkClearColor member struct.
The struct rabbit hole goes deep and trying to do validation as done in #38829
doesn't appear realistic.
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Fix may be used unitialized warnings in _render_pass_create() and _draw_list_insert_clear_region().
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Fix spelling & grammar in comments, docs, and messages
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uninitialized device and instance.
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Add override keywords.
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1. Removed errors in mesh_surface_get_array as it's supported now
2. More accurate errors in mesh_surface_get_blend_shapes
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Environment: Refactor code for readability + more
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Make all String integer conversion methods be 64-bit
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- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
definitions and bindings to be consistent with each other
and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
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Re-enable JavaScript CI.
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