Age | Commit message (Collapse) | Author |
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vulkan: Sync loader, headers and glslang to sdk-1.2.154.0
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Fix wrong exit code being returned
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This commit moves the declaration of a local variable to ensure its
scope survives long enough; at least in some versions of GCC and LLVM
the associated memory was freed too early and thus caused issues ranging
from black screens to crashes.
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Tested on Windows 10.
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-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
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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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Actually sdk-1.2.154.1 for Vulkan-Loader.
glslang is updated to bacaef3237c515e40d1a24722be48c0a0b30f75f which is the
known-good version for Vulkan-ValidationLayers 1.2.154.0.
COPYRIGHT.txt was synced with the current version of the glslang LICENSE.txt,
and `glslang/register_types.cpp` now uses the upstream definition for its
default builtin resource instead of hardcoding it.
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nanosleep returns 0 or -1 not the error code.
The error code "EINTR" (if encountered) is placed in errno, in which case nanosleep can be safely recalled with the remaining time.
This is required, so that nanosleep continues if the calling thread is interrupted by a signal.
See manpage nanosleep(2) for additional details.
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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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