Age | Commit message (Collapse) | Author |
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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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-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
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-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll
-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed
-Added a half size GI option.
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
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-Much better looking, physically based.
-Almost negligible extra cost.
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So it can hopefully be made more cache efficient afterwards.
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SSAO renames and move push constant binding
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-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
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Uses compute shaders, which only once, on demand, and all in parallel.
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-Reduce number of uniform sets from 6 to 4.
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.
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