Age | Commit message (Collapse) | Author |
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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This reduces visible banding in indirect lighting and reflections.
Sharp reflections now match more closely the original scene.
The downside of this change is that clipping may appear in reflections
in extremely bright scenes, but this should not be a concern in most
scenes.
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The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
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ChristopheClaustre/bugfix_shader_compile_spirv_from_source
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This reduces the struct size from 112 bytes to 96 bytes.
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In a complex scene with several dynamic emissive objects, this
saves over 1 ms of GPU time on a GTX 1080 in 2560×1440.
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In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
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Fix uniform array alignment to fix a bug
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`print_error()` should generally not be used directly. Also,
falling back is best done by printing a warning message instead
of an error message.
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AMD FidelityFX Super Resolution
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volumetric fog on MoltenVK.
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Fix Depth-Prepass transparency mode
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Fix transparency state initialization
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Add mising bits of implementation and ensure depth-prepass objects are
only rendered in the transparency pass.
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Add SHADER_IS_SRGB define to Vulkan renderer
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Lock the rendering device while command buffers are in use
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