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* Doctool: Remove version attribute from XML headerRémi Verschelde2023-07-061-1/+1
| | | | | | We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
* Bump version to 4.2-devRémi Verschelde2023-07-051-1/+1
| | | | Keep on waitin'
* Merge pull request #76418 from reduz/method-bind-validated-callRémi Verschelde2023-05-081-1/+1
|\ | | | | | | Add ValidatedCall to MethodBind
| * Add ValidatedCall to MethodBindJuan Linietsky2023-04-301-1/+1
| | | | | | | | | | | | | | * This should optimize GDScript function calling _enormously_. * It also should simplify the GDScript VM considerably. NOTE: GDExtension calling performance has most likely been affected until going via ptrcall is fixed.
* | Improve RenderingServer, RenderingDevice, ShaderGlobalsOverride documentationHugo Locurcio2023-05-061-0/+7
|/ | | | This brings the overall class reference completion percentage from 87% to 92%.
* Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | Can't stop, won't stop, they said, huh?
* Rename the argument tag to param in XML documentationYuri Sizov2022-08-081-3/+3
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* Add an XML schema for documentationHugo Locurcio2022-02-151-1/+1
| | | | | | | | This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
* Don't generate empty doc sections and reduce code duplicationAaron Franke2021-09-201-2/+0
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* doc: Use self-closing tags for `return` and `argument`Rémi Verschelde2021-07-301-12/+6
| | | | | | | | For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
* Implement Binary Shader Compilationreduz2021-07-261-3/+3
| | | | | | | | | | * Added an extra stage before compiling shader, which is generating a binary blob. * On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse. * On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL. This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved. I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware. There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
* Let var2str display StringName with correct sigilJonathan Gollnick2021-06-101-2/+2
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* Exposed RenderingDevice to script APIJuan Linietsky2020-04-201-0/+41
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.