Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | | Direct3D 12: Implement proper fallback for format casting | Pedro J. Estébanez | 2024-02-27 | 2 | -264/+341 | |
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* | | Merge pull request #87872 from RandomShaper/d3d12_tex_mem_is_life | Rémi Verschelde | 2024-02-27 | 2 | -82/+144 | |
|\ \ | | | | | | | | | | Direct3D 12: Enhance management of texture data life cycle | |||||
| * | | Direct3D 12: Enhance management of texture data life cycle | Pedro J. Estébanez | 2024-02-27 | 2 | -82/+144 | |
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* | | Remove word duplicates in comments and strings, and fix casing and punctuation | Robert Yevdokimov | 2024-02-23 | 1 | -1/+1 | |
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* | | SCons: Add proper MinGW support to D3D12 deps install script | Rémi Verschelde | 2024-02-23 | 2 | -5/+3 | |
| | | | | | | | | Fix a couple GCC warnings. | |||||
* | | Merge execute and present commands for RenderingDeviceDriver. | Dario | 2024-02-19 | 2 | -27/+22 | |
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* | Merge pull request #88252 from RandomShaper/d3d12_slice_of_cube | Rémi Verschelde | 2024-02-15 | 1 | -5/+7 | |
|\ | | | | | | | Direct3D 12: Fix cubemap slicing | |||||
| * | Direct3D 12: Fix cubemap slicing | Pedro J. Estébanez | 2024-02-12 | 1 | -5/+7 | |
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* | | [D3D12] Improve shader validation handling. | bruvzg | 2024-02-13 | 2 | -6/+50 | |
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* | | Finish splitting functionality of the Vulkan and D3D12 backends into ↵ | Dario | 2024-02-12 | 7 | -1637/+1528 | |
| | | | | | | | | RenderingDeviceDriver. | |||||
* | | Merge pull request #87570 from RandomShaper/d3d12_defensive | Rémi Verschelde | 2024-02-12 | 1 | -4/+8 | |
|\ \ | | | | | | | | | | Direct3D 12: Make format feature check more defensive | |||||
| * | | Direct3D 12: Make format feature check more defensive | Pedro J. Estébanez | 2024-01-25 | 1 | -4/+8 | |
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* | | | Replace error checks against `size` with `is_empty` | A Thousand Ships | 2024-02-09 | 1 | -1/+1 | |
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* | | Merge pull request #87795 from RandomShaper/d3d12_dont_leak_please | Rémi Verschelde | 2024-02-02 | 1 | -2/+6 | |
|\ \ | | | | | | | | | | Direct3D 12: Avoid terrible leak related to command allocators | |||||
| * | | Direct3D 12: Avoid terrible leak related to command allocators | Pedro J. Estébanez | 2024-01-31 | 1 | -2/+6 | |
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* | | Merge pull request #87670 from RandomShaper/d3d12_16bit | Rémi Verschelde | 2024-01-29 | 1 | -0/+7 | |
|\ \ | | | | | | | | | | Direct3D 12: Query support for 16-bit operations | |||||
| * | | Direct3D 12: Query support for 16-bit operations | Pedro J. Estébanez | 2024-01-28 | 1 | -0/+7 | |
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* | | Merge pull request #87624 from bruvzg/dx12_old_mingw | Rémi Verschelde | 2024-01-29 | 2 | -3/+5 | |
|\ \ | | | | | | | | | | [D3D12] Add support for building with pre-11.0.0 MinGW versions, make PIX runtime opt-in. | |||||
| * | | [D3D12] Add support for building with pre-11.0.0 MinGW versions, make PIX ↵ | bruvzg | 2024-01-26 | 2 | -3/+5 | |
| | | | | | | | | | | | | runtime opt-in. | |||||
* | | | Merge pull request #87572 from RandomShaper/d3d12_custom_dbg_print | Rémi Verschelde | 2024-01-29 | 2 | -6/+3 | |
|\ \ \ | |/ / |/| | | | | | Direct3D 12: Fix and enable custom debug printing | |||||
| * | | Direct3D 12: Fix and enable custom debug printing | Pedro J. Estébanez | 2024-01-25 | 2 | -6/+3 | |
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* | | Merge pull request #87482 from RandomShaper/d3d12_spacey | Rémi Verschelde | 2024-01-26 | 1 | -10/+6 | |
|\ \ | | | | | | | | | | Direct3D 12: Let NIR runtime data and push constants use the same register scheme as bindings | |||||
| * | | Direct3D 12: Let NIR runtime data and push constants use the same register ↵ | Pedro J. Estébanez | 2024-01-22 | 1 | -10/+6 | |
| |/ | | | | | | | scheme as bindings | |||||
* | | Add a python script to install Direct3D 12 SDK components. | MrBBBaiXue | 2024-01-24 | 1 | -2/+2 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This makes it much faster to get started with Direct3D 12 builds, as you only need to run `python .\misc\scripts\install_d3d12_sdk_windows.py` then run `scons d3d12=yes`. This installs DirectX Shader Compiler, Mesa NIR, WinPixEventRuntime and DirectX 12 Agility SDK. - Define a default path that uses the locations from the script. - Now the default path is in "%LOCALAPPDATA%\Godot\build_deps\" - Updated CI to use this new python script. Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro> | |||||
* | | Merge pull request #87298 from RandomShaper/d3d12_qp | Yuri Sizov | 2024-01-17 | 1 | -1/+1 | |
|\ \ | |/ |/| | | | D3D12 RDD: Fix wrong argument when resolving timestamp queries | |||||
| * | D3D12 RDD: Fix wrong argument when resolving timestamp queries | Pedro J. Estébanez | 2024-01-17 | 1 | -1/+1 | |
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* | | Fix DX12 build on older MSVC versions, fix missing PIX include. | bruvzg | 2024-01-15 | 2 | -6/+16 | |
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* | Acyclic Command Graph for RenderingDevice. | Dario | 2024-01-08 | 4 | -24/+37 | |
| | | | | Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice. | |||||
* | Skip swapchain logic if there is nothing to present (Android OpenXR) | Bastiaan Olij | 2024-01-08 | 2 | -2/+4 | |
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* | [D3D12] Dynamically load Agility SDK. | bruvzg | 2024-01-02 | 2 | -19/+43 | |
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* | Add RD_ENABLED when VULKAN_ENABLED or D3D12_ENABLED is added | jsjtxietian | 2023-12-25 | 1 | -2/+0 | |
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* | Split RenderingDevice into API-agnostic and RenderingDeviceDriver parts | Pedro J. Estébanez | 2023-12-20 | 8 | -10925/+6611 | |
| | | | | | | Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com> | |||||
* | Add Direct3D 12 RenderingDevice implementation | Pedro J. Estébanez | 2023-12-12 | 7 | -0/+12317 | |