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path: root/drivers/vulkan/rendering_device_vulkan.cpp
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* | Merge pull request #55704 from RandomShaper/fix_little_vk_mistakeRémi Verschelde2021-12-101-1/+1
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| * | Fix misuse of Vulkan enum valuePedro J. Estébanez2021-12-071-1/+1
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* | | Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-1/+1
|/ / | | | | | | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* / Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm2021-11-231-0/+1
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* Disallow compute dispatch with zero dimensions.Brian Semrau2021-10-301-0/+9
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* Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn2021-10-281-2/+2
| | | | Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
* clang-format: Disable alignment of operands, too unreliableRémi Verschelde2021-10-281-32/+32
| | | | | | | | | Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
* doctool: Fix differences between headless and Vulkan rendering backendsRémi Verschelde2021-10-201-0/+2
| | | | Fixes #53913.
* Use range iterators for `Map`Lightning_A2021-09-301-3/+3
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* Rename RID's `getornull()` to `get_or_null()`Hugo Locurcio2021-09-291-103/+103
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* Fix buffer_info may be used uninitializedRaul Santos2021-09-171-0/+1
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* Expose Vulkan internal values for access from extensionsBastiaan Olij2021-09-091-2/+88
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* Optionally scale 3D render contentBastiaan Olij2021-08-261-0/+8
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* Remove redundant assignments.Anilforextra2021-08-211-2/+2
| | | | Use used_in_transfer instead of used_in_compute twice.
* Fixes to mobile rendererreduz2021-08-171-4/+34
| | | | | | * Make sure shaders are named, to aid in debug in case of failure * SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized). * Fixed some bugs resulting on the above being corrected.
* Upgrade Vulkan memory allocatorPedro J. Estébanez2021-08-131-0/+1
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* Use "volk" instead of statically linked Vulkan loader.bruvzg2021-08-121-1/+1
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* Fixes and optimizations to mobile rendererreduz2021-08-101-20/+85
| | | | | | | * Only apply final actions to attachments used in the last pass. * Fixes to draw list final action (was using continue instead of read/drop). * Profiling regions inside draw lists now properly throw errors. * Ability to enable gpu profile printing from project settings. (used to debug).
* Use subpasses to do 3D rendering and resolve in mobile rendererBastiaan Olij2021-08-061-9/+29
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* Merge pull request #50847 from reduz/implement-binary-shader-compilationRémi Verschelde2021-07-261-108/+403
|\ | | | | Implement Binary Shader Compilation
| * Implement Binary Shader Compilationreduz2021-07-261-108/+403
| | | | | | | | | | | | | | | | | | | | * 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.
* | Fix various typosluz paz2021-07-251-2/+2
|/ | | Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-2/+2
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-5/+5
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* Fixes to forward mobilereduz2021-07-151-1/+1
| | | | | | * use valid format for framebuffer: VK_FORMAT_A2B10G10R10_UNORM_PACK32 * Unfortunately cant be used for compute. * Mobile will need to do refprobe, sky, mipmapblurring using raster.
* Use specialization constants in clustered rendererreduz2021-07-121-10/+8
| | | | | | | * Keep track of when projector, softshadow or directional sofshadow were enabled. * Enable them via specializaton constant where it makes sense. * Re-implements soft shadows. * Re-implements light projectors.
* Implement Specialization Constantsreduz2021-07-111-4/+156
| | | | | | * Added support to our local copy of SpirV Reflect (which does not support it). * Pass them on render or compute pipeline creation. * Not implemented in our shaders yet.
* Fix material invalidation on reimport.reduz2021-07-071-0/+11
| | | | | | * IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors. * Added the possibility to get a notification when a uniform set is erased. * With this notification, materials can be queued for update properly.
* Fix threaded update for texturesreduz2021-07-071-5/+9
| | | | | * Previews and other stuff now works again. * Not the best solution, will have to be improved in the future usinc async queues where supported.
* Fix Render Inforeduz2021-07-031-5/+15
| | | | | | | | * Fixed and redone the process to obtain render information from a viewport * Some stats, such as material changes are too difficult to guess on Vulkan, were removed. * Separated visible and shadow stats, which causes confusion. * Texture, buffer and general video memory can be queried now. * Fixed the performance metrics too.
* Fix Context Validation Layer Errorsreduz2021-06-281-1/+4
| | | | | | | * Multisampling was wrongly selected, possibly fixes #49937 * Image semaphore acquisition is now per window, possibly fixes #41614 Please make sure to test the above two issues again, since I can't reproduce either anyway.
* Implement Framebuffer Subpass supportreduz2021-06-241-222/+559
| | | | | * Required for better optimizing mobile platforms * Will be used by the Vulkan mobile renderer.
* Add stereoscopic rendering through multiviewBastiaan Olij2021-06-131-6/+38
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* Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-1/+1
| | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* Style: Cleanup uses of double spaces between wordsRémi Verschelde2021-06-071-1/+1
| | | | | Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
* Cleanup vulkan capabilities check and add multiview checkBastiaan Olij2021-05-061-0/+4
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* Tweak warning messages related to leaked RIDsHugo Locurcio2021-05-031-2/+10
| | | | | | - Use hardcoded pluralization for messages. - Since these messages are English-only, it's fine to hardcode it. - Use double quotes for consistency with other messages.
* Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde2021-04-271-5/+5
| | | | | | | | We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
* Merge pull request #47283 from Panquesito7/fix_lgtm_alertsRémi Verschelde2021-03-311-3/+3
|\ | | | | fix: 3 LGTM alerts/warnings
| * fix: 3 LGTM alerts/warningsDavid Leal2021-03-311-3/+3
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* | Obtain supported Vulkan APIBastiaan Olij2021-03-261-0/+13
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* Fixes small typos and grammar correctionAnshul7sp12021-03-121-12/+12
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* Fixes to get Godot running again on Intel IGPreduz2021-02-051-2/+12
| | | | | -Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..) -Cleaned up barrier usage further.
* Rewrote how barriers work for faster renderingreduz2021-02-041-34/+262
| | | | | | | | | | | -Added more finegrained control in RenderingDevice API -Optimized barriers (use less ones for thee same) -General optimizations -Shadows render all together unbarriered -GI can render together with shadows. -SDFGI can render together with depth-preoass. -General fixes -Added GPU detection
* Reorganize RenderingDevice barriersreduz2021-01-261-80/+301
| | | | | | | -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.
* Add named resources and debug labels in RenderDocclayjohn2021-01-251-0/+66
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* Shadow map rendering optimizationreduz2021-01-241-8/+16
| | | | | | | -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.
* Added GPU based cluster builderreduz2021-01-191-7/+38
| | | | Clustering is now GPU based, uses an implementation based on the Activision algorithm.
* spirv-reflect: Update to upstream commit c0ce03a (Jan 6, 2021)Rémi Verschelde2021-01-081-0/+4
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* Threaded optimizations to cull and renderreduz2021-01-051-7/+7
| | | | | -Reorganize thread work pool for rendering -Fixes to make secondary command buffers to work (disabled because they need more testing)