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path: root/drivers/vulkan/rendering_device_vulkan.cpp
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* Split RenderingDevice into API-agnostic and RenderingDeviceDriver partsPedro J. Estébanez2023-12-201-9765/+0
| | | | | | 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>
* Merge pull request #85532 from RandomShaper/kill_redund_clearYuri Sizov2023-12-081-37/+66
|\ | | | | | | Apply some low-hanging fruit optimizations to Vulkan RD
| * Remove redundant explicit clears in the Vulkan RDPedro J. Estébanez2023-12-011-37/+66
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* | Merge pull request #84852 from Alex2782/fix_vulkan_buffer_androidRémi Verschelde2023-12-041-1/+4
|\ \ | | | | | | | | | Vulkan: Fix incorrect access to the buffers on Android
| * | Vulkan: Fix incorrect access to the buffers on AndroidAlexander Hartmann2023-11-151-1/+4
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* | Merge pull request #83736 from darksylinc/matias-broken_buffer_updateRémi Verschelde2023-12-041-1/+1
|\ \ | |/ |/| | | Fix buffer updates going to the wrong cmd buffer if barriers were 0
| * Fix buffer updates going to the wrong cmd buffer if barriers were 0Matias N. Goldberg2023-10-211-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | From what I could see only SSAO & SSIL were affected when they both call: int zero[1] = { 0 }; RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); int zero[1] = { 0 }; RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); Also documented what setup_command_buffer & draw_command_buffer are for.
* | Fix various typos with codespellRémi Verschelde2023-11-111-1/+1
|/ | | | Using 2.2.7.dev51+geb4a58fe.
* Bump version of Vulkan RD binary shader formatPedro J. Estébanez2023-10-181-1/+2
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* Vertex and attribute compression to reduce the size of the vertex format.clayjohn2023-10-051-5/+6
| | | | | | | | | | | | | This allows Godot to automatically compress meshes to save a lot of bandwidth. In general, this requires no interaction from the user and should result in no noticable quality loss. This scheme is not backwards compatible, so we have provided an upgrade mechanism, and a mesh versioning mechanism. Existing meshes can still be used as a result, but users can get a performance boost by reimporting assets.
* Workaround crash due to null shader when running XR project with --xr-mode offLyuma2023-10-021-0/+1
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* Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.Dario2023-09-251-2/+10
| | | | Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
* Expose texture_create_from_extension to GDExtensionShawn Wallace2023-09-231-1/+1
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* Polish a few things in Vulkan RDPedro J. Estébanez2023-09-191-7/+4
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* Fix validation error when using pipeline cache controlMatias N. Goldberg2023-09-161-1/+1
| | | | | | | | PR #80296 introduced a regression because it checks if the VK_EXT_pipeline_creation_cache_control extension has been enabled before using it, but turns out the process is a bit more convoluted than that (a Vulkan driver may support the extension but then say the feature is not supported)
* [Drivers,Platform] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicableA Thousand Ships2023-09-121-67/+67
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* Enhance Vulkan PSO cachingPedro J. Estébanez2023-08-301-75/+90
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* Fix missing EARLY_FRAGMENT_TESTS_BIT barrier flagsMatias N. Goldberg2023-08-271-4/+9
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* Fix Vulkan texture updatebitsawer2023-08-191-1/+1
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* Merge pull request #80288 from pkpro/memcpy_into_nullptrRémi Verschelde2023-08-171-4/+7
|\ | | | | | | Vulkan: Fix sanitizers error with empty shader name
| * Vulkan: Fix sanitizers error with empty shader namePavel Kraynyukhov2023-08-091-4/+7
| | | | | | | | Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* | Add buffer_copy method to RenderingDevice interface and an implementation ↵Dario2023-08-121-0/+58
|/ | | | | | for the Vulkan driver. Direct buffer copies are required to perform certain operations more efficiently, as the only current alternative is to download the buffer to the CPU and upload it again. As the first use case, the new function is used when enabling motion vectors on multimeshes.
* Initialize shader placeholders up frontclayjohn2023-08-031-29/+33
| | | | | Then use the placeholder to create the shader instead of swapping RIDs This fixes a false positive that reported leaked shaders
* Merge pull request #79606 from clayjohn/ShaderRD-compilation-groupsYuri Sizov2023-08-011-3/+12
|\ | | | | | | Shader rd compilation groups
| * Add Shader compile groups to RD Shader systemclayjohn2023-07-211-3/+12
| | | | | | | | | | | | | | | | This allows us to specify a subset of variants to compile at load time and conditionally other variants later. This works seamlessly with shader caching. Needed to ensure that users only pay the cost for variants they use
* | Fix uninitialized variable ending up sent to VulkanMatias N. Goldberg2023-07-291-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The first time a shader is compiled Godot performs the following: ```cpp for (uint32_t i = 0; i < SHADER_STAGE_MAX; i++) { if (spirv_data.push_constant_stages_mask.has_flag((ShaderStage)(1 << i))) { binary_data.push_constant_vk_stages_mask |= shader_stage_masks[i]; } } ``` However binary_data.push_constant_vk_stages_mask is never initialized to 0 and thus contains garbage data or'ed with the good data. This value is used by push constants (and many other things) thus it can be a big deal. Fortunately because the relevant flags are always guaranteed to be set (but not guaranteed to be unset), the damage is restricted to: 1. Performance (unnecessary flushing & over-excessive barriers) 2. Overwriting push descriptors already set (this would be serious, doesn't seem to be an issue) 3. Driver implementations going crazy when they see bits set they don't expect (unknown if this is an issue) This uninitialized value is later saved into the binary cache. Valgrind is able to detect this bug on the first run, but not on the subsequent ones because they data comes from a file. cache_file_version has been bumped to force rebuild of all cached shaders. Because the ones generated so far are compromised.
* | Add custom texture create functionBastiaan Olij2023-07-261-0/+23
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* | Fix Vulkan multithreaded compute list and GPU particle processingbitsawer2023-07-241-0/+2
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* | Add missing thread-safe method macros to RD Vulkan submit and syncMarc Gilleron2023-07-181-0/+12
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* Split raster barrier into vertex and fragment barrierBastiaan Olij2023-07-151-23/+66
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* fix threading bug in vulkan rendering deviceJoe Marshall2023-06-281-0/+2
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* Expose RD::texture_native_handleBastiaan Olij2023-06-141-1/+1
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* Merge pull request #76348 from warriormaster12/pipeline-cacheRémi Verschelde2023-06-011-2/+136
|\ | | | | | | Implement Vulkan pipeline caching
| * Implement Vulkan pipeline cachingwarriormaster122023-05-311-2/+136
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* | Merge pull request #77022 from sakrel/fix_buffer_get_dataRémi Verschelde2023-05-241-3/+3
|\ \ | | | | | | | | | RenderingDeviceVulkan::buffer_get_data: Use draw command buffer instead of setup command buffer
| * | RenderingDeviceVulkan::buffer_get_data: Use draw command buffer instead of ↵sakrel2023-05-121-3/+3
| | | | | | | | | | | | setup command buffer
* | | Merge pull request #75945 from Calinou/renderingdevice-finalaction-fix-typoRémi Verschelde2023-05-241-1/+1
|\ \ \ | |/ / |/| | | | | Fix typo in FinalAction `switch` statement in RenderingDevice
| * | Fix typo in FinalAction `switch` statement in RenderingDeviceHugo Locurcio2023-04-111-1/+1
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* | fixed a query pool validation errorwarriormaster122023-05-111-0/+5
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* | Merge pull request #74711 from BastiaanOlij/add_texture_native_handleRémi Verschelde2023-05-091-0/+9
|\ \ | | | | | | | | | Provide access to internal graphics handles for textures
| * | For GDExternal use, provides access to internal graphics handles for texturesBastiaan Olij2023-05-091-0/+9
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* | | Save cluster render shader from being optimized out entirelyPedro J. Estébanez2023-05-081-0/+3
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* | Merge pull request #75937 from RandomShaper/threaded_render_loadRémi Verschelde2023-05-081-20/+0
|\ \ | | | | | | | | | Allow creation of rendering buffers at any time
| * | Allow creation of rendering buffers at any timePedro J. Estébanez2023-04-111-20/+0
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* | Improve RenderingServer, RenderingDevice, ShaderGlobalsOverride documentationHugo Locurcio2023-05-061-14/+14
| | | | | | | | This brings the overall class reference completion percentage from 87% to 92%.
* | Fix unsupported sampler filter used for voxel GIPedro J. Estébanez2023-04-261-0/+12
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* | Fix issues with Vulkan layout transitionsPedro J. Estébanez2023-04-241-50/+52
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* Remove (or make verbose only) various debug prints.bruvzg2023-03-201-1/+0
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* Avoid overflow when calculating ptr address for 3D textures in ↵clayjohn2023-03-061-1/+1
| | | | RenderingDevice texture update
* Make draw command labels thread safesakrel2023-02-101-0/+3
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