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* Merge pull request #818 from Spartan322/fixup/copyright-headersGeorge L. Albany2024-10-27110-220/+220
|\ | | | | Fix copyright headers referring to Godot
| * Fix copyright headers referring to GodotSpartan3222024-10-27110-220/+220
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* | Merge commit godotengine/godot@61accf060515416da07d913580419fd8c8490f7bSpartan3222024-10-266-60/+212
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| * Merge pull request #98425 from darksylinc/matias-breadcrumbs-race-fixThaddeus Crews2024-10-252-57/+183
| |\ | | | | | | | | | Fix race conditions in breadcrumbs
| | * Fix race conditions in breadcrumbsMatias N. Goldberg2024-10-222-57/+183
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Adds "--accurate-breadcrumbs" CLI command Additionally, leave out breadcrumbs code in non-debug, non-dev builds. Fix regression introduced in #98388 where command_insert_breadcrumb() is called even in non-debug builds. Fixes #98338
| * | Merge pull request #97771 from dsnopek/openxr-linux-eglThaddeus Crews2024-10-252-0/+26
| |\ \ | | | | | | | | | | | | OpenXR: Add support for Wayland on Linux
| | * | OpenXR: Add support for Wayland on LinuxDavid Snopek2024-10-042-0/+26
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| * | | Merge pull request #98448 from Chaosus/shader_global_builtinsYuri Rubinsky2024-10-251-2/+2
| |\ \ \ | | | | | | | | | | Make `OUTPUT_IS_SRGB/CLIP_SPACE_FAR` shader built-ins global
| | * | | Make `OUTPUT_IS_SRGB/CLIP_SPACE_FAR` shader built-ins globalChaosus2024-10-241-2/+2
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| * | | Merge pull request #98305 from cadence-s/fix-ios-audio-driver-errorClay John2024-10-241-1/+1
| |\ \ \ | | | | | | | | | | Fix iOS audio driver attempting to start output too early
| | * | | Fix iOS audio driver attempting to start output too earlyCadence2024-10-181-1/+1
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* | | | | Merge commit godotengine/godot@1015a481ff43edb1126ab39a147fefda290131e5Spartan3222024-10-242-0/+20
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| * | | | Merge pull request #85338 from EMBYRDEV/shadow-caster-maskThaddeus Crews2024-10-242-0/+20
| |\ \ \ \ | | |_|/ / | |/| | | | | | | | Add `shadow_caster_mask` to Light3D.
| | * | | Add `shadow_caster_mask` to Light3D.Hannah Crawford2024-08-122-0/+20
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* | | | | Merge commit godotengine/godot@b3bcb2dc14691f7729984128dca26a844f662fa1Spartan3222024-10-228-82/+228
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| * | | | Merge pull request #98294 from Calinou/texture-placeholders-use-shared-copyThaddeus Crews2024-10-212-32/+36
| |\ \ \ \ | | | | | | | | | | | | | | | | | | Use a shared copy of placeholder textures, tweak placeholder appearance
| | * | | | Use a shared copy of placeholder textures, tweak placeholder appearanceHugo Locurcio2024-10-182-32/+36
| | | |/ / | | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This reduces memory usage a bit in case multiple placeholders were requested, e.g. when using multiple NoiseTextures with no noise property defined. The placeholder texture's appearance was also changed from a plain magenta color to a checkerboard alternating between magenta and black pixels. This makes it easier to spot when the placeholder texture ends up being used in a complex scene (usually by accident). The texture's dimensions remain identical to keep the physical size identical in 2D.
| * | | | Merge pull request #98388 from DarioSamo/sync-fixesThaddeus Crews2024-10-212-7/+44
| |\ \ \ \ | | | | | | | | | | | | | | | | | | Improve synchronization of rendering after changes from transfer queues.
| | * | | | Improve synchronization of rendering commands after changes from transfer ↵Dario2024-10-212-7/+44
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | queues. Fix an error where barriers are expected to be inserted for the swap chain textures. Add the relevant synchronization stages and accesses to resources between frames. Fix an error where debug labels weren't finished correctly between frames. Breadcrumbs are now behind an optional macro as they currently lead to synchronization errors which are harmless.
| * | | | | Merge pull request #98237 from dustdfg/os_transitive_image_headers_refactorThaddeus Crews2024-10-212-0/+2
| |\ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | Don't include `core/io/image.h` in `core/os/os.h`
| | * | | | | Don't include `core/io/image.h` in `core/os/os.h`Yevhen Babiichuk (DustDFG)2024-10-182-0/+2
| | | |/ / / | | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | `core/os/os.h` doesn't use `core/io/image.h`. It just brings transitive dependencies. Lots of dependencies because `core/os/os.h` is transitively included in almost every file of godot Also added `core/io/image.h` into files^1 where `Ref<Image>` and `core/os/os.h` were used to prevent obscure errors involving `Ref<Image>` ^1 except those which include `core/io/image_loader.h` or `core/io/image.h` by corresponding .h file with the same name Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
| * | | | | Merge pull request #98212 from stuartcarnie/sgc/metal_improvementsThaddeus Crews2024-10-213-43/+146
| |\ \ \ \ \ | | |_|/ / / | |/| | | | | | | | | | Metal: Performance improvements and bug fixes
| | * | | | Metal: Performance improvements and bug fixesStuart Carnie2024-10-203-43/+146
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* | | | | Merge commit godotengine/godot@80f0b33313dae52d072ba2771a88ebcc4f0b4d6dSpartan3222024-10-182-0/+5
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| * | | | Move transitions of textures initialized by transfer workers to the main ↵Dario2024-10-182-0/+5
| |/ / / | | | | | | | | | | | | | | | | | | | | graphics queue. Also adds a new possible texture layout and API trait to support a particular behavior in D3D12 where only the COMMON layout is supported in copy queues. Fixes #98158.
* | | | Merge commit godotengine@92e51fca7247c932f95a1662aefc28aca96e8de6Spartan3222024-10-1413-12/+123
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| * | | Merge pull request #97744 from Nazarwadim/use_local_vector_for_skeletonThaddeus Crews2024-10-102-4/+4
| |\ \ \ | | | | | | | | | | | | | | | Use `LocalVector` for skeleton
| | * | | Use local vector for skeletonNazarii2024-10-022-4/+4
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| * | | Merge pull request #94952 from alvinhochun/angle-d3d11-flip-yThaddeus Crews2024-10-104-4/+99
| |\ \ \ | | | | | | | | | | | | | | | Optimize ANGLE on D3D11 to remove an extra blit
| | * | | Optimize ANGLE on D3D11 to remove an extra blitAlvin Wong2024-07-314-4/+99
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Support the extension EGL_ANGLE_surface_orientation, which allows ANGLE to skip an extra blit from an intermediate buffer to the D3D11 swap chain back buffer for inverting the Y axis due to the difference in coordinate systems. Instead we do our inverting in RasterizerGLES3.
| * | | | CI: Add MinGW/GCC build to Windows GHAThaddeus Crews2024-10-103-3/+14
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| * | | | Merge pull request #96819 from clayjohn/GLES3-instance-uniformsClay John2024-10-073-0/+4
| |\ \ \ \ | | | | | | | | | | | | Implement instance uniforms in Compatibility renderer
| | * | | | Implement instance uniforms in Compatibility rendererclayjohn2024-09-103-0/+4
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| * | | | | Merge pull request #97309 from kroketio/metal-expose-device-handleClay John2024-10-071-1/+2
| |\ \ \ \ \ | | | | | | | | | | | | | | Metal: expose MTLDevice
| | * | | | | Metal: expose DRIVER_RESOURCE_LOGICAL_DEVICE for get_resource_native_handle()Sander2024-09-221-1/+2
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* | | | | | | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-11110-0/+220
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* | | | | | | Rebrand Godot to RedotRandolph W. Aarseth II2024-10-1118-36/+36
|/ / / / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Add Linux Editor tests workflow matrix Add Windows Editor w/ Mono workflow matrix Add Generate Glue Code job to Windows workflow Add Build GodotSharp job to Windows workflow Add godot compatibility version references Add Godot author info Add Godot version compatibility info Add Godot donor info Add Godot authors and donors to editor_about.cpp Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* | | | | | Merge pull request #97552 from dustdfg/drivers/use_dedicated_print_errorRémi Verschelde2024-10-041-3/+5
|\ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | Use dedicated `print_error` method for colored output for unsupported drivers
| * | | | | | Use dedicated `print_error` method for colored output for unsupported driversYevhen Babiichuk (DustDFG)2024-09-271-3/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
* | | | | | | Merge pull request #97304 from kroketio/metal-return-logical-device-handleRémi Verschelde2024-10-041-1/+5
|\ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | | | Metal: Implement `texture_create_from_extension`
| * | | | | | | Metal: implement texture_create_from_extensionSander2024-09-221-1/+5
| | |/ / / / / | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Parameters p_type, p_format, p_array_layers, p_depth_stencil are ignored - MTLTexture (and the callee) already have this information and is only relevant when reinterpreting or remaping the texture in different ways.
* | | | | | | Merge pull request #97719 from bruvzg/cross_dev_renameRémi Verschelde2024-10-041-1/+11
|\ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | | | [Linux/BSD] Fix cross-device rename.
| * | | | | | | [Linux/BSD] Fix cross-device rename.bruvzg2024-10-021-1/+11
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* | | | | | | | Implement asynchronous transfer queues, thread guards on RenderingDevice. ↵Dario2024-10-029-257/+169
| |_|_|_|_|/ / |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Add ubershaders and rework pipeline caches for Forward+ and Mobile. - Implements asynchronous transfer queues from PR #87590. - Adds ubershaders that can run with specialization constants specified as push constants. - Pipelines with specialization constants can compile in the background. - Added monitoring for pipeline compilations. - Materials and shaders can now be created asynchronously on background threads. - Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
* | | | | | | Merge pull request #97676 from clayjohn/GLES3-sky-qualityRémi Verschelde2024-10-021-7/+11
|\ \ \ \ \ \ \ | |/ / / / / / |/| | | | | | | | | | | | | Improve the look of radiance map in Compatibility backend
| * | | | | | Improve the look of radiance map in Compatibility backendclayjohn2024-09-291-7/+11
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* | | | | | | Merge pull request #97602 from patowen/fix-region-filter-clip-enabledRémi Verschelde2024-10-011-1/+2
|\ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | | | Fix `region_filter_clip_enabled` to avoid sprite bleeding for interpolated sprite sheets
| * | | | | | | Clamp UV-coordinates to centers of outermost texels when configured to do soPatrick Owen2024-09-291-1/+2
| |/ / / / / / | | | | | | | | | | | | | | | | | | | | | In addition, fix region_filter_clip_enabled documentation to be consistent with AtlasTexture.xml, since that is the option whose behavior was fixed
* / / / / / / Move Vulkan includes to a central godot_vulkan.h headerGergely Kis2024-09-294-15/+45
|/ / / / / / | | | | | | | | | | | | | | | | | | Also fixes Vulkan build problem with recent Clang.
* | / / / / Implement vertex shadingywmaa2024-09-294-11/+287
| |/ / / / |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This adds support in all backends, but the Compatibility renderer works the best. Mobile and Forward+ can only support one directional light shader (the first in the tree) While the Compatibility renderer supports any number of shadows. Co-authored-by: Clay John <claynjohn@gmail.com>