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* Merge commit godotengine/godot@8004c7524fb9f43425c4d6f614410a76678e0f7cSpartan3222024-10-301-8/+8
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| * Set clang-format `RemoveSemicolon` rule to `true`Adam Scott2024-10-251-8/+8
| | | | | | | | - Set clang-format `Standard` rule to `c++20`
* | Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
|/ | | | | | | | | | | | | | | | | | | | | | 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>
* Implement asynchronous transfer queues, thread guards on RenderingDevice. ↵Dario2024-10-021-0/+1
| | | | | | | | | | | 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.
* Fix regression around OpenGL swapchain optimisation for OpenXRBastiaan Olij2024-07-291-1/+1
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* Make dummy rendering server appear as a high end platformjsjtxietian2024-02-161-1/+1
| | | | to fix vulkan shader compile error when exporting
* Finish splitting functionality of the Vulkan and D3D12 backends into ↵Dario2024-02-121-1/+0
| | | | RenderingDeviceDriver.
* Skip swapchain logic if there is nothing to present (Android OpenXR)Bastiaan Olij2024-01-081-0/+2
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* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Use a giant UBO to optimize performance in 2Dclayjohn2022-10-061-0/+3
| | | | | | | | This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices.
* Split dependency logicBastiaan Olij2022-06-281-3/+6
| | | | | | Split FOG Split visibility notifier Final cleanup of storage classes
* Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij2022-06-221-0/+3
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* SkyShaders workingclayjohn2022-05-111-1/+1
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* Moved particles into ParticlesStorageBastiaan Olij2022-04-171-0/+3
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* Move light, reflection probe and lightmap into LightStorageBastiaan Olij2022-04-171-0/+3
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* Merge canvas and decal into TextureStorage and add render targetBastiaan Olij2022-04-171-6/+0
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* Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorageBastiaan Olij2022-04-021-0/+3
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* Extract global variable, shader and material storageBastiaan Olij2022-03-311-0/+3
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* Extract Decal and Decal atlas from Storage classBastiaan Olij2022-03-211-0/+3
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* Split dummy renderer classes into separate filesBastiaan Olij2022-03-161-0/+99
Split canvas_texture_storage and texture_storage from render_storage class