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path: root/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
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* Fix some issues found by cppcheck.bruvzg2022-04-061-1/+1
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix `wireframe` render modeYuri Roubinsky2021-10-151-2/+4
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* Implement more rendering options as specialization constantsreduz2021-07-191-0/+7
| | | | | | | | * Shadow quality settings now specialization constant. * Decal and light projector filters can be set. * Changing those settings forces re-creation of the pipelines. These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
* Use specialization constants in clustered rendererreduz2021-07-121-3/+21
| | | | | | | * 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 Framebuffer Subpass supportreduz2021-06-241-3/+4
| | | | | * Required for better optimizing mobile platforms * Will be used by the Vulkan mobile renderer.
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* RenderingServer reorganizationreduz2020-12-041-0/+99