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path: root/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
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* Add a Framebuffer cacheJuan Linietsky2022-08-051-0/+2
| | | | | | | | | | Adds a FramebufferCache singletion that operates the same way as UniformSetCache. Allows creating framebuffers on the fly (and keep them cached if re-requested) such as: ```C++ RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2); ```
* Split dependency logicBastiaan Olij2022-06-281-6/+9
| | | | | | Split FOG Split visibility notifier Final cleanup of storage classes
* Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde2022-05-021-1/+0
| | | | | | | | | | | Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
* Moved particles into ParticlesStorageBastiaan Olij2022-04-171-0/+2
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* Move light, reflection probe and lightmap into LightStorageBastiaan Olij2022-04-171-0/+2
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* Merge canvas and decal into TextureStorage and add render targetBastiaan Olij2022-04-171-5/+1
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* Make FileAccess and DirAccess classes reference counted.bruvzg2022-04-111-2/+2
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* Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorageBastiaan Olij2022-04-021-0/+2
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* Extract global variable, shader and material storageBastiaan Olij2022-03-311-0/+2
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* Extract Decal and Decal atlas from Storage classBastiaan Olij2022-03-211-0/+2
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* Merge pull request #58993 from notSanil/device-limit-exceeded-fixRémi Verschelde2022-03-171-1/+1
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| * Fix device limit exceeding for uniform buffernotSanil2022-03-161-1/+1
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* | Split dummy renderer classes into separate filesBastiaan Olij2022-03-161-5/+9
|/ | | | Split canvas_texture_storage and texture_storage from render_storage class
* Add a UniformSet cachereduz2022-03-061-4/+7
| | | | | | | * Changed syntax usage for RD::Uniform to create faster with a single RID * Converted render pass setup to use this in clustered renderer to test. This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
* [Windows] Fix Vulkan driver crash on sub-window minimization.bruvzg2022-02-171-0/+3
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* Revert "Add new scaling modes for splash screen"Rémi Verschelde2022-01-191-47/+13
| | | | | | | This reverts commit fcc9f5ce396ff921ed8253f657a8c9c38e7a878d. The feature is good but the implementation still needs more work. A new PR will be made with a rework of this commit.
* Add new scaling modes for splash screenSamuel Pedrajas2022-01-181-13/+47
| | | | | | Removes the `fullsize` option which is superseded by `stretch_mode`. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-2/+2
| | | | | | 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 scenesJe06jm2021-11-231-3/+3
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* Construct values only when necessary.Anilforextra2021-09-251-1/+1
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* Add source rectangle to blitBastiaan Olij2021-08-291-8/+18
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* Fixes to mobile rendererreduz2021-08-171-0/+2
| | | | | | * 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.
* Fix 'Attempted to remove invalid ID' errorsRafał Mikrut2021-07-311-1/+1
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* Use fragment shader instead of compute shader for effects for mobile rendererBastiaan Olij2021-07-251-0/+3
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* Removes lines about window size from the console outputYuri Roubinsky2021-07-141-3/+0
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* Fix Boot Splashreduz2021-07-031-3/+78
| | | | | * Implements the code to show the boot splash on load using RenderingDevice * Does not work on X11 when maximized, some platform specific hack will be needed there.
* 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.
* Implement shader cachingreduz2021-05-311-0/+42
| | | | | | | | | | | | * Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
* Implementing blit shader with versionsBastiaan Olij2021-05-121-55/+40
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* Create mobile rendererBastiaan Olij2021-05-031-1/+10
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* Move clustered renderer functionalityBastiaan Olij2021-04-051-1/+1
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* Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered ↵Bastiaan Olij2021-03-101-1/+1
| | | | so we can introduce RendererSceneRenderForwardMobile
* Threaded optimizations to cull and renderreduz2021-01-051-4/+0
| | | | | -Reorganize thread work pool for rendering -Fixes to make secondary command buffers to work (disabled because they need more testing)
* 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 🎆
* Rename RD uniform "type" to "uniform_type"Aaron Franke2020-12-041-1/+1
| | | "type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
* RenderingServer reorganizationreduz2020-12-041-0/+183