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path: root/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
Commit message (Expand)AuthorAgeFilesLines
* Implement occlusion cullingjfons2021-04-231-3/+10
* Fix reflection probeBastiaan Olij2021-04-211-1/+1
* Remove low_end option from renderer, being replaced by separate implementationBastiaan Olij2021-04-091-28/+7
* Move clustered renderer functionalityBastiaan Olij2021-04-051-18/+47
* Combine init_gi and init_sdfgi into a single initBastiaan Olij2021-03-111-6/+3
* Renamed SDGIShader to SDFGIShader and moved a bunch of things to privateBastiaan Olij2021-03-041-13/+3
* Moving GI code into RendererServerGIRDBastiaan Olij2021-02-251-4921/+183
* Reorganize Project Settingsreduz2021-02-181-30/+30
* Make Servers truly Thread Safereduz2021-02-101-10/+28
* Improve SDFGI indirect light feedback loopreduz2021-02-071-7/+16
* Invert spotlight angle attenuationjfons2021-02-071-8/+8
* Simplify Volumetric Fogreduz2021-02-061-248/+7
* Added temporal reprojection to Volumetric Fogreduz2021-02-051-4/+33
* Fixes to get Godot running again on Intel IGPreduz2021-02-051-8/+8
* Rewrote how barriers work for faster renderingreduz2021-02-041-317/+554
* Don't use trashy max_decals value to prevent crashesRafał Mikrut2021-02-011-8/+8
* Merge pull request #37547 from aaronfranke/tauRémi Verschelde2021-02-011-1/+1
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| * Use Math_TAU and deg2rad/rad2deg in more places and optimize codeAaron Franke2021-01-091-1/+1
* | Reorganize RenderingDevice barriersreduz2021-01-261-25/+28
* | Add named resources and debug labels in RenderDocclayjohn2021-01-251-0/+9
* | Shadow map rendering optimizationreduz2021-01-241-94/+79
* | Several GI related optimizations and fixesreduz2021-01-241-34/+142
* | Merge pull request #44668 from clayjohn/VULKAN-downsampleRémi Verschelde2021-01-201-7/+5
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| * | Use cubemap downsampler for reflection mipmapsclayjohn2020-12-241-7/+5
* | | Added GPU based cluster builderreduz2021-01-191-238/+441
* | | Shader optimizations to reduce VGPR usage and increase occupancyreduz2021-01-191-26/+16
* | | CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde2021-01-121-2/+14
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* | Added ability to visualize native shadersreduz2021-01-061-0/+6
* | Reorganize renderer code.reduz2021-01-051-19/+36
* | Merge pull request #44842 from clayjohn/VULKAN-SSAO-2Rémi Verschelde2021-01-041-2/+2
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| * | SSAO cleanup and fixesclayjohn2021-01-031-2/+2
* | | Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
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* | Rename empty() to is_empty()Marcel Admiraal2020-12-281-2/+2
* | Merge pull request #44715 from clayjohn/VULKAN-SSAO-cleanupRémi Verschelde2020-12-271-1/+0
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| * | Cleanup leftover functions from adding SSAOclayjohn2020-12-261-1/+0
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* / Rewrite culling to be more cache/thread friendly.reduz2020-12-261-4/+4
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* Replace Octree by DynamicBVH in cull codereduz2020-12-231-54/+69
* Port ASSAO to Godot to replace SAOclayjohn2020-12-211-48/+126
* Implement automatic LOD (Level of Detail)reduz2020-12-181-5/+12
* Static analyzer fixes:bruvzg2020-12-091-5/+4
* Add support for low-end 3D rendering.reduz2020-12-071-114/+154
* Rename RD texture "type" to "texture_type"Aaron Franke2020-12-041-16/+16
* Rename RD uniform "type" to "uniform_type"Aaron Franke2020-12-041-146/+146
* RenderingServer reorganizationreduz2020-12-041-0/+8477