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path: root/servers/rendering/rendering_device.h
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* Add a Framebuffer cacheJuan Linietsky2022-08-051-4/+7
| | | | | | | | | | 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); ```
* Adding Variable Rate Shading support to GodotBastiaan Olij2022-07-171-12/+16
| | | | | Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
* Add `get_video_adapter_api_version()` to RenderingServerHugo Locurcio2022-05-031-0/+1
| | | | | | This method can be used to get the graphics API version currently in use (such as Vulkan). It can be used by projects for troubleshooting or statistical purposes.
* Add color pass flags to Forward Clustered rendererjfons2022-04-011-0/+1
| | | | | | | | | | This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask. The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass. This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used. Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future.
* Fix typos with codespellRémi Verschelde2022-03-311-1/+1
| | | | | | Using codespell 2.2-dev from current git. Fix a couple incorrect uses of gendered pronouns.
* Fix device limit exceeding for uniform buffernotSanil2022-03-161-1/+1
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* Add a UniformSet cachereduz2022-03-061-8/+57
| | | | | | | * 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.
* Implementing OpenXR driverBastiaan Olij2022-02-231-0/+1
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* Merge pull request #54489 from briansemrau/texture-delete-updateRémi Verschelde2022-01-191-1/+1
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| * Fix materials not updating when texture replaced/deletedBrian Semrau2021-11-011-1/+1
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* | Remove support for PVRTC texture encoding and decodingHugo Locurcio2022-01-141-8/+0
| | | | | | | | | | | | | | On the only platform where PVRTC is supported (iOS), ETC2 generally supersedes PVRTC in every possible way. The increased memory usage is not really a problem thanks to modern iOS' devices processing power being higher than its Android counterparts.
* | Merge pull request #55790 from Calinou/renderingserver-add-device-type-getterRémi Verschelde2022-01-041-0/+13
|\ \ | | | | | | Add `RenderingServer.get_video_adapter_type()` method
| * | Add `RenderingServer.get_video_adapter_type()` methodHugo Locurcio2021-12-101-0/+13
| | | | | | | | | | | | | | | | | | | | | This can be used to distinguish between integrated, dedicated, virtual and software-emulated GPUs. This in turn can be used to automatically adjust graphics settings, or warn users about features that may run slowly on their hardware.
* | | Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde2022-01-041-2/+2
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| * | | Added SSIL post processing effectclayjohn2021-11-061-2/+2
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* | | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| |/ |/| | | | | Happy new year to the wonderful Godot community!
* | Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm2021-11-231-0/+1
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* Expose Vulkan internal values for access from extensionsBastiaan Olij2021-09-091-0/+20
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* Optionally scale 3D render contentBastiaan Olij2021-08-261-0/+1
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* Fixes to mobile rendererreduz2021-08-171-4/+4
| | | | | | * 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.
* Use subpasses to do 3D rendering and resolve in mobile rendererBastiaan Olij2021-08-061-1/+2
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* Implement Binary Shader Compilationreduz2021-07-261-15/+21
| | | | | | | | | | * Added an extra stage before compiling shader, which is generating a binary blob. * On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse. * On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL. This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved. I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware. There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
* Implement Specialization Constantsreduz2021-07-111-3/+32
| | | | | | * Added support to our local copy of SpirV Reflect (which does not support it). * Pass them on render or compute pipeline creation. * Not implemented in our shaders yet.
* Fix material invalidation on reimport.reduz2021-07-071-0/+2
| | | | | | * IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors. * Added the possibility to get a notification when a uniform set is erased. * With this notification, materials can be queued for update properly.
* Fix Render Inforeduz2021-07-031-1/+8
| | | | | | | | * Fixed and redone the process to obtain render information from a viewport * Some stats, such as material changes are too difficult to guess on Vulkan, were removed. * Separated visible and shadow stats, which causes confusion. * Texture, buffer and general video memory can be queried now. * Fixed the performance metrics too.
* Implement Framebuffer Subpass supportreduz2021-06-241-5/+25
| | | | | * Required for better optimizing mobile platforms * Will be used by the Vulkan mobile renderer.
* Add stereoscopic rendering through multiviewBastiaan Olij2021-06-131-2/+2
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* Implement shader cachingreduz2021-05-311-0/+4
| | | | | | | | | | | | * 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
* Fix typos with codespellRémi Verschelde2021-05-201-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
* Cleanup vulkan capabilities check and add multiview checkBastiaan Olij2021-05-061-0/+4
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* Obtain supported Vulkan APIBastiaan Olij2021-03-261-1/+34
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* Rewrote how barriers work for faster renderingreduz2021-02-041-2/+8
| | | | | | | | | | | -Added more finegrained control in RenderingDevice API -Optimized barriers (use less ones for thee same) -General optimizations -Shadows render all together unbarriered -GI can render together with shadows. -SDFGI can render together with depth-preoass. -General fixes -Added GPU detection
* Reorganize RenderingDevice barriersreduz2021-01-261-10/+22
| | | | | | | -Removed sync to draw, now everything syncs to draw by default. -Fixed many validation layer errors. -Added support for VkImageViewUsageCreateInfo to fix validation layer warnings. -Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
* Add named resources and debug labels in RenderDocclayjohn2021-01-251-0/+6
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* Shadow map rendering optimizationreduz2021-01-241-1/+2
| | | | | | | -All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
* Added GPU based cluster builderreduz2021-01-191-2/+3
| | | | Clustering is now GPU based, uses an implementation based on the Activision algorithm.
* 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 🎆
* Port ASSAO to Godot to replace SAOclayjohn2020-12-211-0/+1
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* Reimplement skeletons and blend shapesreduz2020-12-161-1/+1
| | | | Uses compute shaders, which only once, on demand, and all in parallel.
* Rename RD texture "type" to "texture_type"Aaron Franke2020-12-041-2/+2
| | | "type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
* Rename RD uniform "type" to "uniform_type"Aaron Franke2020-12-041-2/+2
| | | "type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-2/+2
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Revert "Replace SAO implementation with MSSAO"Juan Linietsky2020-10-181-1/+0
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* Replace SAO implementation with MSSAOclayjohn2020-10-181-0/+1
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* Refactor MethodBind to use variadic templatesreduz2020-10-181-1/+1
| | | | Removed make_binders and the old style generated binders.
* Addition of SDFGI for open world global illuminationJuan Linietsky2020-06-261-4/+15
| | | | Move GI to a deferred pass
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-3/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* New lightmapperJuan Linietsky2020-05-101-1/+3
| | | | | | | -Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
* Add proper type to most public API uses of ArrayJuan Linietsky2020-04-211-9/+10
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* Exposed RenderingDevice to script APIJuan Linietsky2020-04-201-7/+76
| | | | | | | | | | | | | Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.