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path: root/servers/rendering/rendering_device.h
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| * | Add Shader compile groups to RD Shader systemclayjohn2023-07-211-1/+2
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* / Add custom texture create functionBastiaan Olij2023-07-261-0/+2
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* Split raster barrier into vertex and fragment barrierBastiaan Olij2023-07-151-4/+7
* Expose RD::texture_native_handleBastiaan Olij2023-06-141-1/+1
* Document the InitialAction enum in RenderingDeviceHugo Locurcio2023-06-081-9/+9
* Merge pull request #74711 from BastiaanOlij/add_texture_native_handleRémi Verschelde2023-05-091-0/+1
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| * For GDExternal use, provides access to internal graphics handles for texturesBastiaan Olij2023-05-091-0/+1
* | Save cluster render shader from being optimized out entirelyPedro J. Estébanez2023-05-081-0/+2
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* Merge pull request #76418 from reduz/method-bind-validated-callRémi Verschelde2023-05-081-0/+1
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| * Add ValidatedCall to MethodBindJuan Linietsky2023-04-301-0/+1
* | Fix unsupported sampler filter used for voxel GIPedro J. Estébanez2023-04-261-0/+1
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* Merge pull request #70663 from EpEpDragon/feature_buffer_get_data_size_optionRémi Verschelde2023-02-101-1/+1
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| * Added optional offset and size parameter to RenderDevice buffer_get_data methodEpEpDragon2023-01-061-1/+1
* | Add layer slice support to render device and render buffersBastiaan Olij2023-02-031-1/+1
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* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
* Changed `STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT` type to enum flagsYuri Rubinsky2022-12-151-3/+3
* Refactor SPIR-V reflection into a generic RenderingDevice featurePedro J. Estébanez2022-12-121-0/+37
* Changed `RD::PipelineDynamicStateFlags` type to enum flagsYuri Rubinsky2022-12-111-3/+3
* Changed `RenderingDevice::TextureUsageBits` type to enum flagsYuri Rubinsky2022-11-261-2/+2
* Merge pull request #68942 from Chaosus/barrier_mask_flagsRémi Verschelde2022-11-221-11/+12
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| * Expose `BarrierMask` as flags enum in `RenderingDevice`Yuri Rubinsky2022-11-221-11/+12
* | Merge pull request #68527 from pkdawson/vertex-array-offsetsRémi Verschelde2022-11-211-2/+2
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| * Add `offsets` parameter to RenderingDevice::vertex_array_createPatrick Dawson2022-11-111-2/+2
* | Fix VRS issuesBastiaan Olij2022-11-171-0/+2
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* Merge pull request #64710 from MinusKube/window-size-crashClay John2022-10-271-0/+2
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| * Prevent windows from having a size greater than device limitMinusKube2022-09-041-0/+2
* | Rename remaining "*_enable" to "*_enabled"Micky2022-09-211-2/+2
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* Merge pull request #65170 from KoBeWi/your_argument_is_TypedArrayRémi Verschelde2022-09-021-2/+2
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| * Change Array arguments to TypedArraykobewi2022-09-011-2/+2
* | Extracting render buffers and changing it to a more generic solutionBastiaan Olij2022-09-011-0/+26
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* Merge pull request #63003 from Geometror/msaa-2dRémi Verschelde2022-08-301-0/+1
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| * Implement MSAA for 2D [Vulkan only]Hendrik Brucker2022-08-131-0/+1
* | Add font LCD sub-pixel anti-aliasing support.bruvzg2022-08-231-0/+1
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* Add a Framebuffer cacheJuan Linietsky2022-08-051-4/+7
* Adding Variable Rate Shading support to GodotBastiaan Olij2022-07-171-12/+16
* Add `get_video_adapter_api_version()` to RenderingServerHugo Locurcio2022-05-031-0/+1
* Add color pass flags to Forward Clustered rendererjfons2022-04-011-0/+1
* Fix typos with codespellRémi Verschelde2022-03-311-1/+1
* Fix device limit exceeding for uniform buffernotSanil2022-03-161-1/+1
* Add a UniformSet cachereduz2022-03-061-8/+57
* Implementing OpenXR driverBastiaan Olij2022-02-231-0/+1
* 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
* | Remove support for PVRTC texture encoding and decodingHugo Locurcio2022-01-141-8/+0
* | Merge pull request #55790 from Calinou/renderingserver-add-device-type-getterRémi Verschelde2022-01-041-0/+13
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| * | Add `RenderingServer.get_video_adapter_type()` methodHugo Locurcio2021-12-101-0/+13
* | | 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
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* | Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm2021-11-231-0/+1
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