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* Implement asynchronous transfer queues, thread guards on RenderingDevice. ↵Dario2024-10-021-1/+1
| | | | | | | | | | | Add ubershaders and rework pipeline caches for Forward+ and Mobile. - Implements asynchronous transfer queues from PR #87590. - Adds ubershaders that can run with specialization constants specified as push constants. - Pipelines with specialization constants can compile in the background. - Added monitoring for pipeline compilations. - Materials and shaders can now be created asynchronously on background threads. - Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
* Make shader binary alignment handling simpler and more robustPedro J. Estébanez2024-03-061-3/+4
| | | | | Bonus: Also simplified the rounding to block size in image size calculations.
* Split RenderingDevice into API-agnostic and RenderingDeviceDriver partsPedro J. Estébanez2023-12-201-0/+912
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>