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* Merge commit godotengine/godot@87318a2fb7fffeb72adca934e31915be077c3d1fSpartan3222024-11-061-0/+1
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| * Added external camera feed from external plugin on Androidmaxime.chambefort2024-10-301-0/+1
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* | Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
|/ | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Implement asynchronous transfer queues, thread guards on RenderingDevice. ↵Dario2024-10-021-0/+5
| | | | | | | | | | | 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.
* Implement support for bicubic lightmap filteringBlueCube33102024-08-191-0/+1
| | | | Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
* Fixed Timestep Interpolation (3D)Ricardo Buring2024-07-071-0/+12
| | | | | | | Adds 3D fixed timestep interpolation to the rendering server. This does not yet include support for multimeshes or particles. Co-authored-by: lawnjelly <lawnjelly@gmail.com>
* Disable XR server when compiling without 3DAaron Franke2024-03-131-0/+7
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* Implement hooks into rendererBastiaan Olij2024-02-181-0/+23
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* Add optional depth fogEidolon2024-02-171-1/+9
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* Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.Dario2023-09-251-1/+1
| | | | Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Added options for sorting transparent objects (port of PR 63040)Bastiaan Olij2022-12-231-0/+1
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* Remove high quality glow as it is not any higher quality than regular glowclayjohn2022-12-131-1/+0
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* Move cluster builder, sdfgi and gi structures to clustered renderer, move ↵Bastiaan Olij2022-10-041-6/+0
| | | | light and probe elements into storage and reorganise our render_scene method.
* Split rendering driver project setting into renderer_name and ↵clayjohn2022-09-191-0/+325
rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).