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* Renaming of servers for coherency.Juan Linietsky2020-03-271-1032/+0
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-3/+4
| | | | Still a lot of work to do.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Fix various typosluz.paz2020-03-111-4/+4
| | | Found via `codespell`
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-13/+13
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Vulkan: Move thirdparty code out of drivers, style fixesRémi Verschelde2020-02-111-2/+2
| | | | | | | - `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
* More GIProbe work and fixesJuan Linietsky2020-02-111-2/+11
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* GIProbes working.Juan Linietsky2020-02-111-8/+11
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* Untested support for compute shadersJuan Linietsky2020-02-111-0/+20
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* Visual GPU profiler and related profiling support in Vulkan.Juan Linietsky2020-02-111-0/+12
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* Environment sky more or less working.Juan Linietsky2020-02-111-1/+7
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* Base 3D engine done, still untested, though.Juan Linietsky2020-02-111-1/+2
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* Add static Vulkan loader.bruvzg2020-02-111-0/+30
| | | | | Initial Vulkan support for Windows. Initial Vulkan support for macOS.
* Moved the shader source compilation code outside RenderingDevice and VulkanJuan Linietsky2020-02-111-17/+35
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* Custom material support seems complete.Juan Linietsky2020-02-111-16/+16
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* Changes to material required to add custom shaders in RD rendererJuan Linietsky2020-02-111-0/+5
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* Modified light rendering to make it more compatible.Juan Linietsky2020-02-111-0/+41
| | | | Modified polygon management to make it more compatible with MoltenVK
* Normalmapping and Specularmapping working in 2D engineJuan Linietsky2020-02-111-1/+1
| | | | Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
* Added ability to retrieve back textures stored on GPUJuan Linietsky2020-02-111-1/+3
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* basic 2D engine is more or less working with Vulkan, including editor.Juan Linietsky2020-02-111-0/+5
| | | | Still a lot to do
* Basic 2D engine is more or less working, needs more work for editor to be ↵Juan Linietsky2020-02-111-67/+60
| | | | usable.
* A lot of progress with canvas rendering, still far from working.Juan Linietsky2020-02-111-3/+34
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* Changed my mind on Vulkan image API, images should now include mipmapsJuan Linietsky2020-02-111-1/+1
| | | | This should make it easier to obtain the data directly from an Image
* Modify RenderingDevice to use RIDs, now that they are O(1)Juan Linietsky2020-02-111-34/+39
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* Added support for push constantsJuan Linietsky2020-02-111-0/+1
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* Initial work on Vulkan:Juan Linietsky2020-02-111-0/+849
-Added VulkanContext -Added an X11 implementation -Added a rendering device abstraction -added a Vulkan rendering device abstraction -Engine does not work, only shows Godot logo (run it from bin/)