Commit Graph

86 Commits

Author SHA1 Message Date
Anatoli Babenia e25cfffc7f Add `--no-header` option to clean output
* Do not print empty line when header is disabled
* Do not print Vulcan header
* Also add "Print header" project setting (default On)
  (suggested by @kaissouDev)
* Add docs for the project setting
  (with suggestions by @Mickeon and @akien-mga)

Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-02-15 14:10:11 +03:00
Dario 73eff10c76 Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
A Thousand Ships 684752e75b
Replace error checks against `size` with `is_empty` 2024-02-09 12:50:15 +01:00
A Thousand Ships 2a372186ec
Null check improvements 2024-01-19 12:50:21 +01:00
Patrick Dawson a0f9bcc826 Fix usage of index offsets in RenderingDevice 2024-01-09 15:47:52 +01:00
Dario cc4d39b0c1 Acyclic Command Graph for RenderingDevice.
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
2024-01-08 14:54:56 -03:00
Bastiaan Olij d6caa69e11 Skip swapchain logic if there is nothing to present (Android OpenXR) 2024-01-08 21:51:04 +11:00
Rémi Verschelde 07b88600b7
Merge pull request #86522 from RandomShaper/fix_uset_rebind
RenderingDevice: Fix uniform sets wrongly assumed to be bound
2024-01-02 21:32:25 +01:00
EddieBreeg 8747c67d9e
Fix potential integer underflow in rounded up divisions
A new `Math::division_round_up()` function was added, allowing for easy
and correct computation of integer divisions when the result needs to
be rounded up.

Fixes #80358.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-01-02 14:14:47 +01:00
Pedro J. Estébanez 1c5c8cf6ff RenderingDevice: Fix uniform sets wrongly assumed to be bound 2023-12-26 13:12:32 +01:00
Pedro J. Estébanez 12a519bae2 Split RenderingDevice into API-agnostic and RenderingDeviceDriver parts
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>
2023-12-20 19:18:08 +01:00
clayjohn 51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
A Thousand Ships fdd3d36c6d [Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 2023-09-25 18:45:30 +02:00
Shawn Wallace b12ed82c04 Expose texture_create_from_extension to GDExtension 2023-09-23 16:57:12 -04:00
Rémi Verschelde faaf27f284
Fix various typos with codespell
Also includes typo fixes from #79993, #80068, #80276, and #80303.

Co-authored-by: betalars <contact@betalars.de>
Co-authored-by: spaceyjase <429978+spaceyjase@users.noreply.github.com>
Co-authored-by: Swarkin <102416174+Swarkin@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-08-07 13:09:47 +02:00
Rémi Verschelde 858e8748e8
Fix or workaround recent extension API compatibility issues
- Add compatibility methods for `RenderingDevice::shader_create_from_bytecode`
  and `CodeEdit::get_text_for_symbol_loopup`.
- Silence errors which now have compatibility methods.
- Acknowledge GraphEdit/GraphNode compat breakage, intended and WIP.
2023-08-03 12:07:21 +02:00
Yuri Sizov 1c40263665 Merge pull request #79606 from clayjohn/ShaderRD-compilation-groups
Shader rd compilation groups
2023-08-01 17:25:16 +02:00
Bastiaan Olij 63d6e9c557 Add custom texture create function 2023-07-26 20:46:34 +10:00
clayjohn e970f5249c Add Shader compile groups to RD Shader system
This allows us to specify a subset of variants to compile at load time and conditionally other variants later.

This works seamlessly with shader caching.

Needed to ensure that users only pay the cost for variants they use
2023-07-21 16:42:30 +02:00
Bastiaan Olij a22f495a3c Split raster barrier into vertex and fragment barrier 2023-07-15 12:30:32 +10:00
Bastiaan Olij 6dd47e232b Expose RD::texture_native_handle 2023-06-14 09:58:08 +10:00
Rémi Verschelde 3e6a731904
Merge pull request #76418 from reduz/method-bind-validated-call
Add ValidatedCall to MethodBind
2023-05-08 13:52:42 +02:00
Juan Linietsky 1c93606e47 Add ValidatedCall to MethodBind
* This should optimize GDScript function calling _enormously_.
* It also should simplify the GDScript VM considerably.

NOTE: GDExtension calling performance has most likely been affected until going via ptrcall is fixed.
2023-04-30 20:01:26 +02:00
Pedro J. Estébanez 09aa1bbdb3 Fix unsupported sampler filter used for voxel GI 2023-04-26 20:54:06 +02:00
Hugo Locurcio 8eb0d0e665
Fix `compute_pieline` typo in `RenderingDevice.compute_pipeline_is_valid()` 2023-04-10 22:32:04 +02:00
EpEpDragon 36d02882b9 Added optional offset and size parameter to RenderDevice buffer_get_data method 2023-01-06 17:08:37 +02:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
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".
2023-01-05 13:25:55 +01:00
Yuri Rubinsky 807632a90c Changed `STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT` type to enum flags 2022-12-15 14:10:37 +03:00
Pedro J. Estébanez 14e301467e Refactor SPIR-V reflection into a generic RenderingDevice feature 2022-12-12 14:14:53 +01:00
Yuri Rubinsky 6e48db69a3 Changed `RD::PipelineDynamicStateFlags` type to enum flags 2022-12-11 15:37:35 +03:00
Yuri Rubinsky 5934eef44c Changed `RenderingDevice::TextureUsageBits` type to enum flags 2022-11-26 13:08:07 +03:00
Rémi Verschelde e7418cac3d
Merge pull request #68942 from Chaosus/barrier_mask_flags
Expose `BarrierMask` as flags enum in `RenderingDevice`
2022-11-22 08:31:12 +01:00
Yuri Rubinsky acaf38cfbc Expose `BarrierMask` as flags enum in `RenderingDevice` 2022-11-22 09:45:20 +03:00
Patrick Dawson d7136f2d51 Add `offsets` parameter to RenderingDevice::vertex_array_create 2022-11-11 15:45:36 +01:00
Patrick Dawson e56fc6b338 Expose vertex_array_create 2022-11-03 22:14:55 +01:00
MinusKube f5a808192b Prevent windows from having a size greater than device limit 2022-09-04 22:48:54 +02:00
kobewi 7adc8376ed Change Array arguments to TypedArray 2022-09-01 13:13:19 +02:00
bruvzg bcc3643989
Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
Juan Linietsky f999f52f0a Add a Framebuffer cache
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);
```
2022-08-05 13:37:29 +02:00
Bastiaan Olij d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Rémi Verschelde dbd560cb68
Merge pull request #53857 from briansemrau/rd-free-rid-bind-rename 2022-01-20 17:24:34 +01:00
Hugo Locurcio 40be15920f
Remove support for PVRTC texture encoding and decoding
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.
2022-01-14 21:08:22 +01:00
Rémi Verschelde 095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
Rémi Verschelde 7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Hugo Locurcio b3174e7af9
Add `RenderingServer.get_video_adapter_type()` method
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.
2021-12-10 17:10:47 +01:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
ChristopheClaustre cc39ba5509 rendering_device: if one compiles with at least on stage without sources, it was always returning an unusable bytecode (because errored) 2021-11-09 22:53:30 +01:00
clayjohn 0eff109a21 Added SSIL post processing effect 2021-11-06 12:43:19 -07:00
Brian Semrau c4513d5add Rename RD::free binding to free_rid 2021-10-15 15:35:05 -04:00