Commit Graph

263 Commits

Author SHA1 Message Date
Rémi Verschelde
488116e4d8
Merge pull request #58236 from bruvzg/win_min_fix 2022-02-18 09:07:10 +01:00
Rémi Verschelde
3a008fc1a2
Merge pull request #58186 from BastiaanOlij/fix_shader_features_init
Enable features we require when creating a Vulkan Device
2022-02-18 00:22:17 +01:00
bruvzg
0c27667124 [Windows] Fix Vulkan driver crash on sub-window minimization. 2022-02-17 13:34:08 +02:00
Bastiaan Olij
d7465d7c6a We were only getting our available shader features, now we also enabling them 2022-02-17 00:50:38 +11:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Pedro J. Estébanez
4e6c9d3ae9 Add a separate pool for small allocations in Vulkan RD 2022-02-12 12:47:08 +01:00
Rémi Verschelde
1bdb82c64e
Fix typos with codespell
Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
2022-02-10 12:30:19 +01:00
Bastiaan Olij
eb9d8ad44a Nitpicking, VK_VERSION_* have been deprecated, replaced by VK_API_VERSION_*. 2022-02-09 15:04:47 +11:00
Nathan Franke
8a0a3accee
simplify formatting scripts, add a clang-tidy script, and run clang-tidy 2022-01-29 04:41:03 -06:00
Rémi Verschelde
9b9440165b
Merge pull request #54890 from briansemrau/threadsafe-drawpute-lists
Make draw/compute lists threadsafe
2022-01-22 20:20:07 +01:00
Rémi Verschelde
8b8e858778
Merge pull request #54489 from briansemrau/texture-delete-update 2022-01-19 10:10:54 +01:00
Rémi Verschelde
d9a4ff7583
Merge pull request #55020 from bruvzg/vlk_device_surface_check 2022-01-17 13:34:23 +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
luz paz
858bcd5058 Fix various typos
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-13 23:20:01 -05:00
Haoyu Qiu
c0d3bdc0ca Add list initialization support for Vector & LocalVector 2022-01-05 20:42:09 +08:00
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
Eric Engestrom
83333f7e15 drivers/vulkan: limit pEngineName to only the engine name, without its version
It's supposed to be something stable that can be used to identify the engine
(using an equality check), so having the version number in there defeats
the purpose.

While at it, there is no need to prefix it with a second `"GodotEngine"`, nor
to copy the static C string into a C++ string to then extract a C string
from it :)
2021-12-24 01:24:22 +00:00
Eric Engestrom
961bf6e30f drivers/vulkan: set the engineVersion to Godot's version 2021-12-23 18:10:22 +00:00
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
Rémi Verschelde
daccf48929
Merge pull request #55704 from RandomShaper/fix_little_vk_mistake 2021-12-10 10:03:10 +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
Pedro J. Estébanez
76f262f241 Fix misuse of Vulkan enum value 2021-12-07 19:34:18 +01:00
Je06jm
20deb0917d Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
bruvzg
b11e619b19
[Vulkan] Check each device capabilities before selecting it.
Split instance and physical device selection function and move device selection to window creation, to reject devices without present capability.
Add device preferred type check in discrete > integrated > virtual > cpu > other order.
Add device list printout.
Add command line argument to override device selection.
2021-11-22 20:04:57 +02:00
Brian Semrau
f123a79170 Make draw/compute lists threadsafe
Lock the rendering device while command buffers are in use
2021-11-11 13:55:09 -05:00
clayjohn
0eff109a21 Added SSIL post processing effect 2021-11-06 12:43:19 -07:00
Brian Semrau
4a1c28460e Fix materials not updating when texture replaced/deleted 2021-11-01 15:33:59 -04:00
Brian Semrau
346e497959 Disallow compute dispatch with zero dimensions. 2021-10-30 02:39:25 -04:00
clayjohn
1b2cd9f251 Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28 22:02:23 -07:00
Rémi Verschelde
3a6be64c12
clang-format: Various fixes to comments alignment from clang-format 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Rémi Verschelde
da98357e6e
doctool: Fix differences between headless and Vulkan rendering backends
Fixes #53913.
2021-10-20 17:48:50 +02:00
M. Huri
033dc4dbef Replaced NULL with nullptr 2021-10-12 20:20:19 +07:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Hugo Locurcio
ba65730cbf
Rename RID's getornull() to get_or_null() 2021-09-29 23:58:02 +02:00
Rémi Verschelde
98a7bf3406
Merge pull request #52464 from raulsntos/fix_buffer_info_uninitialized 2021-09-17 19:16:46 +02:00
Raul Santos
7a0e1bd135 Fix buffer_info may be used uninitialized 2021-09-17 17:20:19 +02:00
Hugo Locurcio
81c14a2d25
Print the Vulkan API version and device used on the same line
This matches Godot 3.x's OpenGL renderer behavior and is more compact.
2021-09-14 18:32:27 +02:00
JFonS
5f69218edc
Merge pull request #51604 from TechnoPorg/fix-vulkan-parent-material
Vulkan: Fix CanvasItem::use_parent_material
2021-09-12 01:00:30 +02:00
Bastiaan Olij
506ae80876 Expose Vulkan internal values for access from extensions 2021-09-09 22:28:32 +10:00
Bastiaan Olij
64626cc435 Optionally scale 3D render content 2021-08-26 20:48:40 +10:00
Anilforextra
c86db8b710 Remove redundant assignments.
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
reduz
6027cd0a1d Fixes to mobile renderer
* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
TechnoPorg
b097e7f510 Vulkan: Fix CanvasItem::use_parent_material
The "Use Parent Material" option now does something when enabled on a CanvasItem. As before, it's not just limited to a node's direct parent but can move up the tree until it finds a material.
Also corrected a typo in rendering_device_vulkan.h that didn't merit its own commit.
2021-08-17 09:08:56 -06:00
Bastiaan Olij
38e73ba69e Fix init code so it works properly on Vulkan 1.1 devices 2021-08-17 23:53:07 +10:00
Pedro J. Estébanez
7b7e17a626 Upgrade Vulkan memory allocator 2021-08-13 00:05:41 +02:00
Rémi Verschelde
554312a3b2
Android: Use volk instead of NDK Vulkan headers
We no longer build the Vulkan loader, and volk lets us load it dynamically.
Roblox uses volk on Android so it should work well for us too.
2021-08-12 23:39:30 +02:00
bruvzg
d7957a2a20 Use "volk" instead of statically linked Vulkan loader. 2021-08-12 14:25:15 +03:00