Pedro J. Estébanez
207f523441
D3D12: Use the right state for resources in certain heap types
2024-07-01 08:06:26 +02:00
bruvzg
10d81a238e
[LLVM/MinGW] Fix/suppress DX12 related warnings.
2024-06-19 23:40:06 +03:00
Rémi Verschelde
f2796fa06d
Merge pull request #91769 from DarioSamo/d3d12_enhanced_barriers
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Add support for enhanced barriers in D3D12.
2024-05-31 14:15:49 +02:00
bruvzg
628c81d2d9
[DisplayServer] Add method to check if window transparency is supported and enabled.
2024-05-23 15:23:18 +03:00
Dario
adabd14d08
Add support for enhanced barriers in D3D12.
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Enables support for enhanced barriers if available.
Gets rid of the implementation of [CROSS_FAMILY_FALLBACK] in the D3D12 driver. The logic has been reimplemented at a higher level in RenderingDevice itself.
This fallback is only used if the RenderingDeviceDriver reports the API traits and the capability of sharing texture formats correctly. Aliases created in this way can only be used for sampling: never for writing. In most cases, the formats that do not support sharing do not support unordered access/storage writes in the first place.
2024-05-20 13:04:44 -03:00
Dario
d5789e09eb
Add optional driver workaround to RenderingDevice for Adreno 6XX.
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Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-13 10:20:31 -03:00
Bastiaan Olij
9042ddf19f
Improvements to VRS/Foveated rendering
2024-05-03 17:20:30 +10:00
Thaddeus Crews
3b3e2374c9
clang-tidy: Enforce `modernize-use-nullptr`
2024-03-12 10:59:53 -05:00
Rémi Verschelde
ec55028f26
Merge pull request #89209 from RandomShaper/padding_for_dummies
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Make shader binary alignment handling simpler and more robust
2024-03-06 13:17:09 +01:00
Pedro J. Estébanez
f77b4d155b
Make shader binary alignment handling simpler and more robust
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Bonus:
Also simplified the rounding to block size in image size calculations.
2024-03-06 11:48:23 +01:00
Rémi Verschelde
16fa6bc44b
Merge pull request #88540 from bruvzg/d3d12_guids2
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[D3D12] Define GUIDs directly.
2024-03-05 09:55:46 +01:00
Rémi Verschelde
5d20628c31
Merge pull request #88496 from bruvzg/d3d12_dyn_load
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[Windows] Make D3D12 loading dynamic to support pre-Windows 10 versions.
2024-03-05 09:55:41 +01:00
Pedro J. Estébanez
bed48f37aa
Direct3D 12: Fix shader model support check for devices not aware of the highest ones
2024-03-04 13:54:28 +01:00
Pedro J. Estébanez
3f530c7091
Direct3D 12: Implement proper fallback for format casting
2024-02-27 17:20:01 +01:00
Rémi Verschelde
cfe344f12f
Merge pull request #87872 from RandomShaper/d3d12_tex_mem_is_life
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Direct3D 12: Enhance management of texture data life cycle
2024-02-27 16:36:59 +01:00
Pedro J. Estébanez
d47021ac6c
Direct3D 12: Enhance management of texture data life cycle
2024-02-27 15:45:19 +01:00
Robert Yevdokimov
13e82094ee
Remove word duplicates in comments and strings, and fix casing and punctuation
2024-02-23 17:28:28 -05:00
Rémi Verschelde
5fd9d0891f
SCons: Add proper MinGW support to D3D12 deps install script
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Fix a couple GCC warnings.
2024-02-23 22:13:22 +01:00
Dario
ee2d8f68ba
Merge execute and present commands for RenderingDeviceDriver.
2024-02-19 13:09:03 -03:00
bruvzg
f4ca6a856a
[Windows] Make D3D12 loading dynamic to support pre Windows 10 versions.
2024-02-19 15:08:04 +02:00
bruvzg
4d2204455f
[D3D12] Define GUIDs directly.
2024-02-19 13:45:12 +02:00
Rémi Verschelde
c1ad24571a
Merge pull request #88252 from RandomShaper/d3d12_slice_of_cube
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Direct3D 12: Fix cubemap slicing
2024-02-15 15:45:03 +01:00
bruvzg
1a2f9741cf
[D3D12] Improve shader validation handling.
2024-02-13 11:27:48 +02:00
Pedro J. Estébanez
5a0ae10f58
Direct3D 12: Fix cubemap slicing
2024-02-12 16:08:27 +01:00
Dario
73eff10c76
Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver.
2024-02-12 10:02:18 -03:00
Rémi Verschelde
b8b0eea1f8
Merge pull request #87570 from RandomShaper/d3d12_defensive
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Direct3D 12: Make format feature check more defensive
2024-02-12 13:34:09 +01:00
A Thousand Ships
684752e75b
Replace error checks against `size` with `is_empty`
2024-02-09 12:50:15 +01:00
Rémi Verschelde
efa587ad36
Merge pull request #87795 from RandomShaper/d3d12_dont_leak_please
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Direct3D 12: Avoid terrible leak related to command allocators
2024-02-02 12:04:25 +01:00
Pedro J. Estébanez
6057ec9b06
Direct3D 12: Avoid terrible leak related to command allocators
2024-01-31 20:00:23 +01:00
Rémi Verschelde
6305277312
Merge pull request #87670 from RandomShaper/d3d12_16bit
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Direct3D 12: Query support for 16-bit operations
2024-01-29 13:18:00 +01:00
Rémi Verschelde
604f8b093e
Merge pull request #87624 from bruvzg/dx12_old_mingw
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[D3D12] Add support for building with pre-11.0.0 MinGW versions, make PIX runtime opt-in.
2024-01-29 13:17:41 +01:00
Rémi Verschelde
78680cdebc
Merge pull request #87572 from RandomShaper/d3d12_custom_dbg_print
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Direct3D 12: Fix and enable custom debug printing
2024-01-29 13:17:21 +01:00
Pedro J. Estébanez
f77f46ebff
Direct3D 12: Query support for 16-bit operations
2024-01-28 12:43:58 +01:00
bruvzg
dfa303f7c4
[D3D12] Add support for building with pre-11.0.0 MinGW versions, make PIX runtime opt-in.
2024-01-26 20:43:18 +02:00
Rémi Verschelde
184009eda6
Merge pull request #87482 from RandomShaper/d3d12_spacey
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Direct3D 12: Let NIR runtime data and push constants use the same register scheme as bindings
2024-01-26 11:45:49 +01:00
Pedro J. Estébanez
47da9f8892
Direct3D 12: Fix and enable custom debug printing
2024-01-25 10:42:39 +01:00
Pedro J. Estébanez
6807cd8673
Direct3D 12: Make format feature check more defensive
2024-01-25 10:12:07 +01:00
MrBBBaiXue
ea2c6f1d0b
Add a python script to install Direct3D 12 SDK components.
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This makes it much faster to get started with Direct3D 12 builds,
as you only need to run `python .\misc\scripts\install_d3d12_sdk_windows.py`
then run `scons d3d12=yes`.
This installs DirectX Shader Compiler, Mesa NIR, WinPixEventRuntime
and DirectX 12 Agility SDK.
- Define a default path that uses the locations from the script.
- Now the default path is in "%LOCALAPPDATA%\Godot\build_deps\"
- Updated CI to use this new python script.
Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-01-24 20:11:43 +08:00
Pedro J. Estébanez
0a89a2db9e
Direct3D 12: Let NIR runtime data and push constants use the same register scheme as bindings
2024-01-22 19:39:27 +01:00
Yuri Sizov
44013b88eb
Merge pull request #87298 from RandomShaper/d3d12_qp
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D3D12 RDD: Fix wrong argument when resolving timestamp queries
2024-01-17 18:53:37 +01:00
Pedro J. Estébanez
925263c35b
D3D12 RDD: Fix wrong argument when resolving timestamp queries
2024-01-17 16:59:13 +01:00
bruvzg
2893c0b475
Fix DX12 build on older MSVC versions, fix missing PIX include.
2024-01-15 11:03:16 +02:00
Dario
cc4d39b0c1
Acyclic Command Graph for RenderingDevice.
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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
bruvzg
126a763f7a
[D3D12] Dynamically load Agility SDK.
2024-01-02 17:15:59 +02:00
jsjtxietian
078bfae6a4
Add RD_ENABLED when VULKAN_ENABLED or D3D12_ENABLED is added
2023-12-25 11:13:01 +08:00
Pedro J. Estébanez
12a519bae2
Split RenderingDevice into API-agnostic and RenderingDeviceDriver parts
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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
Pedro J. Estébanez
2f47c57385
Add Direct3D 12 RenderingDevice implementation
2023-12-12 19:10:04 +01:00