godot/servers/rendering/renderer_rd
clayjohn 062fb8b0dc Ignore depth draw optimization when using depth draw alpha prepass
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2023-01-03 12:33:07 -08:00
..
effects Merge pull request #70009 from clayjohn/glow-hq 2022-12-13 23:32:15 +01:00
environment Cleanup and improve sky render 2022-12-23 19:45:19 +11:00
forward_clustered Ignore depth draw optimization when using depth draw alpha prepass 2023-01-03 12:33:07 -08:00
forward_mobile Ignore depth draw optimization when using depth draw alpha prepass 2023-01-03 12:33:07 -08:00
shaders Merge pull request #70253 from BastiaanOlij/cleanup_sky_render 2022-12-23 23:44:02 +01:00
spirv-reflect Refactor SPIR-V reflection into a generic RenderingDevice feature 2022-12-12 14:14:53 +01:00
storage_rd Fix errors related to reflection probe now using a render buffers object 2022-12-26 22:23:22 +11:00
cluster_builder_rd.cpp
cluster_builder_rd.h
effects_rd.cpp
effects_rd.h
framebuffer_cache_rd.cpp
framebuffer_cache_rd.h Fix parameters for hash_murmur3_one_32 2022-11-22 19:46:54 +01:00
pipeline_cache_rd.cpp SCons: Re-enable treating #warning as error with werror 2022-10-10 16:12:26 +02:00
pipeline_cache_rd.h
renderer_canvas_render_rd.cpp Avoid updating particles during 2D rendering 2022-12-22 12:04:34 -07:00
renderer_canvas_render_rd.h Refactor ShaderData & fix the sorting of shader uniforms 2022-12-15 10:02:59 +03:00
renderer_compositor_rd.cpp Enable using filtering on boot image in RD renderer 2022-12-16 13:42:03 -08:00
renderer_compositor_rd.h
renderer_scene_render_rd.cpp Merge pull request #70253 from BastiaanOlij/cleanup_sky_render 2022-12-23 23:44:02 +01:00
renderer_scene_render_rd.h Move SDFGI update logic into clustered renderer 2022-12-24 00:00:11 +11:00
SCsub Refactor SPIR-V reflection into a generic RenderingDevice feature 2022-12-12 14:14:53 +01:00
shader_rd.cpp
shader_rd.h
uniform_set_cache_rd.cpp
uniform_set_cache_rd.h